mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
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Export selection to image: added option to scale the output image to a higher resolution
This commit is contained in:
parent
fdbb6c35c5
commit
a4bc90c754
4 changed files with 208 additions and 88 deletions
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@ -892,7 +892,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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ImageExportSettingsForm form = new ImageExportSettingsForm();
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if (form.ShowDialog() == DialogResult.OK)
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{
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ImageExportSettings settings = new ImageExportSettings(Path.GetDirectoryName(form.FilePath), Path.GetFileNameWithoutExtension(form.FilePath), Path.GetExtension(form.FilePath), form.Floor, form.Fullbright, form.Brightmap, form.Tiles, form.GetPixelFormat(), form.GetImageFormat());
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ImageExportSettings settings = new ImageExportSettings(Path.GetDirectoryName(form.FilePath), Path.GetFileNameWithoutExtension(form.FilePath), Path.GetExtension(form.FilePath), form.Floor, form.Fullbright, form.Brightmap, form.Tiles, form.ImageScale, form.GetPixelFormat(), form.GetImageFormat());
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ImageExporter exporter = new ImageExporter(sectors, settings);
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string text = "The following images will be created:\n\n" + string.Join("\n", exporter.GetImageNames().ToArray());
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@ -29,6 +29,7 @@ using System.Drawing.Drawing2D;
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using System.IO;
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using System.Linq;
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using System.Text;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using System.Diagnostics;
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@ -48,8 +49,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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public bool Tiles;
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public PixelFormat PixelFormat;
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public ImageFormat ImageFormat;
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public float Scale;
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public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool brightmap, bool tiles, PixelFormat pformat, ImageFormat iformat)
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public ImageExportSettings(string path, string name, string extension, bool floor, bool fullbright, bool brightmap, bool tiles, float scale, PixelFormat pformat, ImageFormat iformat)
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{
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Path = path;
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Name = name;
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@ -60,6 +62,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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Fullbright = fullbright;
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PixelFormat = pformat;
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ImageFormat = iformat;
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Scale = scale;
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}
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}
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@ -97,17 +100,47 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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/// </summary>
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public void Export()
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{
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Bitmap texturebitmap = null;
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Bitmap brightmapbitmap = null;
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Graphics gbrightmap = null;
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Graphics gtexture = null;
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Vector2D offset;
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Vector2D size;
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Vector2D offset;
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GetSizeAndOffset(out size, out offset);
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// Normal texture
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texturebitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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// Use the same image for the normal texture and the brightmap because of memory concerns
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using (Bitmap image = new Bitmap((int)(size.x * settings.Scale), (int)(size.y * settings.Scale), settings.PixelFormat))
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{
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// Normal texture image
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CreateImage(image, offset, settings.Scale, false);
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if (settings.Tiles)
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SaveImageAsTiles(image);
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else
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image.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
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// The brightmap
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if (settings.Brightmap)
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{
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CreateImage(image, offset, settings.Scale, true);
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if (settings.Tiles)
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SaveImageAsTiles(image, "_brightmap");
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else
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image.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
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}
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}
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}
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/// <summary>
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/// Create the image ready to be exported
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/// </summary>
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/// <param name="texturebitmap">The image the graphics will be drawn to</param>
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/// <param name="offset">The offset of the selection in map space</param>
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/// <param name="asbrightmap">True if the image should be a brightmap, false if normally textured</param>
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/// <returns>The image to be exported</returns>
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private void CreateImage(Bitmap texturebitmap, Vector2D offset, float scale, bool asbrightmap)
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{
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Graphics gtexture = null;
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// The texture
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gtexture = Graphics.FromImage(texturebitmap);
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gtexture.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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gtexture.InterpolationMode = InterpolationMode.HighQualityBilinear;
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@ -115,21 +148,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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gtexture.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gtexture.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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// Brightmap
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if (settings.Brightmap)
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{
