hello! I know I've been MIA for a while (6 months?). The AI world and some traveling has me in other

hello! I know I've been MIA for a while (6 months?). The AI world and some traveling has me in other directions. I'm currently in a surf town in Brazil (I don't surf) and brought my Quest 2 with me hoping to dip my toes back in. I've been demoing the real-time scripts to a couple of people who've been enjoying painting with b&w pass-through in the late evenings. Anyways, I've had this idea for a while for much richer text using the API. Without getting into all the learning ideas that did not work, I found you can automatically convert TTF (font) files to SVG?! I've always known a basic draw.svg was built into the http API and here was my chance to use it exclusively. However, unless I'm not understanding something, it seems buggy? Here is my quick and dirty documentation of the issue: https://github.com/dwillington/open-brush/blob/main/python_scripts/text/README.md I'm still dipping my toes back with playing with the API, so don't need to prioritize on my behalf. I'll be in and out of Discord. But I'd be interested in publishing some code for an awesome unlock of so many fonts suddenly being available in Open Brush!
11 Replies
AncientWorlds
AncientWorlds8mo ago
Very similar situation over the last six months. Just now synching back into it. Rebased, at least for a while, in Europe.
Gear only recently caught up with me.
Some great potentials for lettering there! Do we have the API scripting documentation (including command syntax) somewhere that's in a file, text or otherwise accessible form. I'd like to get that all into a document that can be machine read.
Tried various tools to extract the text etc from documentation, the javascript/html thing is making that really challenging RE: Getting Started https://docs.openbrush.app/alternate-and-experimental-builds/runtime-scripting/writing-plugins/getting-started
AncientWorlds
AncientWorlds8mo ago
Or do I need to actually install the "visual studio code" version?
No description
AncientWorlds
AncientWorlds8mo ago
No description
AncientWorlds
AncientWorlds8mo ago
[Visual studio community 2019] didn't see it in 2022 either
andybak
andybak8mo ago
Thanks Microsoft and your crappy branding. Visual Studio and Visual Studio Code are completely different apps with very little in common. You need to install the latter.
andybak
andybak8mo ago
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AncientWorlds
AncientWorlds8mo ago
Ya, definitely branding. I was under the impression that it was more or less a streamlined version of the same product. The intro about notepad and whatever actually confused me a bit, because I know its not designed for plugins. Even more confusing that visual studio also has an extensions menu I noticed that there's a function called brush.depth and Image:Extrude(depth,color) Lost track of where I found them.
Can anyone explain these functions and their purpose?
andybak
andybak8mo ago
https://docs.openbrush.app/alternate-and-experimental-builds/runtime-scripting/plugin-api-scripting-reference/image#image-extrude-depth-color
"Extrudes the image widget with the specified depth and color" so - gives it some depth (or thickness) it's a bit rough as we're using Unity's autogenerated outline. It also doesn't export at the moment.
brush.depth
I can't see a depth property on Brush: https://docs.openbrush.app/alternate-and-experimental-builds/runtime-scripting/plugin-api-scripting-reference/brush Where did you see it? Everything should have an entry in the docs.
AncientWorlds
AncientWorlds8mo ago
Probably in the autocomplete lua, although maybe in the docs.
I spent quite a bit of time trying to get a modification of the rays brush working again and ran into some issues involving definitions and syntax Eventually got it working , but the control set I used didn't do much of anything. Decided to put that on the back burner for a bit, since it was more about figuring out some issues I ran into previously with scripts that didn't write at all. After that battle I decided to start extracting documentation into a machine readable format. Turns out that it's massively helpful to be able to query GPT about them and ask questions about how various things work. Will put that together a bit more today.
Have a preliminary and working 360 skybox scriipt, which I want to adapt a bit more so it gets a bit smarter with the save file name or at least limits the chance of duplication. Does create a bit of distortion in game, possibly due to the distance/scale factor. Videos quite nicely. Needs improvements. I've also spent quite a bit of time thinking about what I want to do with these tools. Some of the really interesting ideas are probably not great places for me to start, so will have to work my way towards them. My plans for brush depth are quite a bit more complicated, than that, just wanted to confirm it was controlling depth.
Don't see the specific entry for it (and still don't), so must have seen it in the autocomplete section and noticed the nil return.
AncientWorlds
AncientWorlds8mo ago
Here's the current snapshot code. I expect to have this updated today, but will put it here in case I get sidetracked. I'd actually prefer to have a dedicated place somewhere to keep this stuff, or at least a topic thread for the purpose of putting the files
AncientWorlds
AncientWorlds8mo ago
The skybox here actually contains the sculpt. I posted it about ten hours ago on facebook and no one picked up on the fact that the text was the only part of the actual sketch, so that's sufficient for the moment
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