Sorry for the incredibly late response! I do have the textures for these still available, and it wouldn't be too much trouble to zip them up into an additional pack!
Screaming Brain Studios
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The main problem is really that the source images are already incredibly small, so the modified versions I have are all 128x128 and there are no larger texture sizes.. Some of the original images were a bit larger, but you can use all of them however you like since the Golgotha textures are all CC0 as well!
I am not particularly familiar with Clip Studio, but I am definitely in support of adding the SBS assets to anywhere that would make them available to more people! I am just uncertain about this process, so any information you could give me to point me in the direction of this would be awesome! Thankfully, everything is CC0, so they ARE freely distributable in any form!
Always on Top is a nice idea I can probably implement!
I almost went with Shift+Shortcut keys originally, but decided it was a bit annoying dealing with key combinations, so I picked the F-keys for simplicity heh. I had only briefly considered that the user might run into the issue of pressing those keys when Pixel Picker was not the current focused window. I'll look into fixing things so the F1-F3 are global instead of dependent on PP having the focus!
Ahh! I may have never caught the Restore button not working with the drag-n-drop if you hadn't said something! I'll go ahead and fix that up tonight!
Truly not sure why it would suddenly make Windows Defender act up, all I even did was add the drag-n-drop function, which shouldn't have made much of a difference. I'll have to do some digging
That's actually not a bad idea for an addition! Wall tiles can already be un-iso'd by using the opposite Iso-Left or Iso-Right rotation/skew buttons.
As it is not quite implemented yet, you can currently (not 100% perfectly) un-iso an isometric floor tile by applying the opposite iso-rotations to it, though there is a little editing required. For example, one way to un-iso a floor is to first load an isometric floor tile:
- Tile *2
- Iso-Left rotate
- 90 Degree Rotate Right
- Iso-Left rotate x 2
This produces the original square version of the isometric floor tile in the center of the render, and just needs to be cropped out! I'll see if I can narrow down a reasonable approach to automating this process with a button
I've gone ahead and updated the tool with Drag-and-Drop loading functionality, and fixed the button panel so it is now on the left and the image display is on the right side. This should alleviate the issue of the buttons moving around when resizing the images. I also managed to catch an issue when using the Iso-Left Rotate on certain image sizes, and went ahead and fixed that as well. Please let me know if you run into anything else or have any other suggestions!
I'll have to spend some more time working out how I want to add a file-naming system, but for now, the other fixes have been applied and the new version is up!
Thank you so much for all the suggestions!!
I should be able to get drag-n-drop working pretty easily, and swapping the layout so the buttons are on the left instead should be even easier than that. I'll have to see if I can work out a way to fit auto-naming for the image files into the program, that would be quite convenient. Though, it should probably have an option to be toggled on or off, just in case the user doesn't want to use the auto naming.
I truly had trouble finding any testers before releasing, so this really helps a lot! Thank you!
Aye, there are some I could split into layers! I've actually tried to come up with a reasonable way to approach this, and it would take a bit of time; the backgrounds have been made using multiple tools, and one of them would allow for me to split and export layers, while the other tool would not.. So I'll have to see what I can pull off!
In a few cases, some of these backgrounds can be layered really nicely using Additive Blending (The black areas will be transparent, and the nebulas will blend 'brighter' with one another) Though this is only useful if you are using an engine that allows for blend modes