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brightmapbitmap = new Bitmap((int)size.x, (int)size.y, settings.PixelFormat);
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gbrightmap = Graphics.FromImage(brightmapbitmap);
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gbrightmap.Clear(Color.Black); // If we don't clear to black we'll see seams where the sectors touch, due to the AA
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gbrightmap.InterpolationMode = InterpolationMode.HighQualityBilinear;
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gbrightmap.CompositingQuality = CompositingQuality.HighQuality;
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gbrightmap.PixelOffsetMode = PixelOffsetMode.HighQuality;
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gbrightmap.SmoothingMode = SmoothingMode.AntiAlias; // Without AA the sector edges will be quite rough
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}
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GraphicsPath gpath = new GraphicsPath();
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foreach (Sector s in sectors)
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{
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GraphicsPath p = new GraphicsPath();
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float rotation = (float)s.Fields.GetValue("rotationfloor", 0.0);
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// If a sector is rotated any offset is on the rotated axes. But we need to offset by
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@ -140,66 +162,94 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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for (int i = 0; i < s.Triangles.Vertices.Count / 3; i++)
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{
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// The GDI image has the 0/0 coordinate in the top left, so invert the y component
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Vector2D v1 = s.Triangles.Vertices[i * 3] - offset; v1.y *= -1.0f;
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Vector2D v2 = s.Triangles.Vertices[i * 3 + 1] - offset; v2.y *= -1.0f;
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Vector2D v3 = s.Triangles.Vertices[i * 3 + 2] - offset; v3.y *= -1.0f;
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p.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
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p.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
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p.CloseFigure();
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Vector2D v1 = (s.Triangles.Vertices[i * 3] - offset) * scale; v1.y *= -1.0f;
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Vector2D v2 = (s.Triangles.Vertices[i * 3 + 1] - offset) * scale; v2.y *= -1.0f;
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Vector2D v3 = (s.Triangles.Vertices[i * 3 + 2] - offset) * scale; v3.y *= -1.0f;
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gpath.AddLine((float)v1.x, (float)v1.y, (float)v2.x, (float)v2.y);
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gpath.AddLine((float)v2.x, (float)v2.y, (float)v3.x, (float)v3.y);
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gpath.CloseFigure();
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}
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Bitmap brushtexture;
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if (settings.Floor)
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brushtexture = General.Map.Data.GetFlatImage(s.FloorTexture).GetBitmap();
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else
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brushtexture = General.Map.Data.GetFlatImage(s.CeilTexture).GetBitmap();
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if (!settings.Fullbright)
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brushtexture = AdjustBrightness(brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
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Vector2D textureoffset = new Vector2D();
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textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0f);
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textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0f);
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// Create the transformation matrix
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Matrix matrix = new Matrix();
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matrix.Rotate(rotation);
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matrix.Translate((float)(-offset.x * rotationvector.x), (float)(offset.x * rotationvector.y)); // Left/right offset from the map origin
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matrix.Translate((float)(offset.y * rotationvector.y), (float)(offset.y * rotationvector.x)); // Up/down offset from the map origin
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matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
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// Create the texture brush and apply the matrix
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TextureBrush tbrush = new TextureBrush(brushtexture);
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tbrush.Transform = matrix;
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// Draw the islands of the sector
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gtexture.FillPath(tbrush, p);
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// Create the brightmap based on the sector brightness
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if (settings.Brightmap)
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if (asbrightmap)
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{
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SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness));
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gbrightmap.FillPath(sbrush, p);
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// Create the brightmap based on the sector brightness
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using (SolidBrush sbrush = new SolidBrush(Color.FromArgb(255, s.Brightness, s.Brightness, s.Brightness)))
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gtexture.FillPath(sbrush, gpath);
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}
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else
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{
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Bitmap brushtexture;
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Vector2D textureoffset = new Vector2D();
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Vector2D texturescale = new Vector2D();
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if (settings.Floor)
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.FloorTexture);
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imagedata.UseColorCorrection = false;
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brushtexture = new Bitmap(imagedata.GetBitmap());
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imagedata.UseColorCorrection = true;
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textureoffset.x = s.Fields.GetValue("xpanningfloor", 0.0f) * scale;
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textureoffset.y = s.Fields.GetValue("ypanningfloor", 0.0f) * scale;
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0f / s.Fields.GetValue("xscalefloor", 1.0f);
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texturescale.y = 1.0f / s.Fields.GetValue("yscalefloor", 1.0f);
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}
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else
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{
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// The image might have a color correction applied, but we need it without. So we use LocalGetBitmap, because it reloads the image,
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// but doesn't applie the color correction if we set UseColorCorrection to false first
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ImageData imagedata = General.Map.Data.GetFlatImage(s.CeilTexture);
