I am working with an old system of palletes. When I export an image, it also creates an pallete with 15/16 colors. But when I try to replicate the same result, the program does not recognize the image which I just created. To analyse what happened, I opened some images with notepad and compared them with my "creation" and I noticed quite some differences.
But the most interesting thing was that at the beginning of my images' code was the type "BM6", while they should be "png" or "bmp". I think that is some thing of codification, but I cannot find anything about it.
If the image file is properly formed, then you can take your .bm6 file and simple change / rename the extension to .bmp. And it should suddenly be an image.
.bm6 can result from creating an image file using a text editor, as seen here.
Related
I'm working with fastai, trying to pass some images to a dataloader. The original images are kind of pinkish, but after passing them they appear mostly as green-black (see image in link below):
Original pinkish image (up) and example images (down) after passing them to dataloader, and the code.
The code I've used for the datablock and to show the images is:
example = DataBlock(
blocks=(ImageBlock, CategoryBlock),
get_items=get_image_files,
splitter=GrandparentSplitter(),
get_y=parent_label,
item_tfms=Resize(128)) #already tried it without item_tfms just in case, still black-green
dls = example.dataloaders(path)
dls.show_batch(nrows=1, ncols=3)
I tried with .tif and .jpeg images, and both show the same problem. The only thing that comes to my mind is that somewhat somewhere is not reading correctly the color format (RGB according to my original files), or maybe transforming it; but I'm not able to figure it out.
Just in case it's important, I'm working in a Jupyter notebook with a MackBook Air M1.
Thanks!
Irene
I haven't dabbled with animated gifs for a very long time. I'd like to create something similar to this:
https://dribbble.com/shots/2941889-Wind
I can't imageine whoever created this animated frame-by-frame to get that result. So i'd like to know what tools there are for doing something like that? Or perhaps i'm all wrong and the only way to do it is frame-by-frame?
Just some advice where to get started if anyone is able.
So what i did in the end was use Adobe Illustrator to create the paths.
I then changed the stroke to dashed. Modifying the dash i was able to make it appear as thought the line was growing along the path. I then created more paths.
I then created a js file to incrementally increase the dash and save a gif. This created me over 100 snapshots.
Imported these into Adobe Photoshop and export! Bingo!
I'm creating a multipage publication with many ads that haven't been built yet. I know their size, and filename, but the image/pdf doesn't exist yet.
Is there an existing script or a possible way to link an image that doesn't exist? Another way to look at this would be kind of the reverse of how the missing links (relink) button works. Where I know what the file path will be, but the file is missing.
Publishing industry standard practice:
Rather than a script, just create a blank image at the exact size. Make it florescent magenta with the letters "FPO" huge and dead-centre so no one can mistake it for the real thing.
Importantly: give this FPO image the exact file name of the file which will eventually be used/placed.
When your production image is finalized and approved, cut-and-paste the exact FPO file name into the new file. Drop the production file into your working directory overwriting the FPO file, and refresh it in InDesign. Bob's your uncle.
If this is being done to hundreds of images, you can develop your own batch process to handle this with some time-saving automation. However, this is a good example of an issue that can be solved at the production-management level, rather than at the coding level.
Hoping this helps!
I am creating a vb6 application now and most of my command buttons were graphical style. Do the background images still show up even if I remove them from the app folder?
This is part of what goes into .FRX, .CTX, etc. files. Those are resource files created in a private "property bag" type format and are used to hold things like binary data, images, long strings, and so on.
But don't discard your source files, because you may need them down the road. Treat such things as valuable parts of the program source. They are not needed at run time though.
As far a I know it doesn't remove the picture from the command button when you delete it from the app folder, i suggest making a copy of your image and then delete the original and see if it works in case it doesn't you have the backup image, good luck.
I have question about creating a binary / raw image file.
I've made an image in photoshop and now I want to load that in a C program.
I followed this tutorial http://www.nullterminator.net/gltexture.html but I don't know how to convert my own image to a .RAW file.
Can anyone help me out with this question?
Download ImageMagick, it is a command-line utility that can convert images into all kind of ways. And it supports many platforms.
So you could save your file in Photoshop to for example a PNG file, then run the following command to convert it to raw grayscale 8 bit:
convert MyImage.png -depth 8 gray:MyRawImage.raw
Try Save As and selecting RAW from the format drop-down. Humorously, it is listed under "P" for Photoshop RAW.
I don't know if it is the right kind of RAW which GLUT requires...
This worked for me, with that tutorial code:
Open your image in GIMP
Go to Layer/Transparency/Remove Alpha Channel. If it's already removed the option will be greyed out, which is fine. If you have
multiple layers, do this for all of them. (You MUST remove the alpha channel or else GIMP will write RGBA instead of RGB, and you'll just see a repeating lattice pattern instead of your image.)
File/Save As... and at the very bottom of the save popup, there's an option "Select File Type (By Extension)" with a (+). Expand it.
Select Raw image data
At the top of the save popup, manually give your file a .raw extension and save. Click OK to accept the default options.
Then you should be able to save it, move it to your program's directory, and read it in with the code from that tutorial.
Also, to save yourself another headache source, I suggest adding an error message if the file isn't found, like replace the line
if ( file == NULL ) return 0;
with
if ( file == NULL ){
printf("texture file not found.");
return 0;
}