Ren'Py Generating a large number of Filler Images for development/debugging

NaweGR

New Member
Sep 18, 2024
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2
Am starting work on my latest, and one of the things I'd REALLY like to have is an easy way to generate a number of "Filler" Images that I would replace with my renders as time goes on.

So, for example, I could generate 1920x1080 images that have a label in the middle in big bold letters "Scene XXXX" where the XXXX is the number of that scene. Would make it much easier to catch areas where I've forgotten to render something, particularly on a lesser visited branch.

Any tool out there that can do this?
 

Winterfire

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Respected User
Game Developer
Sep 27, 2018
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You can do it in two ways on Ren'Py:
1. Use a comment (ex. #scene CGname0001) and once the CG is ready, you can simply replace the text in order to remove the #. You don't even need to access the script, most text editors will look throughout the project for it, and simply replace the line with the new one.

2. Simply write the line as if the CG exists (ex. scene CGname0001) and Ren'Py will automatically fill it with a blank CG with the text name of the file missing.
 

NaweGR

New Member
Sep 18, 2024
7
2
I think number 2 would come the closest to what I was looking for, but I kind of wanted to generate the images as that can let me do some more obvious debugging simply by looking at the directory - seeing that there are a number of images that have an earlier modification date is an easy way to see I haven't moved something over, and for less visited branches I am less likely to miss those. But if there's no simple way to do that then at least option 2 would get me closer.

Thanks!
 

Winterfire

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Sep 27, 2018
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Anything beyond that would be to use python to create raw images and save them in a directory of your choosing or create a macro in your image editor to save a blank image as incremental pngs (001, 002, ...) in a directory of your choosing.
Both of these solution might be hard and time consuming, depending on your python knowledge or access to an image editor that allows macros (ex. MS Paint cannot do that).
 

AllNatural939

I am the bad guy?
Game Developer
Apr 3, 2024
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Easy using DAZ and Render Queue 3
You can create an animation, which won't actually be an animation, just add as many images as you want to the timeline. Set the minimum rendering parameters and render using Render Queue (as an animation, obviously) and go to sleep... Each frame of the fake animation will be saved as IMAGE0001, IMAGE0002, IMAGE0003 and so on...
 
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