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The audio should be a bit better now - the previous videos had a very low volume... no improvement in my pronunciation, sorry, you'll have to keep hearing me saying "height" pretty much as "eight", among tons of other bad ones, hope the points will make it through in any case :P
(Example to make a map world and put it in a square of 30 by 30 on the ground and to add with arc sign more tar of the symbols on the map to indicate for example a precise zone or Just of construction ect ... how to do?)
Because reading the guide the translation makes me lose some basic information to understand the system (the same for the icon item although I can display them with the list available I do not control their size or positioning and I can not understand how exactly it works
Everything is centered on the Arcsign by default
However, you can wrap the text to the left edge <align=left> or the right edge <align=right>
If you set <with=7.0> it would line up perfectly with any block 3 out to either side.
To put an image horizontally instead of vertically, you just rotate the Arcsign to the back 90°.
Or to the front, in case you want to view the image from below.
For a very large image that needs more than 8 blocks width, you slice the source image into vertical stripes, so that each slice can be processed by Entuland's Creatisign code.
On the "insane" settings, you disable "Auto-Sizing" and feed an image that has the same resolution that can be displayed by the single character you have going for the generation process.
For my world map I was at around 56 pixels width for each of the slices.
The map consists of 4 slices/stripes with 8 Arsigns each.
The multiple stripes of Arcsigns next to each other can not be done with Entuland's in 1 go.
Instead you use multiple slices for each vertical stripe.
The alignment of the slices in game was done with the left row set to <align=right>, the 2nd row set to <align=left>, so that they both match up at the seam between the 2 slices.
Same for the 2 righthand slices/rows of Arcsigns.
The seam in the middle was me just playing with the size setting of the character (I was using a "list dot" instead of a period).
Hope this helps.
edit - link to my world map BP on the workshop to see how it can work.
http://steamcommunity.com/sharedfiles/filedetails/?id=1203612873
edit 2 - the Arcsign codes <line-height=> and <mspace=> is basically the distance between characters on the display field. Along with the <size=> tag you can control how dense your text will show up.
For example: <line-height=1.0> and <mspace=1.0> will produce a single character on every next block in game. Which is great for putting icons on chests.
https://www.twitch.tv/videos/208766576
@albtraumapostel: thanks a lot for your explanation, spot on!
@Night: try following the instructions given by albtraumapostel and eventually watch the video I've uploaded. As for the sprites, you need to insert them in separate Arc Signs and overlay them on your map by adding the appropriate size, offset, zoffset, etc. tags in order to have them exactly where you want them and exactly large as you want them. I suggest using a single Arc Sign for a single sprite, so that you have full control about where each of them goes. Feel free to ask again if you need.
@everybody again: I'll try to show in a further video how to prepare a large image spanning over three or four different sets of Arc Sign, I could try working out the math to include such a feature in the generator itself but I believe it may not be worth the effort considering that I have no statistics about how many people are interested in such a feature. I will investigate it if such an interest shows up - just post here saying that, in such a case.
Bonjour
il Ya plusieurs chose que j’aimerai faire avec les arc signe sur une map mais avec l’outil je ne comprends pas trop comment arriver a ces objectif (étant très étranger aux langage de programmation les <> son un peut obscure pour mois que se sois pour changer la taille d’un sprite que autre chose es que les commende doive être entre les même <> ?
Ou es que ces composer de plusieurs commende entre <> a la suite pour par exemple changer la couleur et la taille du texte ou Just changer la taille et l’emplacement d’un des Sprite déjà à disposition ? car le guide montre comment la commande marche individuellement mais pas forcément ensemble (et je ne comprends pas le (points) a coter de l’option size sur l’outil, 1 points = 1 cube ??)
En résumer j’aimerai pouvoir mettre des images de personnage sur 2 cube de auteur 1 de largeur (selon limage maximum 2,3 cube, de auteur et 1,5 cube de largeur ou pour des image en paysage 1,5 de hauteur et 2,5 de longueur maximum un peu pour faire des pnj dans des cadre Adventure ou rp par exemple) en les gardant très nette sur la qualité de l’image (avec une pixellisation inexistante )
Dans la même optique pouvoir placer des image (toujours très net) dans des arc Picture frame et Picture frame
J’aimerai (toujours en gardant une qualité d’image raisonnable) pouvoir placer des image de petite taille (exemple : panneaux de circularisation )
(En gros comment placer une image avec des dimension précise et le moins de pixellisation possible ?)
et enfin faire une map monde asse grande (aligner pour pas que sa dépasse des cube example que sa colle parfaitement a un carré de 50/50 ou 13/13 ect) pour pouvoir plus tard placer d’autre arc signe qui ciblerai des endroit sur la map (en prenant des block comme repère pour les placé (avec des croix ou des sprite /image précise) pour indique quelle zone et fini dans la construction/ quelle zone et en construction et dans quelle zone on a prévu de construire (ou encore faire une carte de ruisseaux souterrain) pour la map je veux faire sa car actuellement et pour encore longtemps nous somme 2 gros farmeur sur la map et pour éviter la lassitude nous mettons en pose des construction pour aller en faire d’autre et j’aimerai pouvoir avoir une image en temp réel de ou on en et sur nos map en générale XD
translate ver :
Hello
There are several things that I would like to do with the arc sign on a map but with the tool I do not quite understand how to reach these objectives (being very foreign to the programming language the <> it is a little obscure for months that to change the size of a sprite other than that the commend must be between the same <>?
