I tried to create diamond shape images into the Slider Revolution like you can see ​here. Unfortunately I cannot figure out how to create diamond images in Slider Revolution.
Actions:
I created custom square shape in Slider Revolution.
I rotated the square shape 45 degrees. So far so good!
I changed background of square with layer CSS:
{background-image: url("../wp-content/uploads/2016/04/SBLi-brand-signs-G-STAR-RAW.jpg");}
Result:
1.. Background image viewed in slider-revolution customizer but not on front-end website.
2. Background image rotated together with the square, how do I rotate back the background or is there a smarter, easier way to create diamond images in Slider Revolution?
I attached a image for better understanding of my diamond image issue :)
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Unwrapped object was filled out with gradient color. As illustrated in below image, some pixels in UV/Texture view on Seamed edges boundaries are not filled with expected color. It looks like edge has to cross more than a half of the pixel to be colorized.
Is there a way to force all pixels crossed by Seam edge to be colorized properly?
Found a solution. Navigate to Texture Paint for given object and open Options, modify Bleed property, which defines how many pixels will be colorized in UV texture outside Seamed edges. Default is 2px.
I'm trying to create an app with groups you can switch between. My idea was to pick the first 3 photo's of the members in the group, and lay the images over each other. Adding three images over each other is not really difficult, the difficult part for me is to make the other two images show up like a "half moon" beneath the other images. See the attached image for an example.
It isn't really a half moon. It's more like a crescent moon or lunate shape.
The principle is not a difficult one. Practice as follows:
Start with an image, roughly a square.
Make an image context the same size as the image.
Fill a circle the size of the image, roughly offset about a third of its width to the left.
Fill another circle the size of the image, roughly offset about two thirds of its width to the left, using Clear blend mode.
Extract the resulting image from the image context.
You now have the desired lunate shape:
Now use that lunate shape as a mask or clipping area for the original image:
I start with a seamless grass texture h133 w133 px, I then rotate it by 45 degrees and divide the height by 2 so i'm left with an isometric diamond shape. The background is #FF00FF that i key out when rendering my tiles.
As you can see, the diamond edges are transparent like after this process see the pic:
closeup pic of the transparent diamond edge
How to stop the transparent pixels and make them solid, thanks.
It sounds like Photoshop is automatically changing the edges when you do any transformation on any object.
Try going to Menu > Edit > Preferences > General
and select 'Image Interpolation' and under that choose "Nearest Neighbor (Preserve Hard Edges)". This will make sure that the pixels stay sharp like those 8-bit artworks.
I'm working with jcrop inside of BuddyPress and I was wondering how I could go about setting a different selection shape from a square to either a circle or hexagon with a set aspect ratio to meet the profile picture shape.
No ability to crop circles or hexagons - this is a cropper limitation.
BuddyPress Avatar Cropper uses WordPress wp_get_image_editor(). So this can't be changed at this time and WordPress doesn't have ability to crop anything except squares or rectangles.
All the corresponding code is in /buddypress/bp-core/bp-core-avatars.php. See line 550 for BuddyPress 1.7.
I have a CCSprite that was created from a png with transparent background.
I want to be able to apply colors to this sprite in a way that I`m free to define which color it is, without the actual color of the sprite affecting the amount of each color I have to add.
I`ve tried this:
mySprite.color = ccc3(200,200,255);
In an attempt to add a little blue-ish feel to my sprite, but as it works by setting the amount of tint that's gonna be displayed based on existant color of the sprite, and my sprite has virtually no blue in any of it (most of it is yellow) the resulting effect is pretty sketchy, everything gets really dark, and there is one slight blue-ish coloring, but not as I wanted.
The ideal effect for me on this case would be to ADD a light blue mask to it with very low alpha.
Is there an easy way to do that without composing sprites?
I've tried using CCTexture2D, but had no luck, as there is no built in method for working with colors, and most tutorials only teach you how to build textures out of image files.
This is deceptively hard to do in code with the original sprite. Another option would be:
create a new sprite, which is just a white outline version of your original sprite
the color property of this white sprite will now respond exactly to the RGB values you pass in
so pass in your light blue value to the white sprite and set the opacity correctly
then overlay it on your original sprite
Any good?
The only way you can achieve this is by overlaying (masking) the sprite with the proper OpenGL blend functions. When you say "add a light blue mask" then that's what you need to do. You may find this visual blendfunc tool helpful, if only to understand how blending with mask sprites works and what you can achieve with it. There's no built-in support for this by Cocos2D however, so you'll have to revert to pure OpenGL inside a cocos2d node's -(void) draw {} method.
Tinting (changing the color property) will only modify the RGB channels of the entire image by changing the vertex colors of all 4 vertices.