Wait, a normal map editor for sprites? FREE? AND OPEN SOURCE? Ok i dont have any excuse now to start making my own game. Thanks god this Channel exists and I'm subbed to it
now this is interesting. in theory godot has an in-engine feature for handling light on 2D objects. but I don't think it allows all the extra maps out of the box. but it would be interesting to pair this tool with a custom shader and godot lighting system. ooooh the possibilities... XD
Godot 2d supports just normal maps for now. 4.0 will include support to specular maps. Ive made a shader and a dock plugin for specular maps in 2d sprites in godot, you can find it on my github. Ive also made parallax map shader for godot, but haven't shared it yet.
Hi! For using the normal map, just drag the generated map to the normal property of your sprite. For specular map,you will have to use the shader of my specular map generator for godot (in my github or itch) or write your own shader. For the other maps, youll have to write the shaders yourself or wait for me to write and publish them. If you are interested please contact me by mail!
You say the GPL isn't so great for game libraries. A couple things I find worth considering: the GPL doesn't prohibit charging for software licensed under its terms, and there's nothing prohibiting you from licensing the game assets under a proprietary license. You could then have a proprietary game under a GPL engine like, say, OpenRCT2. (Yes, they are planning to replace the assets eventually, but at the moment, you should own a copy of the game to play it.) There are potential advantages to this approach: platform ports don't have to be your work, bug fixing can be done with better help from your community, etc. There are potential drawbacks, of course, but everything is a tradeoff, and I think this option doesn't get enough discussion so that more people know it's a legitimate option.
Love this kind of stuff, but normal maps on pixel art has always puzzled me. Despite a decade of existence, except for a few proof of concept there and there, in-game applications seems non-existent (to my knowledge, at least). Is it untapped potential or just garbage?
I was told that *GPL licence means* that if you edit the source code of the program, you have to share that new source code with everyone and put it under the same GPL license. 😐 Are you saying that's wrong? You mumbled something about how it's not good for *"game libraries."* Can you elaborate on that? Thanks for the videos btw. I appreciate your help and support of the game dev community. Looking forward to the next one you put out. 😊
If you make a game or engine with a library under that license you need to release the code. Is is not evil or something is just that most people or companies would not use it.
Hi! it means that the modifications you do to laigter's source code must be open source and licensed under GPLv3. This is often a problem for game libraries because it means your game should be open. However, it's not a problem for using laigter, because you will be using only the exported images... So you can use Laigter for generating maps for your closed and commercial games. Only the modifications you do to laigter itself, or if you use part of its code in other software, must be open.
GPL is an infective license. It works great for applications that you don't want someone to simply fork and sell. If you derive a product from GPL the derived product must be GPL. Again it works for applications. For libraries though it is a different story. Using GPL in a closed or non GPL project is problematic.
@@gamefromscratch I definitely wouldn't call it ineffective. It does exactly what it is meant to do. It forces people to give back to the community that gave them the means to make their project to begin with. Edit: I misread infective as ineffective. I am sorry.
Sorry if this is a dumb question, but is there a way to export the edited image from this program as a single png, with all the maps fused? It exports all the image maps separately. Maybe I'm overlooking something.
Hi! Next release will have that possibility.. I haven't included that before because the idea is to use the maps in shaders, so they dinamically change with the lights in the scene... but some users that cannot use shaders because engine limitations asked for it so i've added it.. expect it in next release soon!
@@azagayavj2271 That sounds great! Thanks for replying. In the meantime, I fuse them together in a different editing program, but it would be great if you add that feature. I look forward to it. You have an awesome piece of software.
You mean you have multiple sprites for an animation and want to know if you can aply the same setings to all of them? in that case, you can open all the frames, customize one of them, then save the settings in the setting manager, and lastly apply the same settings to all the other sprites. You could also open just one of them, customize the settings, and opent the others after it... the current settings are aplied to new opened sprites. That was the question?
Any way to show off a little more UE4 assets/tools? I understand you sort of have to wait for certain deals and things. Just a simple request, take it or leave it :) Great video as always and thanks for the info!
At every start of the month Epic gives free assets, and Gamefromscratch gives an overview and ask if he should go into more details with one or more assets. So there is your chance.
I get periodic requests from UE and Unity add-on developers to showcase their work. Let me know the level of interest. I generally stay away as I've viewed such videos as appealing to too small of a subset of the audience.
