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README.md

armorlab

ArmorLab is a software for AI-powered texture authoring - 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 ArmorLab, then you need to have a compiler (Visual Studio - Windows, clang + deps - Linux, Xcode - macOS / iOS, Android Studio - Android) and git installed.

git clone --recursive https://github.com/armory3d/armortools
cd armortools/armorlab
git clone https://github.com/armory3d/onnx_bin onnx
# Unpack `models.zip` from https://github.com/armory3d/armorai/releases into `Assets/models` using 7-Zip - Extract Here

Windows

# Unpack `..\armorcore\v8\libraries\win32\release\v8_monolith.7z` using 7-Zip - Extract Here (exceeds 100MB)
..\armorcore\Kinc\make --from ..\armorcore -g direct3d11
# Open generated Visual Studio project at `build\ArmorLab.sln`
# Build and run for x64 & release
# Copy build\x64\Release\ArmorLab.exe to build\krom to run ArmorLab.exe directly

Linux wip - cpu only

../armorcore/Kinc/make --from ../armorcore -g opengl --compiler clang --compile
cd ../armorcore/Deployment
strip ArmorLab
./ArmorLab ../../armorlab/build/krom

macOS wip - apple silicon only

cd ../armorcore
git apply Patches/metal_raytrace.diff --directory=Kinc
cd ../armorpaint
../armorcore/Kinc/make --from ../armorcore -g metal
cp -a build/krom/ ../armorcore/Deployment
# Open generated Xcode project at `build/ArmorLab.xcodeproj`
# Set macOS Deployment Target to 13.0
# Build and run

Android wip

iOS wip