Overlay: selection by colour and more
Even after years i am lost when it comes to overlay. This much actions and conditions. And no clue how to use it ^^
My problem is as follow. I want to select a part of an image with its specific colour. Then i want to reduce the size of this selection by one pixel. And finally i want to paste this selection into another picture. Thatīs the current problem ...
What i want to achieve is a helperapp for sprite rendering in trueSpace. Here you have the problem that medium quality rendering is always blocky compared to the high quality rendering. But the high quality rendering has this nice Antialias borders. Impossible to use it in a 2D game. There is a sprite rendering plugin available which allows to render in best quality and with sharp borders. But unfortunately it is everything but cheap ^^
I made some experiments in The Gimp to combine a medium rendered image with a high rendered image. The same way that the sprite rendering plugin goes in single pass rendering. With good results. Looks miles better than the pure medium rendering. Unfortunately itīs too much work to do it manually for all sprite pictures. One of my sprites comes easily above 400 single pictures.
And so i try to create a helperapp that melts those two versions together. A high quality render image with the Medium render quality border. Which has a sharp border then ...
Overlay: selection by colour and more
Even after years i am lost when it comes to overlay. This much actions and conditions. And no clue how to use it ^^
My problem is as follow. I want to select a part of an image with its specific colour. Then i want to reduce the size of this selection by one pixel. And finally i want to paste this selection into another picture. Thatīs the current problem ...
What i want to achieve is a helperapp for sprite rendering in trueSpace. Here you have the problem that medium quality rendering is always blocky compared to the high quality rendering. But the high quality rendering has this nice Antialias borders. Impossible to use it in a 2D game. There is a sprite rendering plugin available which allows to render in best quality and with sharp borders. But unfortunately it is everything but cheap ^^
I made some experiments in The Gimp to combine a medium rendered image with a high rendered image. The same way that the sprite rendering plugin goes in single pass rendering. With good results. Looks miles better than the pure medium rendering. Unfortunately itīs too much work to do it manually for all sprite pictures. One of my sprites comes easily above 400 single pictures.
And so i try to create a helperapp that melts those two versions together. A high quality render image with the Medium render quality border. Which has a sharp border then ...
Re: Overlay: selection by colour and more
Ah , got it. Not with Overlay though. Image manipulator was the road to go. Soften the mask picture. Which decreases the blank black area of my mask by my needed pixel. Perfect <img src="/center/images/graemlins/smile.gif" alt="" />
Re: Overlay: selection by colour and more
Ah , got it. Not with Overlay though. Image manipulator was the road to go. Soften the mask picture. Which decreases the blank black area of my mask by my needed pixel. Perfect <img src="/center/images/graemlins/smile.gif" alt="" />
Re: Overlay: selection by colour and more
Reiner - export from TrueSpace as a .png numbered sequence, and you can keep both your high quality rendering and the blended borders. <img src="/center/images/graemlins/smile.gif" alt="" />
Re: Overlay: selection by colour and more
Reiner - export from TrueSpace as a .png numbered sequence, and you can keep both your high quality rendering and the blended borders. <img src="/center/images/graemlins/smile.gif" alt="" />
Re: Overlay: selection by colour and more
Though the Overlay is used for images/drawing, it wasn't designed for that purpose. It was supposed to be a color map for hidden triggers, etc. It was based upon the way Sierra used to do adventure games (like King's Quest) using their AGI system. The ability to see the image was meant as a debug feature, but so many people liked it, I used whatever I could from the Surface class. After a while I got too busy in real life, so I handed the code over to Matt, then later to Andos.
They have both made wonderful improvements to it, and I'm glad that its core functionility is starting to be realized by others now too <img src="/center/images/graemlins/smile.gif" alt="" />
Hehe, don't I sound like a proud papa?
Re: Overlay: selection by colour and more
Though the Overlay is used for images/drawing, it wasn't designed for that purpose. It was supposed to be a color map for hidden triggers, etc. It was based upon the way Sierra used to do adventure games (like King's Quest) using their AGI system. The ability to see the image was meant as a debug feature, but so many people liked it, I used whatever I could from the Surface class. After a while I got too busy in real life, so I handed the code over to Matt, then later to Andos.
They have both made wonderful improvements to it, and I'm glad that its core functionility is starting to be realized by others now too <img src="/center/images/graemlins/smile.gif" alt="" />
Hehe, don't I sound like a proud papa?
Re: Overlay: selection by colour and more
Just to point out, I didn't really add any actual features to Overlay Redux other than allowing it to be displayed as an active object (Active Overlay).
Thank goes to Cragmyre who started it out and to Matt that added alot of fancy features to it <img src="/center/images/graemlins/smile.gif" alt="" />
Re: Overlay: selection by colour and more
Just to point out, I didn't really add any actual features to Overlay Redux other than allowing it to be displayed as an active object (Active Overlay).
Thank goes to Cragmyre who started it out and to Matt that added alot of fancy features to it <img src="/center/images/graemlins/smile.gif" alt="" />