@@gamefromscratch Well the beginner area will always be the largest pool and I'm sure, like myself, a lot of your viewers are either beginners or people looking to get into the industry soon. That being said, maybe a video showcasing some good beginner courses using the most popular engines. Because while there are a lot of tutorials and documentation out there, it's hard to find the correct one. Or even one that follows through. As well as the amount of videos available can get overwhelming at times. Having a video that can point out good place to start from scratch would be really helpful. Thanks for taking the time to read and reply to my comment :)
Can it use a heightmap as a source to generate the normal map? Can it batch generate normal maps for a bunch of images in a folder? If not, any suggestion for a tool that can do this? 😊
Yes, you can load custom heightmaps.. right click on the texture you want to add custom heightmap in te texture dock and select load heightmap. For multiple images, you can create settings and aply them at once to all the textures you open. You can export everything at once to the desired folder with export to button. If you drag and drop all the images from a folder into laigter, then aply the setting, and then press export, all maps will be exported to the original folder with the setting aplied
The generation of the normal map is not built in.. you can add a normal map to godot's sprites, but you need to create them first.. i made a plugin prototipe for godot to generate normal maps in the engine.. you can get it on my github... but its far from what you can achieve with laigter
@@azagayavj2271 Is there a tutorial or reference for using all these maps in a Unity 2D project? I know there's new 2D lighting stuff in Preview, but Unity always has a million things in Preview - just wondered what the workflow would be to use these in production. Thanks for a very neat tool!
@@beardordie5308 hi! I haven't done any tutorials for Laigter yet.. I'll try to do one and upload to UA-cam. The thing is I speak spanish, so if I do that it would have English subs.. or maybe I can do a written tutorial
The reason is that i don't have a mac to compile it. But the project is open source, so anyone with a mac and some time can compile it. If someone makes a binary for mac, I would be very grateful
It will if someone grabs the code in github and compiles it for mac, or if i find someone to lend me a mac some time. I don't own a MAC and cross compiling with Qt is complicated.. i've tried before
Krita? GIMP? Inkscape? Graphicsgale? Microsoft Paint? A sprite is just a 2d image so with enough ingenuity any number of various free 2d editing programs, both raster and vector, will do the trick.
@@weshuiz1325 Then use Krita or Graphicsgale or ,heck, Blender? Not trying to be too presumptuous about your hang-ups with the software mentioned, but at some point you'll actually have to do the work of making the art. No application replaces knowledge and effort if you want creative freedom and extensibility, not even expensive professional tools.
@@weshuiz1325 Google "sprite maker online". On the first page, you'll get a link to a site that makes sprite sheets. You can pick gender, race, hair, and clothes for your character. I'm on my phone, I can't post the link.
this HAS to be a hoax , noway , i did all these installs , got my Net.framework up to date , got the visual basic C++ ...,, i go to import a pic .,,, NOTHING !
Your issue may be caused by not suported glsl version of your system. Please download version 1.5 and try to launch it with s parameter (see 1.5 devlog)
Link:
www.gamefromscratch.com/post/2019/07/29/Laigter-Free-Sprite-Tool.aspx
NOTHING but another Blank blue screen ! WHAT THE FUK !!!
Wait, a normal map editor for sprites? FREE? AND OPEN SOURCE?
Ok i dont have any excuse now to start making my own game. Thanks god this Channel exists and I'm subbed to it
And now unity 2019.2 Is released, oh boy
the world is now in an excuse crisis
This channel is underrated. I found interesting tools by watching those videos.
Yeah absolutely agreed. It's nice to be able to have somebody bring these tools and update news to our attention.
now this is interesting. in theory godot has an in-engine feature for handling light on 2D objects. but I don't think it allows all the extra maps out of the box.
but it would be interesting to pair this tool with a custom shader and godot lighting system.
ooooh the possibilities... XD
Godot 2d supports just normal maps for now. 4.0 will include support to specular maps. Ive made a shader and a dock plugin for specular maps in 2d sprites in godot, you can find it on my github. Ive also made parallax map shader for godot, but haven't shared it yet.
@@azagayavj2271 nice! Keep up the great work! (n_n)b
This would work very well with Unity's new normal mapping system in 2019.2, great timing! Thanks for the info!!
I'd go with Laigter. I'm going to download it too. Thanks for the info Mike!!!
Thank you very much for everything that you do, it's cool and I find out a lot of interesting things.)
Thanks for the introducting these tools, I knew I was right when I subscribed!
Actually something useful I found UA-cam.
There was a plugin for after effects that does just that. its called Normality by Stefan Minning.
