Yes that is what I meant.
Filters sound great (Hue & Sat, Levels, Curves, etc.?), I look forward to it!
Talking about filters, would you consider a Photoshop-like High Pass filter?
It seems to work well to create displacement maps from images (desaturated first).
Yes that is what I meant.
Filters sound great (Hue & Sat, Levels, Curves, etc.?), I look forward to it!
Talking about filters, would you consider a Photoshop-like High Pass filter?
It seems to work well to create displacement maps from images (desaturated first).
I considered any replication of Photoshop-features a waste of developer-time. Already now it takes exactly one click to get transferred to the favorite image-editor. Do your stuff there, press save and the result automatically gets reloaded.
I think time is better spent on editing-tools specific to map-creation which aren't found in PS and similar.
Comments
Thanks for your feedback.
Currently each source map requires the user to define if a source map is tileable or not. SM2 processes the source map differently when tileable.
By scaling do you mean adding sliders to tile the source map on X and Y directions?
In a future release we will be adding filters that can be applied to any map. A tile engine will be one of such filters.
Filters sound great (Hue & Sat, Levels, Curves, etc.?), I look forward to it!
Talking about filters, would you consider a Photoshop-like High Pass filter?
It seems to work well to create displacement maps from images (desaturated first).
I considered any replication of Photoshop-features a waste of developer-time. Already now it takes exactly one click to get transferred to the favorite image-editor. Do your stuff there, press save and the result automatically gets reloaded.
I think time is better spent on editing-tools specific to map-creation which aren't found in PS and similar.