Textures – UV unpacking and texturing for a voxel terrain

At the suggestion of another friendly user, I used MagicaVoxel to create the scenery for my game (in the 2.5D style of Pokémon Gen 5 or Octopath Traveler).

I was able to import the test object I created into Blender (actually it was a .ply export so all blocks could be displayed one at a time).

Now my question is how to unpack and texturize one of the blocks and replicate it to all. (Is that even possible?)

My test structure

For example, I want to apply textures similar to the blocks in Minecraft.

Similar to this

Root Access – When unpacking and packaging, hang `system.img` in the boot loop

Background: I have a triple and system-as-root but it is not A / B Samsung device. I try to modify that system.img, Before, I have rooted it with the steps given here. After completing these steps, I get a valid AP file that I can flash using Odin with BL, CP, and HOME_CSC files. The result of the flashing is a rooted device with a recovery key combination.

I do not always want to press the keyboard shortcut to become root. That's why I asked the following questions on this site:

Problem: In order to reach the system root I have to change the system file magisk_patched.tar File. So I extracted it and tried the following things:

ONE) Success in the trial

  1. Unpack and wrap up magisk_patched.tar File. This confirms that the tar Commands for packing and unpacking work flawlessly.
  2. Unpack, take out meta-data(contains a suspicious password-protected fota.zip File) and pack the magisk_patched.tar File. From that I assumed that the fota.zip causes no problems when changing (see below in B) system.img,
  3. Unpack, compress *.img(patched files from Magisk) with lz4 and pack the magisk_patched.tar File. This confirms that the lz4 Compression works well with Odin.

B) Error while trying

  1. Creating a TAR file with unpacked system partition without modification:

    • Unpack that magisk_patched.tar
    • Decompress the system.img.ext4.lz4
    • Convert the system.img.ext4(Android Sparse Image) too system.img(Raw picture)
    • mount system.img in the system folder
    • Created system.img.ext4(Android Sparse Image) from the mounted folder with make_ext4 Utils
    • Replace system.img.ext4 With system.img.ext4.lz4 in the extracted magisk_patched.tar portfolio
    • Create a new one AP.tar from the extracted magisk_patched.tar portfolio
    • Flashed this AP with BL, CP, and HOME_CSC (in the CSC area) with Odin.
    • The flashing is complete.
    • Restart the device in recovery mode and delete the data partition.
    • Restart the device with recovery key combinations and release the keys on the splash screen.
    • The device is in a boot loop.
  2. Used lz4 instead of system.img.ext4 as follows:

    • Followed the same step as in 1st until system.img.ext4 created.
    • Then I compressed it with lz4 Utility and enter system.img.ext4.lz4,
    • Replace system.img.ext4.lz4 With system.img.ext4.lz4 in the extracted magisk_patched.tar portfolio
    • Then the same step as in 1. and have the same result.
  3. Away meta-data Folder from the extracted magisk_patched.tar and flashing by following the steps outlined in steps 1 and 2, but the result is the same: The device is in a boot loop.

Commands I use: Please check the accepted answer from How to unpack / pack system.img from Android ROM?

Therefore, I can only change it successfully and flash if I can flatten it successfully without change.

Any solution to this problem or a suggestion to find out?

Error unpacking an uploaded audio file in Drupal 8

There was an error extracting audio files that were uploaded in zip format. The error is as follows: Argument 2 passed to Drupal Core Archiver Zip: extract () must be of type array.

The following is the code:

 public function buildForm(array $form, FormStateInterface $form_state, $node = NULL) {

// REMOVED PARTS OF CODE FOR READABILITY

if (isset($format) && $format == 'audio') {
   $form('text_info')('fieldset')('source_formats')('audiofiles') = (
     '#type' => 'managed_file',
     '#title' => $this->t('Upload zip file containing audios in mp3 format'),
     '#upload_location' => 'public://file_uploads/audio/',
     '#upload_validators' => $validators_zip,
    );
}
}

   $form('actions')('submit') = (
     '#type' => 'submit',
     '#value' => $this->t('Import Content'),
  );
  return $form;
}

/**
* {@inheritdoc}
*/

/**
* Map content to the corresponding fields.
*/
public function submitForm(array &$form, FormStateInterface $form_state) {
    $params('text') = $form_state->getValue('text');
    $index = 0;
    $params('source_id') = $form_state->getValue('sources');
    $params('format') = $form_state->getValue('format');

    $uploaded_audio_file_id = $form_state->getValue('audiofiles')(0);
    $format = $form_state->getValue('format');

// REMOVED CODE FOR READABILITY 

    if ($format == 'audio') {
       $path = File::load($uploaded_audio_file_id)->getFileUri();

       Zip::extract("public://file_uploads/audio/extract", $path); // IT IS THROWING ERROR ON THIS LINE

      $uploaded_files = ();
// Dir to scan.
     $d = dir("/");
// Mind the strict bool check!
    while (FALSE !== ($entry = $d->read())) {
        if ($entry(0) == '.') {
// Ignore anything starting with a dot.
       continue;
     }
    $uploaded_files() = $entry;
    }
    $d->close();
// Or whatever desired.
    sort($uploaded_files);
//print_r($uploaded_files);exit;
   }
$batch = (
'title' => $this->t('processing...'),
'operations' => $operations,
'finished' => 'Drupalheritage_bulk_uploadImportContent::importContentFinishedCallback',
);
batch_set($batch);
}

}

Using TPL when unpacking files

I've been working on an implementation of my own collection of Astron libraries from scratch, and I wanted to check my TPL usage because I'm unfamiliar with this technology: /

My app is currently unpacking .d2p files, a custom file format from a French game called Dofus. It is simply an archive of other inflated archives of another custom .dlm file format. Here is the latest issue of my app:

application edition
The progress bars came from here.