Can you do a video how to use generated maps in Godot for example?
Hi! For using the normal map, just drag the generated map to the normal property of your sprite. For specular map,you will have to use the shader of my specular map generator for godot (in my github or itch) or write your own shader. For the other maps, youll have to write the shaders yourself or wait for me to write and publish them. If you are interested please contact me by mail!
You say the GPL isn't so great for game libraries. A couple things I find worth considering: the GPL doesn't prohibit charging for software licensed under its terms, and there's nothing prohibiting you from licensing the game assets under a proprietary license. You could then have a proprietary game under a GPL engine like, say, OpenRCT2. (Yes, they are planning to replace the assets eventually, but at the moment, you should own a copy of the game to play it.) There are potential advantages to this approach: platform ports don't have to be your work, bug fixing can be done with better help from your community, etc. There are potential drawbacks, of course, but everything is a tradeoff, and I think this option doesn't get enough discussion so that more people know it's a legitimate option.
Looks good! But shouldn't one start with a sprite that isn't already 3D and shaded to begin with?
Love this kind of stuff, but normal maps on pixel art has always puzzled me. Despite a decade of existence, except for a few proof of concept there and there, in-game applications seems non-existent (to my knowledge, at least). Is it untapped potential or just garbage?
I was told that *GPL licence means* that if you edit the source code of the program, you have to share that new source code with everyone and put it under the same GPL license. 😐 Are you saying that's wrong? You mumbled something about how it's not good for *"game libraries."* Can you elaborate on that?
Thanks for the videos btw. I appreciate your help and support of the game dev community. Looking forward to the next one you put out. 😊
If you make a game or engine with a library under that license you need to release the code. Is is not evil or something is just that most people or companies would not use it.
Hi! it means that the modifications you do to laigter's source code must be open source and licensed under GPLv3. This is often a problem for game libraries because it means your game should be open. However, it's not a problem for using laigter, because you will be using only the exported images... So you can use Laigter for generating maps for your closed and commercial games. Only the modifications you do to laigter itself, or if you use part of its code in other software, must be open.
GPL is an infective license. It works great for applications that you don't want someone to simply fork and sell. If you derive a product from GPL the derived product must be GPL. Again it works for applications.
For libraries though it is a different story. Using GPL in a closed or non GPL project is problematic.
@@gamefromscratch I definitely wouldn't call it ineffective. It does exactly what it is meant to do. It forces people to give back to the community that gave them the means to make their project to begin with.
Edit: I misread infective as ineffective. I am sorry.
THANKS FOR SHARING!
I guess this tool can be useful for billboards too
Nice
oh man this is Awesome
Time for me to make Pokemon Ultra Grey Black3 and Ultra Grey White 3
Sorry if this is a dumb question, but is there a way to export the edited image from this program as a single png, with all the maps fused? It exports all the image maps separately. Maybe I'm overlooking something.
Hi! Next release will have that possibility.. I haven't included that before because the idea is to use the maps in shaders, so they dinamically change with the lights in the scene... but some users that cannot use shaders because engine limitations asked for it so i've added it.. expect it in next release soon!
@@azagayavj2271 That sounds great! Thanks for replying. In the meantime, I fuse them together in a different editing program, but it would be great if you add that feature. I look forward to it. You have an awesome piece of software.
Can you automate sprite animation conversion or is it best to make a sprite-sheet?
I'm not entirely certain, not sure there is a CLI but the author is active in the comments so hopefully he can address it.
You mean you have multiple sprites for an animation and want to know if you can aply the same setings to all of them? in that case, you can open all the frames, customize one of them, then save the settings in the setting manager, and lastly apply the same settings to all the other sprites. You could also open just one of them, customize the settings, and opent the others after it... the current settings are aplied to new opened sprites. That was the question?
@@azagayavj2271 Yes and thanks :)
Any way to show off a little more UE4 assets/tools? I understand you sort of have to wait for certain deals and things. Just a simple request, take it or leave it :) Great video as always and thanks for the info!
At every start of the month Epic gives free assets, and Gamefromscratch gives an overview and ask if he should go into more details with one or more assets. So there is your chance.
@@bexplosion Yeah now that I think of it I saw his UE4 video for July so I might leave a comment there about going into detail. Thanks!
I get periodic requests from UE and Unity add-on developers to showcase their work. Let me know the level of interest. I generally stay away as I've viewed such videos as appealing to too small of a subset of the audience.
