PortraitBuilder 2.1.0 is now released, and has mod support !
It also contains some UI and performance improvements.
See the first post for download and installation instruction.
Mods were tricky because they may contain bad syntax, empty or corrupted files, etc.
I've tested with a few of them, but feel free to report issues, by comparing the rendering in-game and with PortraitBuilder.
In particular I've noticed an issue in BLG with sprite betterlookinggarbs\gfx\characters\shared\imprisoned.dds, which seems corrupted (couldn't test if it's also broken in-game).
For next release, I'm planning to add support for religious & merchants clothing as well as government frames, probably via a dropdown with an hardcoded list of vanilla governments.
Changelog:
Done !
It also contains some UI and performance improvements.
See the first post for download and installation instruction.
Mods were tricky because they may contain bad syntax, empty or corrupted files, etc.
I've tested with a few of them, but feel free to report issues, by comparing the rendering in-game and with PortraitBuilder.
In particular I've noticed an issue in BLG with sprite betterlookinggarbs\gfx\characters\shared\imprisoned.dds, which seems corrupted (couldn't test if it's also broken in-game).
For next release, I'm planning to add support for religious & merchants clothing as well as government frames, probably via a dropdown with an hardcoded list of vanilla governments.
Changelog:
Version 2.1.0 - 2016-06-25
UI:
- Use better icon
- Add DLC/mod tabs
- Add "Toggle All" and "Reload" buttons for content.
- Keep selected portraitType when enabling DLC/mod
- Use 2 tabs instead of 3, and move hair/eye color to DNA tab
- Move PORTRAIT_ prefix as a label for portraitType dropdown
- Add d/p codes in labels
- Add warning for properties overridden via portrait_properties.txt
- Rename Earl to Count
- Add dropdown for Player (p11), used in certain mods
- Disable dropdown when a dna/property is not used by any portraitType layer, rather than adding index 0-26.
Engine:
- Split DLCs so they can be activated separately
- Support rendering from multiple mods
- Parse vanilla/DLCs/mods portrait data only once during startup
- Avoid unzipping DLCs at startup if not needed (use Reload button to force refresh)
- Filter files to unzip from DLC, to reduce loading time & size.
- Allow content to only contain sprites in gfx/characters/, without portraitTypes
- Fix bug were duplicate portraitType definition would not override previous one (byzantinegfx)
- Fix load order of assets that was using vanilla instead of mod
- Optimize memory usage, by unloading assets when reloading/unchecking content
- Catch parsing failures at spriteType / portraitType level
Code re-factoring:
- Simplify code structure within a single project
- Separate class concerns to have smaller files
- Adapt class namespaces to match new folder structure
- Replace redundant CustomFlags by proper characteristics
Would love mod portrait support though.
Done !
- 4