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	<title>Bastien NANCEAU</title>
	<atom:link href="https://www.bastien-nanceau.com/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.bastien-nanceau.com</link>
	<description>Bastien NANCEAU video games developer. Unity, Unreal Engine 4, C#, C++.</description>
	<lastBuildDate>Mon, 30 Apr 2018 22:07:20 +0000</lastBuildDate>
	<language>fr-FR</language>
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		<title>UnityXML editor</title>
		<link>https://www.bastien-nanceau.com/unityxml-editor/</link>
		<comments>https://www.bastien-nanceau.com/unityxml-editor/#comments</comments>
		<pubDate>Sat, 27 Jun 2015 23:27:43 +0000</pubDate>
		<dc:creator><![CDATA[bastien]]></dc:creator>
				<category><![CDATA[Dev Lab']]></category>

		<guid isPermaLink="false">http://www.bastien-nanceau.com/?p=124</guid>
		<description><![CDATA[This useful tool allows you to create and edit XML files directly from the Unity Editor. It needs a bit of work (mainly UI work) to be finished and released, but it&#8217;s working (I&#8217;ve been using it to manage my <a href="https://www.bastien-nanceau.com/unityxml-editor/"><div class="read-more"><p>Read more &#8250;</p></div><!-- end of .read-more --></a>]]></description>
				<content:encoded><![CDATA[<p>This useful tool allows you to create and edit XML files directly from the Unity Editor.</p>
<p>It needs a bit of work (mainly UI work) to be finished and released, but it&rsquo;s working (I&rsquo;ve been using it to manage my XML levels files in my project The Blob Minute).</p>
<p>I&rsquo;ll release it on the asset store for free this summer.</p>
<p>&nbsp;</p>

<a href='https://www.bastien-nanceau.com/unityxml-editor/unityxml1/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/UnityXML1-150x150.jpg" class="attachment-thumbnail" alt="UnityXML1" /></a>
<a href='https://www.bastien-nanceau.com/unityxml-editor/unityxml2/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/UnityXML2-150x150.jpg" class="attachment-thumbnail" alt="UnityXML2" /></a>
<a href='https://www.bastien-nanceau.com/unityxml-editor/unityxml3/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/UnityXML3-150x150.jpg" class="attachment-thumbnail" alt="UnityXML3" /></a>

]]></content:encoded>
			<wfw:commentRss>https://www.bastien-nanceau.com/unityxml-editor/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tree Generator Tool</title>
		<link>https://www.bastien-nanceau.com/tree-generator-blog/</link>
		<comments>https://www.bastien-nanceau.com/tree-generator-blog/#comments</comments>
		<pubDate>Sat, 27 Jun 2015 17:39:18 +0000</pubDate>
		<dc:creator><![CDATA[bastien]]></dc:creator>
				<category><![CDATA[Dev Lab']]></category>

		<guid isPermaLink="false">http://www.bastien-nanceau.com/?p=35</guid>
		<description><![CDATA[This tool creates simple low poly trees. This was made using processing but I&#8217;m currently working on bringing it to Unity and adding more customisation options (color changes, custom generation grammars&#8230;). The app can create 2 types of trees : <a href="https://www.bastien-nanceau.com/tree-generator-blog/"><div class="read-more"><p>Read more &#8250;</p></div><!-- end of .read-more --></a>]]></description>
				<content:encoded><![CDATA[<p>This tool creates simple low poly trees. This was made using processing but I&rsquo;m currently working on bringing it to Unity and adding more customisation options (color changes, custom generation grammars&#8230;).</p>
<p>The app can create 2 types of trees :</p>
<ul>
<li>Recursively generated trees</li>
</ul>

<a href='https://www.bastien-nanceau.com/tree-generator-blog/recursivetreexclose/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/RecursiveTreeXClose-150x150.png" class="attachment-thumbnail" alt="RecursiveTreeXClose" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/recursivetreezclose/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/RecursiveTreeZClose-150x150.png" class="attachment-thumbnail" alt="RecursiveTreeZClose" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/recursivetreeopen/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/RecursiveTreeOpen-150x150.png" class="attachment-thumbnail" alt="RecursiveTreeOpen" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/recursivetree/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/RecursiveTree-150x150.png" class="attachment-thumbnail" alt="RecursiveTree" /></a>

<ul>
<li>L-System generated trees with formal grammar</li>
</ul>

<a href='https://www.bastien-nanceau.com/tree-generator-blog/basiclsysxzclose/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/BasicLSysXZClose-150x150.png" class="attachment-thumbnail" alt="BasicLSysXZClose" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/basiclsyszclose/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/BasicLSysZClose-150x150.png" class="attachment-thumbnail" alt="BasicLSysZClose" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/basiclsys/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/BasicLSys-150x150.png" class="attachment-thumbnail" alt="BasicLSys" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/basiclsysxclose/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/BasicLSysXClose-150x150.png" class="attachment-thumbnail" alt="BasicLSysXClose" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/basiclsysopenrotate/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/BasicLSysOpenRotate-150x150.png" class="attachment-thumbnail" alt="BasicLSysOpenRotate" /></a>
<a href='https://www.bastien-nanceau.com/tree-generator-blog/basiclsysopen-2/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/BasicLSysOpen1-150x150.png" class="attachment-thumbnail" alt="BasicLSysOpen" /></a>