@@gamefromscratch Well the beginner area will always be the largest pool and I'm sure, like myself, a lot of your viewers are either beginners or people looking to get into the industry soon. That being said, maybe a video showcasing some good beginner courses using the most popular engines. Because while there are a lot of tutorials and documentation out there, it's hard to find the correct one. Or even one that follows through. As well as the amount of videos available can get overwhelming at times. Having a video that can point out good place to start from scratch would be really helpful.
Thanks for taking the time to read and reply to my comment :)
Can it use a heightmap as a source to generate the normal map? Can it batch generate normal maps for a bunch of images in a folder? If not, any suggestion for a tool that can do this? 😊
Yes, you can load custom heightmaps.. right click on the texture you want to add custom heightmap in te texture dock and select load heightmap. For multiple images, you can create settings and aply them at once to all the textures you open. You can export everything at once to the desired folder with export to button. If you drag and drop all the images from a folder into laigter, then aply the setting, and then press export, all maps will be exported to the original folder with the setting aplied
Nice tool, thanks for sharing! Any way to use some scripting language to automate workflow?
Not for now... perhaps in the future... but it would take me a lot of work to add that feature.
@@azagayavj2271 thanks for letting me know. Great tool
How do you make a sprite character of a character from a serie?
google translate pronounces it "Lighter"
Doesn't Godot support this Built-In?
The generation of the normal map is not built in.. you can add a normal map to godot's sprites, but you need to create them first.. i made a plugin prototipe for godot to generate normal maps in the engine.. you can get it on my github... but its far from what you can achieve with laigter
@@azagayavj2271 Is there a tutorial or reference for using all these maps in a Unity 2D project? I know there's new 2D lighting stuff in Preview, but Unity always has a million things in Preview - just wondered what the workflow would be to use these in production. Thanks for a very neat tool!
@@beardordie5308 hi! I haven't done any tutorials for Laigter yet.. I'll try to do one and upload to UA-cam. The thing is I speak spanish, so if I do that it would have English subs.. or maybe I can do a written tutorial
Can we use this in Unity 2019 ? is it shader based ?
You can use in unity.. just load the maps in a shader.
y never for MAC!!! :,(
The reason is that i don't have a mac to compile it. But the project is open source, so anyone with a mac and some time can compile it. If someone makes a binary for mac, I would be very grateful
@@azagayavj2271 i dont know how to do that... i hope somebody can do that because looks so great your program, thnks!
@@revotiva Hey! next release will include MAC support thanks to a contributor... i hope you are still interested!
That's a great news!!!! I Will wait
Mac version is now available!
Would there have a Mac version in the near future?
It will if someone grabs the code in github and compiles it for mac, or if i find someone to lend me a mac some time. I don't own a MAC and cross compiling with Qt is complicated.. i've tried before
Hi! thanks to a friend, next release will include MAC support!
Mac version is now available!
@@azagayavj2271 thank you so much for your work, and thanks for letting me know:)
Did you say it was released under the LBGTQ licence?
How it can be possible?. Here is a programing error definitely. 😊
great now all i need a free tool to make sprites
anything?
Krita? GIMP? Inkscape? Graphicsgale? Microsoft Paint? A sprite is just a 2d image so with enough ingenuity any number of various free 2d editing programs, both raster and vector, will do the trick.
@@d3v1lsummoner ok a free pixel art tool/animator
@@weshuiz1325 Then use Krita or Graphicsgale or ,heck, Blender? Not trying to be too presumptuous about your hang-ups with the software mentioned, but at some point you'll actually have to do the work of making the art. No application replaces knowledge and effort if you want creative freedom and extensibility, not even expensive professional tools.
@@weshuiz1325 Google "sprite maker online". On the first page, you'll get a link to a site that makes sprite sheets. You can pick gender, race, hair, and clothes for your character. I'm on my phone, I can't post the link.
I you don't know how to speech it used text to speech program or search engine that web does well with it.
I don't get it man , another PC , and diff operating system ... AGAIN , after image import . i get NOTHING !@!!!!!!! ,,, what gives man ?
Please,can you open an issue on github for this?
Oh pfffffffffffft
I thought it was a pixel-editor from the video title. It's just a normal-map tool for sprites.
Basically it's a free sprite lamp.
this HAS to be a hoax , noway , i did all these installs , got my Net.framework up to date , got the visual basic C++ ...,, i go to import a pic .,,, NOTHING !
Your issue may be caused by not suported glsl version of your system. Please download version 1.5 and try to launch it with s parameter (see 1.5 devlog)
first!
Nice