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Looking for script for raw/unusual image data |
Posted by: dfar80 - 11-22-2019, 07:14 PM - Forum: Extending the GIMP
- Replies (2)
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![](https://www.gimp-forum.net/images/default_avatar.png) |
Hi. Once in a while I dabble in game modifications, which invariably means texture or sprite editing, usually with very specific tools for very specific file and/or compression types. For the most part I can work out the kinks in files, which can have a single image split into pieces or various images placed inside the same file, but sometimes I come across image formatting which that makes edition tricky.
Recently I came across a game I would like to modify but its image structure - at least when viewed from programs normally used for editing this kind of thing - limits functionality. Pictured below is the image data, partially seen from two different programs:
![[Image: 1.png]](https://i.ibb.co/Qdrb2D6/1.png)
(Seen through a program called Tile Molester)
![[Image: 2.png]](https://i.ibb.co/LxS6Sbp/2.png)
(Seen through a program called Texture Finder v2.1)
The image, at least according to the first program, uses 2 Dimensional tiling @ 16bpp RGB modes (it can also be seen at 15bpp). The first program allows editing while the second one doesn't. It is possible with the first one to export as, say, *.png and edit the image through other means, but importing doesn't always work as it can corrupt alpha channels and palettes. And directly editing an image, or series of images like this through the program is a chore.
Further, this one lacks any kind of header, making it harder for some programs to recognize it.
I'd like to know if there is any kind of GIMP extension that would open raw data from a file which definitely contains one or several images inside it, while at the same time preserving the integrity of its palettes and alpha channels.
Thanks in advance ![Smile Smile](https://www.gimp-forum.net/images/smilies/smile.png)
PS: I'm including a link to the file (the forums won't let me attach it) if anyone wants to look into its structure, since the game has multiple files/images like this:
http://s000.tinyupload.com/index.php?fil...3007020139
EDIT:
If you download the file above, you can run it through this site and see it in full, along with getting an idea of how it's structured.
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Light absorption test - Is it possible using Gimp? |
Posted by: marco-gimp - 11-22-2019, 02:20 AM - Forum: General questions
- Replies (12)
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![](https://www.gimp-forum.net/uploads/avatars/avatar_49.png?dateline=1482088519) |
Light absorption test - Is it possible using Gimp?
I have just received 150 ml of Black 3.0
... the blackest of all blacks outside of nano-tubes.
The idea is to use it for flocking a telescope, as a one stop solution.
A black paint is anyway required for blacking the lens edges
... but it might replace the need to line the scope with black material.
... also, it can cover the places where material flocking is not possible, such as inside the focus tube.
... and it can be applied to cloth.
The concept is, that stray light cannot bounce down the inside of the scope tube.
Flocking is required; so why not Black 3.0 (3.2 revision)?
YouTube Tests
The YT tests were mostly very poor.
Typically, the testers hadn't even read the instructions.
Most were artists (I guess we can forgive them), but even a photographer for business, with a highly organised setup ... no ... didn't read the instructions
... which were:
- Use an undercoat
- mix with water
- apply multiple thin coats
(obviously a dark undercoat would be sensible - Black 2.0 is recommended)
One chap did paint a model human head, first with Black 2.0 and then Black 3,0
The result was quite remarkable.
He rotated the head, and it wasn't possible to know which way it was turning!
In a second video, he used a mobile phone luminance app, to attempt to measure reflected light.
However, the numbers were all over the shop - the camera software was modding the ISO, and the camera was being waved (causing a shadow) by hand, over differing samples.
A light absorption figure was produced, but hey ... in truth, the results were meaningless, from a perspective of the quoted precision.
It was a 'good fun' test, with an interesting twist at the end - 11.6m views and counting, so he certainly got the concept right.
I thought of Gimp
A set of sample cards, of different blacks and prep methods.
- Create a black enclosure, with a side opening for a light source, and a top opening for a camera lens.
- Place a card in a set position.
- Photograph each card, with the camera adjustment locked.
- Compare to an image of the closed enclosure
Presumably, the images taken under lit conditions, will be lighter.
The camera can save in raw, or 100 jpg (is this raw, but in jpg format?)
What tool should I use, to analyse the difference between the different samples, and total darkness?
... something that can give me a number, to indicate total reflected light.
(currently using 2.8)
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Stroke selection outline color doesn't match the color selected |
Posted by: marigolden - 11-21-2019, 09:20 AM - Forum: General questions
- Replies (7)
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![](https://www.gimp-forum.net/images/default_avatar.png) |
I'm trying to make an outline around a selection but the outline color isn't turning out right. It's a white dot that I want a blue outline around. I have it selected then go to edit>stroke selection yet the outline color turns into a cross between white and the blue color I want. How do I get the outline to show up as the blue I chose?
Also, not necessary but would be convenient, is there any way to get the outline to come up beyond the selection, basically making it bigger, instead of stroking it within it?
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How do I fuse a selection to the side of a picture to effectively length it? |
Posted by: marigolden - 11-20-2019, 11:11 PM - Forum: General questions
- Replies (3)
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![](https://www.gimp-forum.net/images/default_avatar.png) |
I want to add length to a picture without stretching it, so I want to copy a sliver of it and add it onto the end. I figured out how to increase the width of the canvas size, but when I drag my selection to cover the now empty sliver of the canvas, it starts disappearing as it slips onto the checkered portion ("alpha channel"). How do I make it where it will show up on the checkerboard part so I can position it correctly and then fuse it (which I don't know how to do either so might as well ask too)
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Is there a way to blur a part of a layer by another layer? |
Posted by: barkasfarkas - 11-20-2019, 04:57 PM - Forum: General questions
- Replies (1)
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![](https://www.gimp-forum.net/images/default_avatar.png) |
Hi there,
I'm going to describe the problem specifically.
I'm making T-shirt designs using two layers.
Layer 1: a template with different colours and designs for various T-shirt types.
Layer 2: a generic layer with creases and other details to make Layer 1 look like a real T-shirt.
Sometimes the design on Layer 1 is a bit jaggy. So what would I like to do?
I'd like to create a new layer (Layer 3) that I does some anti-aliasing (most likely by burring certain areas) on Layer 1.
So my Layers panel would look like this:
Layer 3 (transparent layer with blur effect)
Layer 2 (the template which makes the T-shirts look like real - 30% semi transparent in multiplying mode)
Layer 1 (T-shirts in various colours and designs)
I've been loving GIMP for 15 years now, and Googled a lot for an answer, but I still have no idea if this is possible.
I could do the anti-aliasing on each T-shirts on Layer 1, but it would be time consuming and not standardized at all.
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