At 12:02 PM 8/4/1, Slava Paperno wrote:
> Is imaging Lingo the way to go? Are there other ways?
It's certainly possible to generate bits on the fly, but a more common
approach is to make a half-dozen background captions of different sizes,
and choose among them by the number of characters in the
or, but
> when I allowed it to continue (making it editable in the paint window),
there
> results were still the same. I did the same thing with the source image,
> with no results.
>
> >Date: Fri, 3 Aug 2001 21:34:35 -0400
> >From: Colin Holgate <[EMAIL PROTECTED]>
> &g
> I'm sure this is child's play for some of you guys, but my
> geometry (and my
> imaging Lingo expertise) fail here. I want to create speech
> bubbles on the
> fly around my text, sized to fit around the text sprite. Is
> imaging Lingo
> the way to go? Are there other ways? Someone must have done
I guess you could use imaging lingo for this but I *think* it is just better
to use a vector cast member... The advantage to this is that you can scale
it without loss of quality... Simply have a *reference* bubble and depending
on the text size scale it accordingly.
HTH
Jorge Pena
Mobius Multim
Thank You everybody!
Florian
Al Hospers schrieb:
>
> > can somebody direct me to a good introduction to imaging lingo, with
> > some examples and a little bit about what effects can be done
>
> Florian,
>
> this might be a good place to start
>
> http://www.simtek.dircon.co.uk/deight/imggu
on 6/26/01 10:30 AM, Florian Bogeschdorfer at [EMAIL PROTECTED] wrote:
>
> Hi folks
>
> can somebody direct me to a good introduction to imaging lingo, with
> some examples and a little bit about what effects can be done
>
> best regards, Florian
Try: http://www.setpixel.com/
You'll find so
i'll second that.
At 17:30 26/06/01 +0200, Florian Bogeschdorfer wrote:
>Hi folks
>
>can somebody direct me to a good introduction to imaging lingo, with
>some examples and a little bit about what effects can be done
>
>best regards, Florian
>
>[To remove yourself from this list, or to change to
> can somebody direct me to a good introduction to imaging lingo, with
> some examples and a little bit about what effects can be done
Florian,
this might be a good place to start
http://www.simtek.dircon.co.uk/deight/imgguide/imagingguide.html
hth
Al Hospers
CamberSoft, Inc.
alcambersoftco
Take a look at the paintbox behaviors in the library palette as well, if you
need some working examples.
-Kurt
> Thanks Kerry, will do!
> Vic
>>> Can anyone make any suggestions how I can create a paint fill option for
> an
>>> easy to use kids program. What I need to be able to do is flood an
Thanks Kerry, will do!
Vic
- Original Message -
From: "Kerry Thompson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, June 09, 2001 9:21 PM
Subject: Re: Imaging Lingo
>
> >Can anyone make any suggestions how I can create a paint fill op
>Can anyone make any suggestions how I can create a paint fill option for an
>easy to use kids program. What I need to be able to do is flood an area
>with a specified colour, or a texture (from a bitmap).
Hi Victor--
Take a look at the fill(), copyPixels(), image(), and draw() functions.
Als
Got it!
Special thanks and a tip of the hat to Mark Jonkman--you nailed it, my friend.
There was no bug in imaging Lingo. There were duplicate sprites using the
same cast member. We had them just off-stage (-1, -1), and after we set the
image, we moved one onstage, leaving the other in the upp
>When assigning images to members from the memory buffer, Director
>automatically creates a duplicate of the image.
Ok, I've verified that:
new(#bitmap)
imgA = image(320, 240, 32)
put imgA
--
put member(1).image
--
member(1).image = imgA
put member(1).image
--
> However, when reversing the
>I think the stage image is of a different class than a member image- more
>housekeeping is done with the latter, etc.
It appears you're right on that--I just ran some tests, and member image
assignment does not work the same way.
Cordially,
Kerry Thompson
[To remove yourself from this li
At 10:37 AM -0700 6/8/01, Kerry Thompson wrote:
>>I wouldn't think so. If you then change pDotSprite.member.image,
>>hiliteImage is not changed (afaik),
>> so images are not passed by reference like lists- at least when
>>you specify then as a member image.
>
>Wow--we found something we can d
>I wouldn't think so. If you then change pDotSprite.member.image,
>hiliteImage is not changed (afaik),
> so images are not passed by reference like lists- at least when you
> specify then as a member image.
Wow--we found something we can disagree on :-)
Check this out:
-- Welcome to Directo
Hi Kerry,
When assigning images to members from the memory buffer, Director
automatically creates a duplicate of the image. However, when reversing the
process, i.e. if you assign the image of a member to an image object, thats
when a pointer is used.
Heres what the message window had to say:
-
At 7:05 PM -0700 6/7/01, Kerry Thompson wrote:
>I've created an image in memory with imaging lingo. In the debugger,
>it shows up as:
>
>hiliteImage =
>
>When I do this:
>
>pDotSprite.member.image = hiliteImage
>
>the watch window shows that member as:
>
>pDotSprite.member.image =
>
>The image
>Try dropping:
>
>pDotSprite.member.regpoint = point(0,0)
>
>right after the line that sets the member's image.
Well, that made a difference--thanks, Kurt.
Before, the faux image was showing up above the stage most of the time. Now
it's inside the stage rect every time--right up at 0,0.
I tri
>> What is the centerregpoint setting for the bitmap?
>
> The sprite member's centerregpoint is 0.
>
> This sounds on point--what should it be?