Or are these composing of several commends between <> afterwards for example to change the color and size of the text or just change the size and location of one of the Sprite already available? because the guide shows how the command works individually but not necessarily together (and I do not understand the (points) to dimension option size on the tool, 1 points = 1 cube ??)
To sum it up I would like to be able to put character images on 2 author cube 1 of width (according to maximum image 2.3 cube, of author and 1.5 cube of width or for image in landscape 1,5 of height and 2 , 5 of maximum length a little to make pnj in Adventure or rp frame for example) keeping them very clear on the quality of the image (with a pixelation nonexistent)
In the same optics to be able to place images (always very net) in arc Picture frame and Picture frame
I would like (always keeping a reasonable image quality) to be able to place small images (example: circularization panels)
(Basically how to place an image with precise dimensions and the least rasterization possible?)
and finally make a map world big enough (to align so that its exceeds cubic example that its glue perfectly has a square of 50/50 or 13/13 ect) to be able later to place another arc sign which will target places on the map (taking blocks as a marker for the placed ones (with crosses or sprite / precise image) to indicate which zone and finish in the construction / which zone and under construction and in which zone one planned to build (or make a map of subterranean streams) for the map I want to do his bus right now and for a long time we are 2 big farmer on the map and to avoid the weariness we put in construction pose to go do other and I would like to be able to have an image in real time of where we are and on our maps in general XD
Version française après la version anglaise.
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Hello Night,
the targets you want achieve are a lot and not really simple. It is almost impossible for me to exactly point out the parameters you'd have to use (indirectly in my generator or directly in Arc Signs) for several reasons:
- the images that can be created in these signs are composed with an imprecise technique (it is not about drawing real pixels, those are just periods sticked together) and this means that the fine-tuning of sizes and placements passes through trial and error directly in the game
- due to the limitations of Arc Signs (you can only put a limited amount of characters in each of them) and due to the fact that different images will end up using different amount of characters depending on their color variations, two different images with the same size will end up using different amounts of Arc Signs
- another limit of Arc Signs is that you can only have such "fake pixels" span over 8 blocks, and each Arc Sign can only be shifted up to 8 blocks away from its starting position, and even there, this applies only to the "forward and backward movement" and to the "upwards and downwards movement"; the "leftwards and rightwards movement" can't exceed the <width> of the Arc Sign - in other words the image can never exceed the 4 blocks limit in each sideways direction
All of the above means that your best option to achieve what you want goes through a full understanding of what each tag exactly does, and such understanding needs you to actually test those tags in the game directly, typing stuff out, seeing the results, changing the values, seeing how the results change and so forth.
So the question now is: are you ready to invest the time to fully understand how the various tags work? If so, I will try to make a detailed explanation of each tag along with examples that can be tested out in the game.
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Halo Night,
les objectifs que tu veux atteindre sont nombreux et pas vraiment simple. Il m'est presque impossible de préciser exactement les paramètres que tu aurais à utiliser (indirectement dans mon générateur ou directement dans Arc Signs) pour plusieurs raisons:
- les images qui peuvent être créées dans ces signes sont composées avec une technique imprécise (il ne s'agit pas de dessiner de vrais pixels, ce sont juste des points collées ensemble) et cela signifie que l'ajustement des tailles et des emplacements passe directement par les essais et les erreurs dans le jeu
- en raison des limitations de Arc Sign (on ne peut placer qu'une quantité limitée de caractères dans chaque Arc Sign) et du fait que différentes images finiront par utiliser un nombre différent de caractères en fonction de leurs variations de couleur, deux images différentes avec le la même taille finiront en utilisant différentes quantités de Arc Sign
- une autre limite de Arc Sign est que on ne peut pas avoir de tels "pixels" que sur 8 blocs maximum, et chaque Arc Sign ne peut être décalé que de 8 blocs de sa position de départ, et même là, cela s'applique uniquement au "mouvement vers l'avant et vers l'arrière" et au "mouvement vers le haut et vers le bas"; le "mouvement vers la gauche et vers la droite" ne peut pas dépasser la <width> du Arc Sign - en d'autres termes, l'image ne peut jamais dépasser la limite de 4 blocs dans chaque direction latérale
Tout ce qui précède signifie que ta meilleure option pour réaliser ce que tu veux passe par une compréhension complète de ce que chaque <tag> fait exactement, et une telle compréhension a besoin que tu testes ces <tag> dans le jeu directement, en tapant des trucs, voir les résultats, changer les valeurs, voir comment les résultats changent et ainsi de suite.