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imagedata.UseColorCorrection = false;
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brushtexture = new Bitmap(imagedata.GetBitmap());
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imagedata.UseColorCorrection = true;
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textureoffset.x = s.Fields.GetValue("xpanningceiling", 0.0f) * scale;
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textureoffset.y = s.Fields.GetValue("ypanningceiling", 0.0f) * scale;
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// GZDoom uses bigger numbers for smaller scales (i.e. a scale of 2 will halve the size), so we need to change the scale
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texturescale.x = 1.0f / s.Fields.GetValue("xscaleceiling", 1.0f);
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texturescale.y = 1.0f / s.Fields.GetValue("yscaleceiling", 1.0f);
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}
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// Create the transformation matrix
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Matrix matrix = new Matrix();
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matrix.Rotate(rotation);
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matrix.Translate((float)(-offset.x*scale * rotationvector.x), (float)(offset.x*scale * rotationvector.y)); // Left/right offset from the map origin
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matrix.Translate((float)(offset.y*scale * rotationvector.y), (float)(offset.y*scale * rotationvector.x)); // Up/down offset from the map origin
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matrix.Translate(-(float)textureoffset.x, -(float)textureoffset.y); // Texture offset
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matrix.Scale((float)texturescale.x, (float)texturescale.y);
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if (!settings.Fullbright)
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AdjustBrightness(ref brushtexture, s.Brightness > 0 ? s.Brightness / 255.0f : 0.0f);
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if (scale > 1.0f)
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ResizeImage(ref brushtexture, brushtexture.Width * (int)scale, brushtexture.Height * (int)scale);
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// Create the texture brush and apply the matrix
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TextureBrush tbrush = new TextureBrush(brushtexture);
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tbrush.Transform = matrix;
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// Draw the islands of the sector
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gtexture.FillPath(tbrush, gpath);
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// Dispose unneeded objects
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brushtexture.Dispose();
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tbrush.Dispose();
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matrix.Dispose();
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}
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// Reset the graphics path
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gpath.Reset();
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}
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// Finally save the image(s)
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if (settings.Tiles)
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{
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SaveImageAsTiles(texturebitmap);
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if (settings.Brightmap)
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SaveImageAsTiles(brightmapbitmap, "_brightmap");
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}
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else
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{
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texturebitmap.Save(Path.Combine(settings.Path, settings.Name) + settings.Extension, settings.ImageFormat);
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if (settings.Brightmap)
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brightmapbitmap.Save(Path.Combine(settings.Path, settings.Name) + "_brightmap" + settings.Extension, settings.ImageFormat);
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}
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// Dispose unneeded objects
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gpath.Dispose();
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gtexture.Dispose();
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}
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/// <summary>
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@ -228,12 +278,14 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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height = image.Size.Height - (y * TILE_SIZE);
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Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE);
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Graphics g = Graphics.FromImage(bitmap);
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g.Clear(Color.Black);
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g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x*TILE_SIZE, y*TILE_SIZE, width, height), GraphicsUnit.Pixel);
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using (Bitmap bitmap = new Bitmap(TILE_SIZE, TILE_SIZE))
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using (Graphics g = Graphics.FromImage(bitmap))
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{
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g.Clear(Color.Black);
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g.DrawImage(image, new Rectangle(0, 0, width, height), new Rectangle(x * TILE_SIZE, y * TILE_SIZE, width, height), GraphicsUnit.Pixel);
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bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
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bitmap.Save(string.Format("{0}{1}{2}{3}", Path.Combine(settings.Path, settings.Name), suffix, imagenum, settings.Extension));
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}
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imagenum++;
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}
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@ -317,10 +369,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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/// <summary>
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/// Adjusts the brightness of an image. Code by Rod Stephens http://csharphelper.com/blog/2014/10/use-an-imageattributes-object-to-adjust-an-images-brightness-in-c/
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/// </summary>
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/// <param name="image">Base image</param>
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/// <param name="image">The image to adjust</param>
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/// <param name="brightness">Brightness between 0.0f and 1.0f</param>
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/// <returns>The new image with changed brightness</returns>
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private Bitmap AdjustBrightness(Image image, float brightness)
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private void AdjustBrightness(ref Bitmap image, float brightness)
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{
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// Make the ColorMatrix.
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float b = brightness;
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@ -349,8 +400,45 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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gr.DrawImage(image, points, rect, GraphicsUnit.Pixel, attributes);
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}
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// Return the result.
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return bm;
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// Dispose the original...
