![]() ![]() So either, if you have the original file and need to resize it to smaller sizes: use a resize algorithm that does not use anti-aliasig. You'd need sharp edges, where the background color (magenta, in most cases) and the unit shape have a clear border. What you describe there is likely caused by anti-aliasing creating "soft edges", which happens when scaling graphics up or down, unless using a scaling algorithm that specifically does not use anti-aliasing. I'm not a graphics guy but I am willing to learn! Is magenta the color I would use to clean up the jaggedness. When I do this, I get "ragged" white edges around the objective symbols in the game display. XMGO had a set with my favorite wrecks and I want to cut and paste swastika/sickle objectives from another set thus combining the two into one mod. I am attempting to combine my favorite aspects of the 3d icons which various people have modded over the years specifically the 3d,4d,5d set which holds the minefield signs, armor wrecks and objective symbols etc. Now you should only have one layer in the window, the original Icons7d# you started with. When done, select the bottom layer (grid layer), easiest done with hitting the 'End' key, then do a Layer -> Delete Layer. with the original Icons7d# layer you started with. Now, perform the stuff you wanted to do with the top layer ie. This is easiest done with hitting the 'Home' key. Before starting to work with Icons, remember to select the top layer. Now the Grid is in the bottom, as it should. Next, do a Layer -> Stack -> Layer To Bottom. (This is the Egyptian Icons sheet but never mind.) The Grid file is now the top layer on the Icons7d# file, and since it is not transparent you don't see the icons below at all. Go to your icons7d26.PNG and do a Edit -> Paste As -> New Layer. Earlier, I had created a PNG file with 64圆4, 48x48 and 44x44 square grids, with rectangular NATO icon sized rectangulars in the middle. _Icons7dnn_CellGrid_768x1600_GridWithNumbers.png <- A Helper Layer for 2D Unit Icons Sheets (icons7d#.bmp)ĢD Icon Helper Grids.zip (137.91 KiB) Downloaded 51 timesĪs an example here's a neat technique on how to get all those icons aligned in a graphics file. _Icons7d_CellGridNATO_768x3840_GridWithNumbers.png <- A Helper Layer for NATO Icons sheet (icons7d.bmp) Updated 10/11/15 - Helper files available in the Attachment below: You need sharp edges for a perfect BMP export for instance.Īs always, any questions just ask! Also, please share your favorite tips and tricks here. ![]() Shapes themselves have edges, so anti-aliasing may remain in the agenda, depending on the task at hand. PNG files with true transparency can be scaled up and down without anti-aliasing with background color, as is the case with BMP files. ![]() And finally, how to transfer these PNG files back to BMP format the game supports. How to use helper layers with game's files A method for transferring game's BMP files into PNG format while replacing the background color with a transparent layer I downloaded a free 30 day trial once, but all I got was one window. There might be similar methods for PSP and the lot, but for I am not familiar with them that is another story. It is written using GIMP 2.6.10, which is my favorite version. This write-up is for those who are somewhat familiar with graphics editors. For certain tasks, it is quite handy to transfer the files into PNG format for additional graphics manipulation, before saving the final versions back in 24bit BMP format. Is rich2005 mentioned, the key is using masks.Just because the game engine supports BMP files does not mean we need to work with BMP format alone. It is possible to make a composition from several pictures. ![]()
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