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Been two years since I did a full REXPaint release! This was originally going to simply be an incremental v1.05 combining all the little patches I've been putting out since 2018 in response to feature requests, then on a whim I decided to finally try taking a serious stab at supporting extended tilesets (fonts with more than 256 glyphs)...

To be honest I almost gave up part way through since it was getting complicated and I thought maybe it'd be better to wait for the future 2.0 UI expansion like I'd originally intended, but I powered through it anyway and am glad I did--other REXPaint users probably are, too, since this is by far the most requested feature ever since the first release :)

It actually only took about a day of work to get a proof of concept working, but then a couple more after that to rebuild it to be more user-friendly as well do all the related QoL tweaks and go through a the proper quality testing and debugging processes. I'm pleased with the results.

From the manual:

Although the default number of rows in a font bitmap is 16, and that is the largest number REXPaint will display at once, fonts with additional rows are supported, essentially allowing space for an "unlimited" number of glyphs in an image. Simply specify the proper number of rows available for the relevant art font in _config.xt and it will be loaded normally (16 columns is still a requirement), then you can use PgUp/Dn or the scroll wheel (with cursor in the glyph area) to see and use glyphs beyond #255. The mouse scrolling rate can be adjusted in REXPaint.cfg via glyphScrollRowCount. If any art fonts have more than 16 rows, the font window will display numbers at the top right indicating the number of rows currently above and below the current view. To make it easier to use large tilesets, by default right-clicking on an image glyph to select a glyph currently outside the viewable glyph window does not automatically scroll the view to show it unless you right-click on the same selected glyph a second time, though you can overide this behavior and have it always scroll immediately by setting glyphSelectAlwaysAutoscrolls in REXPaint.cfg.

I've attached a special version of REXPaint (an 811KB download) that includes three extended tilesets reworked to fit the RP format. I was just using these to test with, and thought others might like to play with them as well:

These are already preloaded and configured in this patron-version of REXPaint, just fire up REXPaint.exe and switch to them via the options menu (F3) or the font switcher. (You can use these tilesets for whatever of your own purposes you like, since the creators have licensed them freely, though as usual it's nice to credit people :D)

I'll be doing a more complete public release announcement later, but you can also check what else is new/different in the public changelog for this release:

  • NEW: Support for more than 256 glyphs in a single font (scroll with wheel or PgUp/Dn)
  • NEW: Adjustable wheel-based extended glyph scrolling ("glyphScrollRowCount" in cfg)
  • NEW: Manual provides additional information about extended custom fonts and tilesets
  • NEW: Added multi-layer support for Copy/Cut/Paste tools, use 'd' and Shift-d to adjust the desired operational depth
  • NEW: Full layer copy (Ctrl-Shift-c) obeys current multi-layer copy depth setting as well
  • NEW: Cycle images while in Paint mode using Ctrl-Up/Down
  • NEW: Reload all image files via Ctrl-Shift-r or the Browse window's "R" button
  • NEW: Toggle transparent cell visibility with 'n' (only shows current layer)
  • NEW: Switch between two different preset transparency visualization color schemes (editable in skins.xt) (hotkey Shift-Alt-n)
  • NEW: Manual explicitly states that alternative paste modes affect the results of any copy action
  • NEW: Manual explicitly states that custom fonts always treat index 32 as a space, regardless of what the bitmap contains there
  • MOD: Font config for custom fonts requires specifying the number of columns and rows present in each bitmap font
  • MOD: Options menu Default Image Background (applies to new images, expansions from resize, layer 1 areas) now defaults to transparent instead of black
  • MOD: Holding Alt while cursor hovering over font glyph highlights matching glyphs across a layer using a different style rather than simply flashing them
  • MOD: "Shift all layers in indicated direction" hotkey changed to Shift-Arrow/Numpad
  • MOD: Color Shift Mode hotkey changed from Ctrl-h/s/v to Shift-h/s/v
  • MOD: Keyboard's Pause key no longer has an effect
  • FIX: Canvas-sized image created on opening also obeys Default Image Background setting
  • FIX: Version check functionality restored after an unexpected server change broke the previous connection system
  • FIX: Using separate fonts for GUI and art was not compatible with the new selected glyph preview in the Apply box
  • FIX: Optional glyph hover ID display was off by one

Edit/Update: If you downloaded this prerelease version in the first few days it was available, note that there was a bug in that .exe which has since been fixed in the download here. The original version might not load any fonts on monitors without a fairly large resolution.

Comments

hobbit do Shire

Nice! I played a bit with the new tilesets. It's been so much time since I touched RexPaint that I forgot all shortcuts and naviation. But after a while it works like charm :)