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image.Dispose();
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// ... and set it as the adjusted image
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image = bm;
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}
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/// <summary>
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/// Resize the image to the specified width and height. Taken from https://stackoverflow.com/a/24199315 (with some modifications)
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/// </summary>
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/// <param name="image">The image to resize.</param>
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/// <param name="width">The width to resize to.</param>
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/// <param name="height">The height to resize to.</param>
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/// <returns>The resized image.</returns>
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private void ResizeImage(ref Bitmap image, int width, int height)
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{
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var destRect = new Rectangle(0, 0, width, height);
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var destImage = new Bitmap(width, height);
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destImage.SetResolution(image.HorizontalResolution, image.VerticalResolution);
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using (var graphics = Graphics.FromImage(destImage))
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{
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graphics.CompositingMode = CompositingMode.SourceCopy;
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graphics.CompositingQuality = CompositingQuality.HighQuality;
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graphics.InterpolationMode = InterpolationMode.NearestNeighbor;
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graphics.SmoothingMode = SmoothingMode.HighQuality;
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graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
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using (var wrapMode = new ImageAttributes())
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{
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wrapMode.SetWrapMode(WrapMode.TileFlipXY);
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graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, wrapMode);
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}
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}
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image.Dispose();
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image = destImage;
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}
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#endregion
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@ -43,6 +43,8 @@
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this.cbFullbright = new System.Windows.Forms.CheckBox();
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this.cbBrightmap = new System.Windows.Forms.CheckBox();
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this.cbTiles = new System.Windows.Forms.CheckBox();
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this.cbScale = new System.Windows.Forms.ComboBox();
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this.label4 = new System.Windows.Forms.Label();
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this.SuspendLayout();
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//
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// tbExportPath
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this.cbTiles.Text = "Create 64x64 tiles";
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this.cbTiles.UseVisualStyleBackColor = true;
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//
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// cbScale
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//
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this.cbScale.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
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this.cbScale.FormattingEnabled = true;
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this.cbScale.Items.AddRange(new object[] {
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"100%",
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"200%",
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"400%",
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"800%"});
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this.cbScale.Location = new System.Drawing.Point(102, 89);
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this.cbScale.Name = "cbScale";
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this.cbScale.Size = new System.Drawing.Size(71, 21);
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this.cbScale.TabIndex = 17;
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//
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// label4
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//
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this.label4.AutoSize = true;
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this.label4.Location = new System.Drawing.Point(12, 92);
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this.label4.Name = "label4";
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this.label4.Size = new System.Drawing.Size(37, 13);
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this.label4.TabIndex = 18;
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this.label4.Text = "Scale:";
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//
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// ImageExportSettingsForm
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//
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this.AcceptButton = this.export;
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.CancelButton = this.cancel;
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this.ClientSize = new System.Drawing.Size(447, 188);
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this.Controls.Add(this.label4);
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this.Controls.Add(this.cbScale);
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this.Controls.Add(this.cbTiles);
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this.Controls.Add(this.cbBrightmap);
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this.Controls.Add(this.cbFullbright);
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@ -242,5 +269,7 @@
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private System.Windows.Forms.CheckBox cbFullbright;
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private System.Windows.Forms.CheckBox cbBrightmap;
|
||||
private System.Windows.Forms.CheckBox cbTiles;
|
||||
private System.Windows.Forms.ComboBox cbScale;
|
||||
private System.Windows.Forms.Label label4;
|
||||
}
|
||||
}
|
|
@ -43,6 +43,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
|
|||
public bool Fullbright { get { return cbFullbright.Checked; } }
|
||||
public bool Brightmap { get { return cbBrightmap.Checked; } }
|
||||
public bool Tiles { get { return cbTiles.Checked; } }
|
||||
public float ImageScale { get { return (float)Math.Pow(2, cbScale.SelectedIndex); } }
|
||||
|
||||
#endregion
|
||||
|
||||
|
@ -72,6 +73,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
|
|||
cbFullbright.Checked = General.Settings.ReadPluginSetting("imageexportfullbright", true);
|
||||
cbBrightmap.Checked = General.Settings.ReadPluginSetting("imageexportbrightmap", false);
|
||||
cbTiles.Checked = General.Settings.ReadPluginSetting("imageexporttiles", false);
|
||||
cbScale.SelectedIndex = General.Settings.ReadPluginSetting("imageexportscale", 0);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -132,9 +134,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
|
|||
|
||||
private void export_Click(object sender, EventArgs e)
|
||||
{
|
||||
General.Settings.WritePluginSetting("imageexportfullbright", cbFullbright.Checked);
|
||||
General.Settings.WritePluginSetting("imageexportbrightmap", cbBrightmap.Checked);
|
||||
General.Settings.WritePluginSetting("imageexporttiles", cbTiles.Checked);
|
||||
General.Settings.WritePluginSetting("imageexportfullbright", cbFullbright.Checked);
|
||||
General.Settings.WritePluginSetting("imageexportbrightmap", cbBrightmap.Checked);
|
||||
General.Settings.WritePluginSetting("imageexporttiles", cbTiles.Checked);
|
||||
General.Settings.WritePluginSetting("imageexportscale", cbScale.SelectedIndex);
|
||||
|
||||
this.DialogResult = DialogResult.OK;
|
||||
this.Close();
|
||||
|
|
Loading…
Reference in a new issue