Refer a Friend
Page 2 of 4 First 1 2 3 4 Last
  1. #11
    Quote Originally Posted by pindercarl View Post
    I'll chat with John when he gets back from vacation. The dimensions of a Webm file aren't known until the first frame is loaded. All of the image functions have a callback to set the scale after the image is loaded. The API functions looks to be setting the scale first.
    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.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  2. #12
    Quote Originally Posted by pindercarl View Post
    I'll chat with John when he gets back from vacation. The dimensions of a Webm file aren't known until the first frame is loaded. All of the image functions have a callback to set the scale after the image is loaded. The API functions looks to be setting the scale first.
    Is this something planning to be fixed soon?
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  3. #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
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

  4. #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):
    Paid (Forge) Extension(FGU 5E):

  5. #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.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  6. #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.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  7. #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.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  8. #18
    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

  9. #19
    Quote Originally Posted by Moon Wizard View Post
    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
    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):
    Paid (Forge) Extension(FGU 5E):

  10. #20
    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

Page 2 of 4 First 1 2 3 4 Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in