<p>The goal of this tool is to create fast and customisable cartoon trees (ideal for a game jam !). Users can change the tree opening sliders to create the shape they need.</p>
<p><a href="http://www.bastien-nanceau.com/TreeGenerator.zip">Download Application (Beta)</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Image Color Sorter [Photoshop Script &amp; Web Js]</title>
		<link>https://www.bastien-nanceau.com/image-color-sorter-photoshop-script/</link>
		<comments>https://www.bastien-nanceau.com/image-color-sorter-photoshop-script/#comments</comments>
		<pubDate>Sat, 27 Jun 2015 11:25:23 +0000</pubDate>
		<dc:creator><![CDATA[bastien]]></dc:creator>
				<category><![CDATA[Dev Lab']]></category>

		<guid isPermaLink="false">http://www.bastien-nanceau.com/?p=150</guid>
		<description><![CDATA[This project was made for a web app on a Landmark fansite I&#8217;m working on. The result can be seen here on my [WorkInProgress] Landmark fansite. Landmark is a game where players can build anything using different kind of resources. <a href="https://www.bastien-nanceau.com/image-color-sorter-photoshop-script/"><div class="read-more"><p>Read more &#8250;</p></div><!-- end of .read-more --></a>]]></description>
				<content:encoded><![CDATA[<p>This project was made for a web app on a Landmark fansite I&rsquo;m working on. The result can be seen here on my <a href="http://bastien-nanceau.com/landmark-builders/harvest-tool/">[WorkInProgress] Landmark fansite</a>.</p>
<p>Landmark is a game where players can build anything using different kind of resources. Working on a database tool listing all the resources and their render when used to build, I felt like it would be useful to have a separate tab showing all the textures colors so that players that don&rsquo;t know all the resources could find what they need for their building.</p>
<p><a href="http://www.bastien-nanceau.com/wp-content/uploads/2015/06/Swatches.png" rel='magnific'><img class="aligncenter wp-image-156 size-medium" src="http://www.bastien-nanceau.com/wp-content/uploads/2015/06/Swatches-300x291.png" alt="Swatches" width="300" height="291" /></a></p>
<p>The tool is a simple AJAX database displayer, but the swatches part needed a few more work.</p>
<p>I made a photoshop script that renames all the layers of a file with the hexadecimal code of the average color of the image. Using a specific naming convention, I could get my texture images named with their average color.</p>
<blockquote><p><code>//By Helari, have fun and love<br />
/*<br />
@@@BUILDINFO@@@ ColorPickerNameLayerClean.jsx 2.2.9<br />
*/<br />
var doc = app.activeDocument;<br />
var theSampler = app.activeDocument.colorSamplers.add([10,10]); //Place a color picker at coordinates 10,10<br />
var originalStem = doc.layers[0]; //Get the first layer of the PSD<br />
for(i=1; i < doc.layers.length+1;) //Loop through the layers<br />
{<br />
	&emsp;&emsp;if(i != 0) { //If we're not at the first layer<br />
		&emsp;&emsp;&emsp;&emsp;originalStem = app.activeDocument.activeLayer; //The current edited layer is the document active one<br />
	&emsp;&emsp;}<br />
	&emsp;&emsp;var originalStemCop = originalStem.duplicate(); //Duplicate the layer<br />
	&emsp;&emsp;originalStemCop.applyAverage(); //Apply Average Filter on the copy<br />
	&emsp;&emsp;var csColor2 = theSampler.color;  //Get the color resulting of the average<br />
	&emsp;&emsp;var hexaStr = csColor2.rgb.hexValue; //Convert it to hexadecimal value<br />
	&emsp;&emsp;originalStem.name = originalStem.name.substr(0, 4)+"["+hexaStr+"]_"+originalStem.name.substr(4); //Rename the original layer<br />
	&emsp;&emsp;originalStem.visible = false; //Hide the original layer<br />
	&emsp;&emsp;i++;<br />
	&emsp;&emsp;if(i < doc.layers.length) { //If there are still layers to edit
		&emsp;&emsp;&emsp;&emsp;nextLayer = doc.layers[i]; //Get the next layer
		&emsp;&emsp;&emsp;&emsp;doc.activeLayer = nextLayer; //Set it active
		&emsp;&emsp;&emsp;&emsp;nextLayer.visible = true; //Make it visible
	&emsp;&emsp;}
	&emsp;&emsp;originalStemCop.remove(); //Remove the averaged copy layer
}</code>
</p></blockquote>

<a href='https://www.bastien-nanceau.com/image-color-sorter-photoshop-script/layersrename/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/LayersRename-150x150.png" class="attachment-thumbnail" alt="LayersRename" /></a>
<a href='https://www.bastien-nanceau.com/image-color-sorter-photoshop-script/layersrenameresult/'><img width="150" height="150" src="https://www.bastien-nanceau.com/wp-content/uploads/2015/06/LayersRenameResult-150x150.png" class="attachment-thumbnail" alt="LayersRenameResult" /></a>

<p>This script takes all the layers of the PSD and rename them one by one, adding the average hexadecimal value of the image. When it's done, you only need to use the classic "Export layers to files" photoshop script.</p>
<p>When the page is loading, some javascript is running to sort all the colors names depending on the hue/saturation/lightning values of the images.</p>
<p>This way, I could bought together all the textures of the game separated by main colors. The result is sometimes not perfect as the image average color is not always the best way to get a color, but it's efficient enough to get a kind of logic sorting of all the textures. Moreover, this is dynamic so I can add new textures easily.</p>
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