So everything seems to work as expected, files are processed at the same time, 308 million DLL files are analyzed in 10 seconds. That's exactly what I want, but I may have abused the TPL. The full project can be found at this address, but the part of the code that I want to check comes from src / Astron.Unpacker / Managers / D2PManager.cs :

public class D2PManager: BaseFileManager
{
private read-only ILogger _logger;
private read-only string _dlmFilesFolder;
public D2PManager (IContainer container): base (container)
{
_logger = ServiceLocator.Logger;
_dlmFilesFolder = container.GetInstance() .DlmOutputFolder;
}

public async Task UnpackAll (string[] file spath)
{
_logger.Log(LogLevel.Info, $ "attempt to unpack {filesPath.Length} d2p files ...");

var tasks = new list(FilesPath.Length);
tasks.AddRange (filesPath.Select (d2PFilePath => UnpackD2PFile (d2PFilePath)));

wait Task.WhenAll (tasks) .ConfigureAwait (false);
}

public async Task UnpackD2PFile (string path)
{
var d2PFile = new FileAccessor (path);
var metaUnpacker = new D2PFileMetadataUnpacker (_binaryFactory, _serDes);
metaUnpacker.Unpack (d2PFile);

var archiveUnpacker = new DlmArchivesUnpacker (_binaryFactory, _serDes, metaUnpacker.Value);
archiveUnpacker.Unpack (d2PFile);

var progressCount = 1;
var progressBar = new ProgressBar (PbStyle.SingleLine, archiveUnpacker.Values.Count);
progressBar.Refresh (0, Path.GetFileName (d2PFile.FullPath));
wait for Task.Delay (10); // does not print like this
foreach (var archive in archiveUnpacker.Values)
{
var filePath = (_dlmFilesFolder + archive.RelativePath) .Replace (& # 39; / & # 39 ;, & # 39; \ & # 39;);
var fileDirectory = Path.GetDirectoryName (filePath);
using var decompressedData = new MemoryStream ();
with var deflatedStream = new DeflateStream (new MemoryStream (archive.CompressedData),
CompressionMode.Decompress);

wait for deflatedStream.CopyToAsync (decompressedData);
if (! Directory.Exists (fileDirectory)) Directory.CreateDirectory (fileDirectory);

File.WriteAllBytes (filePath, decompressedData.GetBuffer ());
progressBar.Refresh (progressCount, filePath);
progressCount ++;
}
}
}

Here are my questions:

  • If I do not add that Task.Delay () Immediately after initializing the process bar, the files appear to be processed synchronously (the progress bar is displayed when the last operation is completed). Why is this happening?
  • Is it correct to use .ConfigureAwait (false) on Task.WhenAll () ?
  • Do I start all tasks correctly? Should not use Task.Run () instead with Task.WaitAll () ?

ziparchive – Annoying unpacking behavior from the desktop

When I press Command + F3 to scatter the windows and view my desktop, and then unpack an archive on the desktop, the windows are always automatically reset. Then I need to press Command + F3 again to rescan the windows so I can interact with the unpacked directory. See it here:

View post on imgur.com

Does anyone know how to stop it? It is super annoying.

List Editing – Avoid unpacking an array when you change the dimension

I am trying to smooth a matrix from 3-dimensional to 2-dimensional.

For example, the original has the dimension {10,120,120}:

list1 = RandomReal[1, {10, 120, 120}];

I want to convert it to a new matrix with the {10,120 * 120} dimension. I use:

On["Packing"]  (* To check if unpacked arrays are present *)
level[Map[Flatten, {list1}, {-3}], 1];

However, this creates an unpacked array. How should I avoid this problem?

Facebook Download-Your-Info Unpacking Failed – Web Applications Stack Exchange

I'm trying to unpack a ZIP file to download your Facebook download information.
Enter the image description here

Is there a way to perform the forced unpacking?

I tried sudo unzip file.zip -d destination folder in terminal (I use Linux) and unzipped the file, but what came out, all files have a size of 0 bytes:
Enter the image description here

I have permission for the directory and the file.
Enter the image description here

(I'm really sorry if my question is put in a bad way, please let me know in the comments :))

uv-mapping – Efficient unpacking of objects with multiple hard edges

I'm having trouble unpacking without creating hundreds of stitches, which massively increases the number of vertices in the game engine (Unity).

Enter the image description here

I tried the different projection methods without much success. Three planar maps (45 degrees down, 45 up, and one side) yielded the amount of the lead, but still dozens.

I've tried all sorts of manual seam drawings, but I can not figure out what's optimal. I'm looking for suggestions.

It does not matter in terms of texture with contiguous seams.