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July 10th, 2023, 03:00 #11
Awesome that sounds fixable! Tomorrow I'll have me and my players fully animated in a backhanded "good enough" way - and even though I can live with the scale failures - it would be very nice to have .webm (VP8) files work as well as .png ones do in lua placed scaled assets in map layers.
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July 11th, 2023, 19:01 #12Free(Forums/Forge) Extension(FGU 5E):
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July 11th, 2023, 19:54 #13
Moon Wizard is not back from vacation yet, and as Carl pointed out, it would require a discussion with him before moving forward.
Dominic Morta
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July 12th, 2023, 05:13 #14
I have a question on use of addLayerPaintStamp asset's w and h (in grid units) parameters. I place something over a token I give it the spacing*2 scale of that token - like 2x2 on those parameters. Some Assets that are put into map UI layers stamp window will have w= h in the UI and these place just right with addLayerPaintStamp's 2(w)x2(h) values.
unmodified perfect
UnmodiedPerfect.png
But other Assets when droopped into map UI layers stamp window show up squashed and have different values for w and h. And when addLayerPaintStamp applies its w=h parameters (duplicated by simply forcing the w=h in the map UI layers stamping window) it will always appeared squished.
unmodifed squished
UnmodiedNotEqual.png
modified squished
ModiedSquished.png
I thought simply scaling video size to have equal pixel sizes would fix it but it did not. What am I missing? I assume there is no FGU Image code to get the asset height and width so it can be scaled properly? And what is causing this?Free(Forums/Forge) Extension(FGU 5E):
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July 12th, 2023, 05:40 #15
Solved it though it will make using assets with this function pretty painful with no way to know what the intial size of the asset is. Basically I had to make sure my resolutions and aspect ratios were all the same (I chose 512) and then resized the image to expand out to the borders. Ugh - I'll have to check every one of these assets and insure they have the same resolutions and aspect ratios unless there is some way to tell the "base" values which show up in the map UI layer stamping window (likely gotten by code I have no access to).
[PostEdit]: wonderful found another undocumented function - this will solve my scaling issue I think.
local tImageSize = {};
tImageSize.w, tImageSize.h = Interface.getAssetSize(sAsset);Last edited by SilentRuin; July 12th, 2023 at 16:41.
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July 12th, 2023, 18:49 #16
I'm not sure why but I can tell when an asset is going to fail to scale when I call Interface.getAssetSize(sAsset) as it will have both returned values 0. If it returns values the layer placement always works. Very weird. This is BEFORE anything is placed or the addLayerPaintStamp is even called.
Last edited by SilentRuin; July 12th, 2023 at 19:22.
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July 13th, 2023, 19:57 #17
Is the Interface.getAssets function able to react to a refresh of assets after the asset files have been updated? I admit a test I last did was not showing it updated from the time the app started and I tried to refresh this data (calling function again) after the refresh assets button was pressed.
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July 14th, 2023, 18:46 #18SmiteWorks
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Interface.getAssets returns the list of all assets currently in the asset index, which is what is the same data that is used to feed the Assets window.
Regards,
JPG
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July 14th, 2023, 19:29 #19
I must have been in some bad inbetween state in my .ext developement because it indeed works as you say now.
Any word on the fix to the addLayerPaintStamp scales not alway applying for .webm (always works for .png) or the Interface.getAssetSize returning 0,0 for the asset sizes when this is about to fail?Free(Forums/Forge) Extension(FGU 5E):
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July 14th, 2023, 19:35 #20SmiteWorks
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As @pindercarl mentioned, it's not a simple fix. Also, I just got back from vacation. I'm not sure on what it would take to resolve, nor how that fits in with other priorities until I get more information next week.
Regards,
JPG
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