I'm trying to work out the image problem right now. I can't get my journals to load pictures either at the moment, so "Please Stand By".
J'Kla wrote:At this time I lack the skills (pay grade) to make a new book type.
Please you have made an assumption that I am rejecting your suggestions.
All I am saying is I am the duty (old fart) idiot here I need slightly more than pointers.
I'm saying that you're obviously a smart and persistent guy, and since you're willing to hack at something until you understand it, the better option is to hack at making a custom book instead of modifying an existing one that has hard limitations which run counter to your end goal. The way you want to do it may seem easier in the beginning but it's going to be harder to complete.
EDIT:After quite a bit of trial-and-error, and Hoikas finding some important bits in the code, I think I have the information you need.
Turns out there are a couple of rules you need to follow in order to get inline images to work.
First of all, you were onto something with the DDS images. Hoikas discovered that the engine won't allow the use of any images compressed with DirectX compression here, so as stated earlier in the thread, any textures you want to use in a journal will need to have
MIP Map disabled in the Image Sampling options (this option tells Korman to render multiple levels of quality for the image texture and produce a DXT-compressed texture -- we don't want or need this here). One very important thing to note is that Korman (currently, though this may change in a future version as we're considering solutions to streamline this process) will append .bmp to the name of your texture when it creates the uncompressed, single-level Mipmap, and this Mipmap name is the source you must specify in the image tag.
For example, a texture named "Page01" will be "Page01.bmp". A texture named "Page01.jpg" will likewise become "Page01.bmp". This final name is the value you
must use. You can browse the Mipmaps in your textures using PrpShop to double-check the correct name.
The other major limitation I've found is that it appears that images which are too large to fit on a page are simply ignored. I'm still looking into this, but there are a couple of HAX (
) you can use to work around this. The maximum image size looks like it's going to be a 512x512 texture. In order to make sure the picture will fit, you need to add some absolute positioning for an image that large to the image tag.
Example: <img src="Page01.bmp" pos="0,0"> will place the image in the upper left corner (and if it's 512x512, it will take up the entire page). One thing to note is that the square image will be squashed to fit the book's width, so you'll want to make your images at the same aspect ratio as your chosen book (
0.7:1, I think), and then
stretch the texture to 512x512 before saving it. A quick calculation says that a 358x512 image should fit? This needs some extra investigation (and of course if you change the book scaling this ratio will be more extreme).
So, to reiterate and sum up:
- Turn off MIP Map for any textures you intend to use in a journal, and note that the name to use in the src attribute will have .bmp appended to the end.
- For large images, use absolute positioning and put the image origin in the upper left with pos="0,0". They will need to be pre-stretched to compensate for being squashed when rendered into the book.