You might still have to set the regpoint again. (Assuming that the duplicate
image is a screen artifact - I don't know what that might be). FWIW, I ten
>>What is the centerregpoint setting for the bitmap?
>
>The sprite member's centerregpoint is 0.
>
>This sounds on point--what should it be?
0 sound ok. I was thinking about if it was set to 1, it might make
the image jump off to the side. That wouldn't account for there being
two of them thoug
>What is the centerregpoint setting for the bitmap?
The sprite member's centerregpoint is 0.
This sounds on point--what should it be?
Cordially,
Kerry Thompson
[To remove yourself from this list, or to change to digest mode, go to
http://www.penworks.com/LUJ/lingo-l.cgi To post messages t
>Any help greatly appreciated!
What is the centerregpoint setting for the bitmap?
--
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Lingo
additionally, it's a new class of internal director objects that
represent images. you can create a new image, or make an object that's
the same as a bitmap cast member, and then modify it on the fly, or make
composite images out of a number of bitmap cast members, etc.
there's some great articles
>I've been wondering what "Imaging Lingo" means.
It's new Lingo to create images directly. Check out the movie that comes
with D8, in Learning/Lingo_Examples/imaging.dir.
Cordially,
Kerry Thompson
Learning Network
[To remove yourself from this list, or to change to digest mode, go to
http:/
Thanks, I know that, but I meant creating on in Director on the fly.
>
>open movie in QT /export/ image /(setting)
>
>>From: grimmwerks <[EMAIL PROTECTED]>
>>Reply-To: [EMAIL PROTECTED]
>>To: "Lingo" <[EMAIL PROTECTED]>
>>Subject: imaging lingo works with quictime?
>>Date: Wed, 17 Jan 2001 17:20
> Just a quick question before I start playing with it, but can I create a
> bitmap cast member with one frame of a quicktime movie?
QTs don't have an image property AFAIK. I think you'd have to drop it on the
stage, grab the stage image, and go from there.
-Kurt
[To remove yourself from this
open movie in QT /export/ image /(setting)
>From: grimmwerks <[EMAIL PROTECTED]>
>Reply-To: [EMAIL PROTECTED]
>To: "Lingo" <[EMAIL PROTECTED]>
>Subject: imaging lingo works with quictime?
>Date: Wed, 17 Jan 2001 17:20:04 -0500
>
>
>Just a quick question before I start playing with it, but can I
I'll provide a URL for the file when it's ready, but my site is
www.squidfight.com
> what is your website address.?
[To remove yourself from this list, or to change to digest mode, go to
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what is your website address.?
-Original Message-
From: Kurt Griffin [mailto:[EMAIL PROTECTED]]
Sent: Thursday, December 07, 2000 3:41 PM
To: [EMAIL PROTECTED]
Subject: Re: Re: Imaging lingo utility
> Kurt Griffin <[EMAIL PROTECTED]>
>> I've written a utility
> Kurt Griffin <[EMAIL PROTECTED]>
>> I've written a utility that will import the screen grabs, compare
>> them against a key image, and crop each so that only the changed
>> pixels remain. Now I'm looking to optimize it.
>
> Hi Kurt,
>
> Thanks to Macromedia's Werner Sharp, here is a handler t
Kurt Griffin <[EMAIL PROTECTED]>
> I've written a utility that will import the screen grabs, compare
> them against a key image, and crop each so that only the changed
> pixels remain. Now I'm looking to optimize it.
Hi Kurt,
Thanks to Macromedia's Werner Sharp, here is a handler that will
calc
Kurt Griffin <[EMAIL PROTECTED]>
> I've written a utility that will import the screen grabs, compare them
> against a key image, and crop each so that only the changed pixels
> remain.
> Now I'm looking to optimize it.
Hi Kurt,
You can compare images using the "=" operator.
Here's a quick test:
Thanks Terry, but what exactly does the lingo do? It seems that it's
really just resizing...?
[http://www.grimmWERKS.com ]--
[ graphic design -|- sound design -|- shockwave -|- lingo -|- cdrom ]
[To remove yourself from this list, or
At 3:13 PM -0400 9/7/00, grimmwerks wrote:
>Cool - thanks Blake. Unfortanely I can't even figure out my age with my
>socks off. But we'll see...
If I took my socks off, I'd be dead (as would everyone in the building.)
Terry
And just so I won't get railed on for an OT post, here:
on scaleImage
Well, a genetic problem, on the chromosome level has left me with 46 toes.
Or perhaps I was counting BUNIONS.
>Ahhh... to be that young;-)
>
>ck
[http://www.grimmWERKS.com ]--
[ graphic design -|- sound design -|- shockwave -|- lingo -|- cdrom ]
- Original Message -
From: "grimmwerks" <[EMAIL PROTECTED]>
To: "Lingo" <[EMAIL PROTECTED]>
Sent: Thursday, September 07, 2000 12:13 PM
Subject: RE: imaging lingo/metaballs..
> Cool - thanks Blake. Unfortanely I can't even figure out my age wi
Cool - thanks Blake. Unfortanely I can't even figure out my age with my
socks off. But we'll see...
>
>Check out www.darwin3d.com for some C++ source code examples of
>spring systems as well as the Game Developer magazine site.
>
>-Blake
[http://www.grimmWERKS.com ]-
Even if you restrict your "metaballs" to 2D logic you're not going to
get it fast enough in Lingo. Depending upon how comfortable you are
with Math and C++, you could write an Xtra that treats a sprite as
a spring system, mapping the sprite image to a grid, with each grid
point being held away fr
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