ArmorPaint is a software for 3D PBR texture painting - check out the manual.
Note 1: This repository is aimed at developers and may not be stable. Distributed binaries are paid to help with the project funding. All of the development is happening here in order to make it accessible to everyone. Thank you for support!
Note 2: If you are compiling git version of ArmorPaint, then you need to have a compiler (Visual Studio - Windows, clang + deps - Linux, Xcode - macOS / iOS, Android Studio - Android), nodejs and git installed.
git clone --recursive https://github.com/armory3d/armorpaint
cd armorpaint
Windows
node armorcore/make -g direct3d11
cd armorcore
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
git apply patch/window_handling.diff --directory=Kinc
node Kinc/make -g direct3d11
# Open generated Visual Studio project at `build\ArmorPaint.sln`
# Build and run for x64 & release
Linux
node armorcore/make -g opengl
cd armorcore
node Kinc/make -g opengl --compiler clang --compile
cd Deployment
strip ArmorPaint
./ArmorPaint ../../build/krom
macOS
node armorcore/make -g metal
cp -a build/krom/ armorcore/Deployment
cd armorcore
git apply patch/metal_depth.diff --directory=Kinc
node Kinc/make -g metal
# Open generated Xcode project at `build/ArmorPaint.xcodeproj`
# Build and run
Android wip
node armorcore/make android -g opengl --shaderversion 300
cp -r build/krom/* armorcore/build/ArmorPaint/app/src/main/assets/
cd armorcore
git apply patch/android_document_picker.diff --directory=Kinc
node Kinc/make android -g opengl
# Manual tweaking is required for now:
# https://github.com/armory3d/armorcore/blob/master/kincfile.js#L68
# Open generated Android Studio project at `build/ArmorPaint`
# Build for device
iOS wip
node armorcore/make ios -g metal
cp -a build/krom/ armorcore/Deployment
cd armorcore
git apply patch/ios_document_picker.diff --directory=Kinc
git apply patch/metal_depth.diff --directory=Kinc
git clone https://github.com/armory3d/armorpaint_plugins Libraries/plugins
node Kinc/make ios -g metal
# Open generated Xcode project `build/ArmorPaint.xcodeproj`
# Set iOS Deployment Target to 11.0
# Build for device in release mode
Windows DXR wip
node armorcore/make -g direct3d12
cd armorcore
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
git apply patch/window_handling.diff --directory=Kinc
git apply patch/d3d12_raytrace.diff --directory=Kinc
git apply patch/d3d12_wrap_sampler.diff --directory=Kinc
node Kinc/make -g direct3d12 --raytrace dxr
# Open generated Visual Studio project at `build\ArmorPaint.sln`
# Build and run for x64 & release
Linux VKRT wip
node armorcore/make -g vulkan
cd armorcore
git apply patch/vulkan_raytrace.diff --directory=Kinc
git clone --recursive https://github.com/armory3d/glsl_to_spirv Libraries/glsl_to_spirv
node Kinc/make -g vulkan --raytrace vkrt --compiler clang --compile
cd Deployment
strip ArmorPaint
./ArmorPaint ../../build/krom
Windows VR wip
node armorcore/make -g direct3d11 --vr oculus
cd armorcore
# Unpack `v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
git apply patch/window_handling.diff --directory=Kinc
node Kinc/make -g direct3d11 --vr oculus
# Open generated Visual Studio project at `build\ArmorPaint.sln`
# Build and run for x64 & release
Updating cloned repository
git pull origin master
git submodule update --init --recursive
# Delete `armorpaint/build` directory if present
Generating a locale file
pip install typing_extensions -t Assets/locale/tools
python ./Assets/locale/tools/extract_locales.py <locale code>
# Generates an `Assets/locale/<locale code>.json` file
Release builds Optional, used for best performance
# Compile krom.js using the closure compiler
https://developers.google.com/closure/compiler
# Generate a v8 snapshot file
node armorcore/make -g api --snapshot
./ArmorPaint . --snapshot
# Generates a `krom.bin` file from `krom.js` file