# import attempt from os import listdirĪssetTools = _asset_tools()ĪssetImportTask = unreal.AssetImportTask()Īt_editor_property('filename', file)Īt_editor_property('destination_path', '/Game/Tex')Īt_editor_property('save', True)Īt_editor_property('options', options)ĪssetTools. New_material = asset_tools.create_asset(asset_name, path, None, factory) If you are trying to run this on desktop then you have to put the png in desktop project as well. Then use tiles new Texture ( ('data/tiles.png')) Thats how i used to do it. Or you can use, for example, stbimage. #create_asset attempt #create_asset attempt:Īsset_tools = _asset_tools() make a data folder inside assets folder and keep tiles.png in data folder. I’ve tried the create_asset function and import tools to try and create this new material but can’t seem to crack it. In contrast, it has no problems with this if the file is in gif format, or if the paletted png has no transparency. 'unknown image type' for every png when using stbimage. 'unknown pixel format' for EVERY bmp when using SDLloadBMP. I have no idea why but I always get 'incorrect PNG signature, its no PNG or corrupted' for EVERY png when using lodepng. Net functions can perfectly write such a file. But none of the libraries I found around the web works. I’ve also tried importing to texture (which creates a new texture completely fine) and then turn the texture to a material but still no avail. I had this problem too, and it seems that any paletted png image that contains transparency cant be loaded as being paletted by the. Note: I dont believe there is someone so stupid to execute that file. If you run the executeme.png from terminal, the original png file will be shown using the default image viewer, and your injected code will be run. lib files into the lib folder and again the SDLimage.h header file into SDL2 folder under the CodeBlocks compiler MinGW include folder. When I import, the material created is completely black instead of the image I tried to load. Append your original png file using cat injectme.png > executeme.png. For that reason, I installed SDL2.0.14 from the sdl website as a development library but not the runtime one. I’m trying to automate the import of multiple png files to create materials that can be applied to meshes.
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