Jump to content
Niblette

[DOWNLOAD] Naughty Designer II

Recommended Posts

Naughty Designer II

View File

Naughty Designer II is version two of Naughty Designer reworked to work with the world editor and saves directly to the .world format. It adds many new features and options and has a totally new plotting system which is much easier to use and understand. It also adds support for ten primitive objects, full 24-bit uncompressed color, and materials.

 

rocket.png.988cd461e3a0e09e7edd907d61e5d

 

The current version of Naughty Designer II 1.2.1 supports two color modes 1-bit color, and 24-bit color which is basically a result of how it was developed to originally only support ASCII PBM, and ASCII PPM files.  Naughty Designer II 1.2.1 opens most standard final formats PNG, JPEG, JPG, TGA, and BMP as well as ASCII PBM, and ASCII PPM files are supported. The interface behaves slightly differently for 1-bit color images then it does for 24-bit color images, so its good to keep in mind which color mode you saved your file in. Other color modes are not supported, so make sure you have it set for either 1-bit, or 24-bit color when you save your file. 

 

The Edit menu lets you set the material and open a image showing how objects are plotted inside 3DX.

 

interface2.png.f445611109febd0a0d83f1ced

 

axis.png.d8b20c23566356140d92ff9ec686581

 

The new plotting system plots all images from the origin point that is set inside Naughty Designer II. By default it is set to (XYZ) (-75,6,-30). Which is close to the location of the default spawn point. Objects are plotted as shown in this example with the red dot being the origin point set in Naughty Designer II. The six different direction options let you pick which direction text will be viewed from so that it always reads left to right.

 

axis2.png.9db225d5775ac16a15bb72545dd5c9

 

The Set Color Override and Set Color Transparent options both require a hex color number without the #. You cant even enter the #, but if your trying to copy the color from another program make sure you don't copy it with the #. The Set Color Override will override the color of all the objects with the color that you enter.

 

color.png.a7647757394adb6482b2fe5d5b253f

 

The  Set Color Transparent option lets you set one color in the image transparent. Below is an example on an image with and without white (ffffff) set to transparent. 

 

trans.png.e5fb0068234f5e6d4f83fc0203dab2

 

 

 

The Alpha Threshold Color is the color that will fill the alpha channel if the alpha value is below the threshold value. The Alpha Threshold is the slider that goes between 0 and 255 with 0 being totally transparent and 255 being fully opaque. Only parts of the image with some transparent will be filled even if the value is 255 it will only fill alpha values up to 254.  Setting the Alpha Threshold Color as the transparent color will then make all the areas in the image with that color transparent when the file is loaded.

 

newscreen.png.5f9d11de66d61540c4498ccaff

 

Naughty Designer II combines objects that are the same color both horizontally and vertically.

 

interface.png.89fecefed4fa5613e3932b1723

 

Naughty Designer II has support for full color using PNG, JPEG, JPG, TGA, BMP, or PPM files for color images, but it also has support for 1-bit color for images that you want to only be a single color inside 3DX. When you open a PBM file it will by default have no color but you can set the whole image to one color using the Set Color Override option. If you are saving as a PBM file its a good idea to open the file that you just saved and make sure it doesn't have any errors from being converted to 1-bit color. You can then fix the errors manually and save it again below is an example of that work flow from top left to bottom right for a 40x40 black and white image. A similar work flow will work with any of the other image formats as well.

 

fix2.png.a06aef443191c220122dd3efb66549f

 

Top left is the image resized to 40x40. Top right is it after saved to PBM format. Bottom left is after corrections. Bottom right is after being imported into 3DX using the Set Color Override option and with an illuminated material applied.

 

(This still works but isn't necessary any longer unless you want to use ASCII PBM, or ASCII PPM files) There is still support for PPM & PBM files and those have the same requirements as before. PPM & PBM Files need to be in ASCII format. I have been using Krita during testing files from other programs might or might not work but I have tried to add some support for them, however most other programs seem to only save to Binary and don't have ASCII support. Krita is open source and free. You can download it here: Krita Homepage

 

After you have opened your file in Krita save it as either a PPM or PBM file:

help.png.a826add92c21c56544fc695f4d855c0

 

Make sure you select ASCII when it ask you to pick default is Binary.