Donc, la question est maintenant: es-tu prêt à investir le temps pour bien comprendre comment fonctionnent les différentes <tag>? En ce cas là, je vais essayer de faire une explication détaillée de chaque <tag> avec des exemples qui peuvent être testés dans le jeu.
http://entuland.com/creatisign/guide
@Night: please run that page through a website translator and let me know how bad it turns out to be. I understand that it's tougher to learn things in a language that is not your native language, but you can't really do without properly learning English if you're really into technical stuff related to games or to computers in general. I'm not a native english speaker either, my first language is Italian and manually translating all of that to French is not going to happen anytime soon, I will surely give precedence to completing it with all the technical details of all the other tags the generator uses.
Helpful would be if the Creatisign site itself had an option for switching the "slicing" mechanic from making horizontal strips to vertical ones.
I could, in theory, add some feature to ease such task of breaking up a picture in four quarters (top left, top right, bottom left and bottom right) which would allow for automatically generating 4 sets of Arc Signs covering up for 16x16 blocks of graphic instead of the current 8x8 limit, but I suspect that would be just a lot of work for relatively rare needs (such as making large maps or the alike).
There is a video there on my Twitch channel that explains how to line up two sets of Arc Signs using either <indent> or <align>, and if one is going to make such a tricky thing as a large map, one could as well take the time to learn about the actual cogs and wheels and gain the ability to tweak the results exactly as they need.
The "TL;DR" of this post is that I will not likely add such a feature to the CreatiSign Generator, but I could very well make a video explaining how to use it to make a 16x16 graphic, or even a larger one, even though I still seriously hope that some better way to put our images into the game gets implemented by the developers.
Don't see why you'd need to bother with xoffsets, unless you planned to have the end pieces be less then 1 block in width.
I would think the process would work something like this:
1. Figure out the overall char limit across the whole image. (e.g. for an image spanning 5 arcsigns, this should be 50,000 chars)
2. Do the math to figure out what size the source image needs to be resized to to fit within the total character limit.
3. Take the WIDTH of this new resized image and divide it by the number of arcsigns (in this example, 5) to get the target pixel-width-per-slice.
4. Do the math to deduce what size these pixels need to be so that this width figure precisely spans the width of 1 Creativerse block.
Most of these steps, I imagine, would already be present or would closely resemble several of the calculations you existing program already uses.
This mechanic wouldn't allow for resizing of the image (unless you alter the amount of arcsigns it spans), but it would be a useful utility for arcsignage.
So let's examine the issues at hand.
Your #2 can't be achieved by pure math in arc signs, because different images, with the same amount of pixels, will end up using different amount of characters depending on the color variations, I've explained that in an earlier post but I'll explain it again just for the sake of completeness:
- this is a row with 5 white pixels and 5 black ones, contiguous:
<#FFF>.....<#000>.....
- the same as above, with alternating colors:
<#FFF>.<#000>.<#FFF>.<#000>.<#FFF>.<#000>.<#FFF>.<#000>.<#FFF>.<#000>.
You can see what a huge difference it makes if images have color variations or large runs of the same color. That's the reason why the CreatiSign Generator has to find out the optimal Arc Sign usage iteratively, processing the image repeatedly at different sizes.
But let's ignore that point for a moment, that's not my biggest concern.
Your #4 is the main issue: Arc Signs have the weird habit of wrapping the lines if you reach the <width> limit, but we could work around this issue too by using a slightly larger width... here is a task for you (if you're willing to really dig the needed math) show me a blueprint fulfilling the following points:
- cover exactly 4 blocks of horizontal space, one arc sign per block
- all pixels can simply be <#FFF9> (semiopaque white) so that we can see how much exactly the pixels overlap and how they line up
The above may seem a trivial task, but you'll discover that's impossible to make the graphic to cover up _exactly_ one horizontal block and align it to another graphic from another arc sign without having to mess with the <indent> tag.
Here is another thing to think about: with the current approach of slicing the image horizontally I have the freedom of simply adding or removing one or more lines from the bottom of one arc sign if I run out of space (that's exactly what my script does), what happens if we do vertical slices and we have a very uniform image on the left and a very mixed up image on the right? It happens that the left part will take far less space (character count wise) whereas the right part will take far more, possibly running out of space and forcing you to use more arc signs... how would you solve that problem in a generic way that accounts for an arbitrary image with unknown homogeneity?
Please consider that also the last question isn't a theoretical one, it's a practical one. I'll be more than happy to see your blueprint showing your approach with an inhomogeneous image split into 4 or more arc signs horizontally and to read about the math you used to work out the various <size>, <width>, <indent> <mspace> <line-height> and <offset> values. Cause if you manage to do that with a single image, I may be able to transform your calculations into a generic algorithm that allows for being added to the CreatiSign Generator, and that would surely be great news for all the people that uses it.