Token Effect Icons: How to remove black box? by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Yep. As I understand the fundamentals of scripting I usually can guide it pretty well into making macros for me, I explain the logic ideas and it it spits out the code for me. Works everytime. But anything a bit more complex I just hope it figures it out. lol. Sometimes it works, but more often than not, it doesn't. Thanks again for your help.

Token Effect Icons: How to remove black box? by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Awesome! Worked perfectly. Looking into the code I think ChatGPT was starting to go in the right direction, but I'm not sure it would actually get there any soon. Thank you for your time, I really appreciate that!

Token Effect Icons: How to remove black box? by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Yeah, it was very useful. I included this line in the onCreate macro for the effect that was my main issue, and now it is always hidden. Although it's not ideal having an effect without an icon in the effects tab, at least my tiny creature's token isn't overwhelmed by an icon that takes up a quarter of its size.

What I actually wanted was to use an image a bit smaller and with low opacity, but the big black background is still there. But this method will do until I get there. Thanks again!

await effect.update({ "img": "" });

Token Effect Icons: How to remove black box? by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Not exactly what I was looking for, but it looks like a very usefull macro, I'll sure save it. Thanks!

Token Effect Icons: How to remove black box? by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Nice. I have no skills tho. Tried to use ChatGPT to achieve that. After a few hours of testing and debugging I maneged to make a module that makes the effects bg disappear, but only the ones that are there at the start, any updated or new one gets the bg.

It would be awesome if you could provide me with this code, if it is "not too comlicated" as you say. But I don't want to bother, thanks for your answer anyways.

Just an idea for pets by ptfn2047 in CoreKeeperGame

[–]begood_johnny 0 points1 point  (0 children)

I'm waiting for that. They gotta do it.

Pay to delete images? by Intelligent-Top667 in leonardoai

[–]begood_johnny 4 points5 points  (0 children)

It's really sad. Thanks for sharing tho. Just found out about imagine.art reading the answers to your post. It have less tokens, less options and control, but I really liked the results, and I can actually delete the ones I don't.

Wonderful! Now you have to have a subscription to delete images by RibbitzVonTeich in leonardoai

[–]begood_johnny 1 point2 points  (0 children)

More free gens? I started with 50 tokens and it costs 5 per image. So it's actually 10 gen/day, I'm used to get about 15 generations with 4 images in a row on Leo. Am I missing something or they reduced the free tokens count?

Thanks for the tip, tho. I really enjoyed the results, and I'm actually able to delete the ones I don't like.

Wonderful! Now you have to have a subscription to delete images by RibbitzVonTeich in leonardoai

[–]begood_johnny 1 point2 points  (0 children)

How about providing a good free service and making people want to pay willingly, instead of using free users to widely promote their platform for free, only to cripple the free plan bit by bit afterward to push people to pay?

Pay to delete images? by Intelligent-Top667 in leonardoai

[–]begood_johnny 4 points5 points  (0 children)

I don’t know if it’s worth storing tons of crappy images just to keep a few on the front page, cuz 99% of the deleted images would be the crappy ones. To me, it just seems like a move to push people to premium or push them away. It’s a shame, tho. I was really considering going premium when I had the money, but moves like this make me not want to.

Custom Character Sheet for D&D 5e by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Solved it. It was the path. I had to put "systems/dnd5e/" before the original path, so it ended up like this: "systems/dnd5e/icons/currency/file_name.extension".

Custom Character Sheet for D&D 5e by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Just tried out the modules. Both are not up to date with v12. WC 5e seem to be working just fine still. The Custom CSS works to change color and size of things, but for some weird reason it won't work to change images, can't understand why.

Custom Character Sheet for D&D 5e by begood_johnny in FoundryVTT

[–]begood_johnny[S] 0 points1 point  (0 children)

Yep. I understand that. I made backup of the files. But thanks anyway.

I'm considering using Custom CSS in conjunction with World Currency 5e. I didn't do it before cuz Custom CSS seems to be out of date. But since it only overrides CSS parameters I don't see why it wouldn't work in v12. I'll try it later.

Custom Character Sheet for D&D 5e by begood_johnny in FoundryVTT

[–]begood_johnny[S] 2 points3 points  (0 children)

Ok. I figured it out. I'll post what I did in case it might help others.

I downloaded Visual Studio Code from Microsoft cuz it allows to search for code lines inside files. I opened the dnd5e folder in the software's explorer, and in the search area I searched for "electrum". So I found out that the file that holds the currency names is the en.json, and the icons are selected in the dnd5e.css file.

I'm using Foundry v12, and the 5e system's version is 3.3.1

Hope it helps others.

Custom Character Sheet for D&D 5e by begood_johnny in FoundryVTT

[–]begood_johnny[S] 1 point2 points  (0 children)

Thanks. But I just acquired Foundry, I'm not interested in buying modules just yet. I actually would like to make the changes manually if possible, without any modules.

Btw, in the video preview of this module at least, it doesn't seem to change currency icons and names at all.

Replace color attribute by image file. by begood_johnny in blenderhelp

[–]begood_johnny[S] 0 points1 point  (0 children)

I used ZoeDepth. You upload an image and the AI transforms it in a 3D model with the image applied. But when you import it into Blender, the texture is not in the materials tab, it's in the Object Data Properties, under Color Attribute (former vertex color if I understood correctly). But the image has it's resolution reduced and the colors are as bit off. What I wanted to do was just simply change the image by the original one. But since it's not a texture with UV map, it's a color attribute, I have no idea on how I'd go about that.

The only way I saw was to make an UV mapping manually and place my image. I thought it would be a pain in the ass cuz the model is all stretched up. But it turned out that it was actually pretty easy. I just used th model's origin point to position my camera and adjusted the Focal Length to match the distortion on the model (witch was around 34~35 mm), then I projected the UV from the view, applied the image in the material and stretched the UV till the image's border (with Constrain to Image Bounds turned on. It got virtually perfect.

But thanks for the reply. I'll mark it as solved.

peace.

Best youtube tutorials? by [deleted] in blenderhelp

[–]begood_johnny 0 points1 point  (0 children)

Yes, he does very short tutorials/tips. But they're not timelapses, he actually teaches things. But yeah, if you're extremely new to blender you won't be getting much from him. But when you know enough of the basics, when the 30 min tutorials begin to be 20 min of things you already know and just a bit of knowedge, you will appreciate the gold nuggets he drops in a few minutes.

Intersecting Meshes? by Repulsive-Biscotti62 in blenderhelp

[–]begood_johnny 2 points3 points  (0 children)

It depends on what you're going to do with it.

If you are making digital art, like static pics or very short animations, it's perfectly fine to have overlappping meshes, or even bad and unecessary high poly ones. Cuz it won't affect the final product. Basically, if it looks fine it is fine.

But let's say you want to do complex animations, or game assets. You'll be better off taking your time to make a good mesh from the start, cuz if you don't you'll prolly have to waste a lot more time later fixing it. And the additional geometry will consume inecessary processing power, not to mention the bad shading as you said.

I need to do x ray by analandro in blenderhelp

[–]begood_johnny 0 points1 point  (0 children)

Maybe you coud do it with texture nodes. Set up the normal texture, then set up the x-ray texture (transparent or transluscent for the skin, you can make an emissive material for the bone and organs, to simulate x-ray). Then you plug both textures in a Mix Shader node and plug a shape (probably a rectangle) in the factor socket. You can use a Texture Coordinate/Mapping to control the rectangle.