 

pick.png.2dea6a1b572062013ac7dea3037a009

 

If anyone finds any bugs let me know I am sure there are some. :P I would also like to hear suggestions for additional features if people have them. :)

 


 

Edited by Niblette
  • Like 2

Share this post


Link to post
Share on other sites
11 hours ago, AlexRyder said:

people can have ten/hundred-thousand-items colored pixel arts!

lol, there is always an ART critic :P

Share this post


Link to post
Share on other sites

Thank you for this amazing tool. Would it be hard, to group dots having same colors and replace it by a single object? I did a new pixel unicorn cube by cube, to realize that this will be laggy, i will work to replace areas with many cubes from a single color by a unique shape. If this was done automatically would be great :x

Share this post


Link to post
Share on other sites
9 hours ago, Torax said:

Thank you for this amazing tool. Would it be hard, to group dots having same colors and replace it by a single object? I did a new pixel unicorn cube by cube, to realize that this will be laggy, i will work to replace areas with many cubes from a single color by a unique shape. If this was done automatically would be great :x

 

I was thinking about doing something like that but I had a complicated idea about it. I think I will do something simple and just make an option to make all the objects on the same line which are touching and the same color one object. That should allow for a lot more complex images.

  • Thanks 1

Share this post


Link to post
Share on other sites
2 hours ago, Niblette said:

 

I was thinking about doing something like that but I had a complicated idea about it. I think I will do something simple and just make an option to make all the objects on the same line which are touching and the same color one object. That should allow for a lot more complex images.

 

That would be great, and if you can do it by line, meaning that you replace as you mentioned, then using the same logic, if 2 identical objects are one above the other in the same column you could replace it again.

First step checking in lines, replacing dots/cubes identical and touching, and then by column, replacing shapes identical and touching? I guess this way you optimize it completely.

Share this post


Link to post
Share on other sites

Hey Nibs.

 

I haven't gotten your program to work. 

 

I am able to upload the .world file but I can't see the image.  I'm using a clean slate so all I see is water. I've left the x, y, and z offset setting to your software default.  I tried uploading the file materials set to none and then tried again setting it to a solid color.  I also changed from cylinder to box because it provided the best resolution.  Attached is the image I'm using.

 

First problem I think is the size of the image. 

  • I initially started with a 800 by 900 pixel image.  When Naughty Designer (ND) tries to render it only the top right portion of the pic fits on my screen. My screen is 23 inches wide so its not a small screen.
  • My second attempt was with an image that is 200 by 225 pixels.  Most of the image does fit but I think I will need to make it even smaller. 
  • Note: Then I uploaded the 800 by 900 and used the setting Box the upload in the game crashed.... it said too many (what-cha-ma-call-its)

So may first suggestion is to tell the user the maximum size of the image they can use.

 

I also changed the spacing offset from 350 to 50 and then 1 using 200 by 225 pixels and I still see nothing.

 

Attached is the ppm file I'm working with which is 200x225.  I have also attached the original file 800 by 900.

 

So I'm stuck at this point.  Hope you can provide guidance.

 

 

 

 

surfgirl-200-225.ppm

Surfgirl.bmp

Edited by Rambo
notification set to yes

Share this post


Link to post
Share on other sites

There are a few things going on first the distance you can view an object from is based on its size/scale not how far away it is but how large it is on the screen. So, if it loads its likely there you just cant see it since your not close enough to it. Try selecting the whole screen and seeing if you find it and then focus the camera on it. If you want to make an image smaller you need to set the X Y and Z scale as well as the offset to the same value even setting all four to 100 would make it hard to see though unless your fairly close to it like the distance of a small room. Also, I think the image is a bit large for using with full color. I have been busy working on a new version though that should combine objects and based on what the image looks like I think it will massively reduce the number of objects it will need by at least ten time.

Edited by Niblette

Share this post


Link to post
Share on other sites

I released version 1.1.0 it adds an option to combine objects horizontally in most cases that will be optimal or close to optimal. For some types of images it can reduce the number of objects to the image's vertical height in pixels. 

Edited by Niblette

Share this post


Link to post
Share on other sites

Version 1.2.0 is out it has some big changes including support for standard .png files and a warning if you create a .world file with to many objects.

  • Like 1

Share this post


Link to post
Share on other sites

Version 1.2.1 has been released it adds support for more file formats. PNG, JPEG, JPG, TGA, BMP, ASCII PBM, and ASCII PPM files are supported now.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Chatbox

    You don't have permission to chat.
    Load More
  • Google Translate

×
×
  • Create New...