On that home page look for the button for DXTBmp on the bottom of the page, you also need the "GFX DLLs" package (on another button). There is an excellent tool for viewing and converting various graphics formats, it is. apparently creates 9 mipmaps when that setting is enabled in the save-as dialog for DDS files. I don't think you can even get to display the mipmaps. does not by default display the mipmaps, I don't think you need to ever see the mipmaps anyway. Katie Pollard Posts: 3460 Joined: Thu 11:23 pm It's just easier to directly copy/paste in this simple case.Īll of this is much easier to do than it is to describe. You can do this task by adding a Layer, pasting your addition to the new layer, then 'flattening' the file before saving. I can look it up but I can't do that in Win 7, my tools are in Win XP and I'll have to reboot. I also don't know how many mipmaps creates. There should be 8 or 9 or 10 mipmaps used, unfortunately I do not see a way to tell how many mipmaps to use. Save the file as DXT3, with mipmaps, use bilinear compression. When you're happy with the result, there is a deselect button on the toolbar, click it to complete the paste. You will have the ability to move the selection around and resize it. Paste the selection directly on the jacket texture file. Use the ellipse selection tool, select the smiley face - I hope it's roughly round. I use PaintShop Pro v7 and v9 with the nVidia DDS extensions for Photoshop. I don't like at all, it's not a good tool for doing this or much of anything. Of course, I tend to go on spending hours tweking the texture to eliminate artifacts and other annoying details but that's just me being me - you don't have to do that unless you are obsessed with details.First, don't modify your original jacket, work with a copy of that file because you're likely to make mistakes at first. It's actually quite quick work and it usually gives a much better result than both autogenerated and mirrored seamlessness. well, as I said, not nearly good enough to keep this time but you get the idea. Make a centered cut down to original width:Ĭrop height to the same as width (I should have done that right at the start but I forgot), repeat process vertically:Īnd we end up with. I've tinted the three layers differently here to show what is what:įeather the edges of the third layer using a very large and soft brush: This is just a quick and dirty demonstration and the result is not good enough to keep but it should illustrate the principle.Ĭopy, double the width of the image and paste into new layer:Ĭreate a third layer, paste the texture into it and move roughly to the middle of the image. (Edit: Yes, this texture is only seamless horizontally but it's the same principle anyway.) since they tend to either blur parts of the texture or add noticeable artifacts or - as often as not - both. I'm not to happy about the automatic seamless functions included in many image editors either btw. This is actually one of the very best "mirrored seamless" textures I've seen and it's still not quite up to the standards I think we should aim for in SL today. I've never been happy with that solution because the mirror effect tends to be very noticeable. (Their patent has expired now, so no worries.) That's one of the original methods, patented by Pixar. Resize the big image to 512 x 512, save as png - no transparency (unless you have alphas) Select and copy, paste into the bottom left corner of the big image. Select and copy, paste into the bottom right corner of the big image In the small image, choose "flip vertical" Select and copy, paste into the top right corner of the big image In the small image, choose "flip horizontal" Select and copy this image, paste into the top left corner of your big image. Paste the cropped selection into a new image, resize it to 512 by 512 (can be done in but I find their square selection less easy to use) In Irfanview or similar, crop the texture you would like to be seamless.
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