I am a beginner at graphics and I was wondering if anyone had any experience in programmatically splitting isometric tile sheets, in particular Reiner Tile Sheets Here is an Example Image:
.
I have been splitting it using guides by hand in gimp but there is some sort of pattern going on that I feel can be used to programmatically split this. Before I tried to make my own, I wanted to see if there was any such algorithms premade / software that could do it currently. Its not a simple grid that needs to be cut with same width and height for each one. Thanks for the help!
Some stuff for thinking and read
First take a look at:
2D Diamond (isometric) map editor - Textures extended infinitely?
for some inspiration. Especially take a look at (3. tile editor) part. The operations described there are exactly what you are looking for (to add the missing stuff you are doing manually right now).
However your tile set is oriented differently so the masks will be slightly different ...
In case you want to extract tileset from image you would need something like this:
Grid image values to 2D array
And also take a look at this (for even more inspiration):
Improving performance of click detection on a staggered column isometric grid
The pixel perfect O(1) mouse selection at the end is a good idea to implement.
Your tile map
so you have a tilemap image but you do not have the tiles boundaries. So first identify tileset resolution... There might be more tile sizes present so you need to know all of them. Your image is 256x1024 pixels and from a quick look you have 32x32 pixels tiles. Most of the tiles are 64x64 however they are constructed from 4 tiles of 32x32 pixels. The white color is the transparent one. So you just divide the image to 32x32 squares or regroup to 64x64 ones.
Related
Plotting packages offer a variety of methods for displaying data. Write an interactive plotting application for two dimensionsional curves. Your application should be able to allow the user to choose the mode (line strip or polyline display of the data, bar chart or pie charts), colours, and line styles.
You should start with the GUI editation like this:
Does anyone know of a low level (no frameworks) example of a drag & drop, re-order-able list?
and change it to your primitives (more points per primitive instead of one ... handle each point as (sub)object so you can change its position later).
Then just add tools like add object,del object,... For hand drawing tool use piece wise interpolation cubics
The grid can be done like this:
How to draw dynamic 2D grid that adjusts according to camera zoom: OpenGL
Mouse zooming/panning is also important
Zooming graphics based on current mouse position
Putting all above together into simple editor looks like this:
Using GPU for curve rendering might give you some nice speed and functionality boost:
Is it possible to express "t" variable from Cubic Bezier Curve equation?
Mouse selection of objects might be a speed problem if your scene contains too many objects so in such case its best to use index buffers where you can mouse select with pixel perfect precision for almost free in O(1):
OpenGL 3D-raypicking with high poly meshes
The example is for 3D , in 2D is much simpler ...
Also do not forget to implement save/load functionality to some vector file format. I recommend using SVG it might be complicated to start with it but you can quickly check it contents in any SVG viewer or browser also in notepad as its just a text file. If you use just basic path elements and ignore the rest of SVG features you will see the parsing and creating SVG is not that hard for example See these:
Get Vertices/Edges From BMP or SVG (C#)
Discrete probability distribution plot with given values
For really big datasets you might want to use spatial subdivision techniques (Bounding (Volume)Area Hierarchy, or Quad tree) to ease up the operations...
More in depth implementation details about 2D vector gfx editors depends on language, OS, gfx api and GUI api you using and task you are aiming for ...
I am trying to extract text from an image, but within a certain area of the image and not the entire image.
I have already been able to detect where the objects of interest are and get their coordinates. Though I do not know where to start when extracting text from a specific area.
I'm using the code from this example:
https://www.codingame.com/playgrounds/38470/how-to-detect-circles-in-images
It is able to detect the circles, but I want to take it one step further and extract the numbers from the circles and tag them to their corresponding coordinate.
I'm using this example to learn how to do something similar myself, but I'm really more interested in deciding the search in a set area.
Most image processing libraries support the concept of ROIs (region of interest) or AOIs (area of interest).
The idea is to restrict processing to a subset of pixels that are usually selected by defining geometric shapes like rectangles, polygons, circles within the image coordinate system.
You can fix this issue by first cropping the image using your coordinates and try to extract text from it.
<------This is an image I made in Photoshop...
It's basically a 160 x 160 box of white with a texture applied.
Below is what it looks like with "background-repeat" in the CSS. I was hoping it'd balance out. Is there a certain percentage the textile has to be at, or size of the original box? For it to be a perfect repeatable texture?
Im trying to do this myself, since I cant find grid patterns that fit the style.
Question: Whats the trick on making textures in Photoshop, that appear as balanced whole backgrounds when repeated?
If you look at the below image where it's in effect, on the very basic start of what Im working on, you can notice it doesnt quite fit together.
Any and all help greatly appreciated. Thanks in advance.
If you want that background for a webpage is better the use of repeating-linear-gradient. It is very easy of implement, less assets to download and it is supported by major browsers.
Look in the top left corner of your image. You'll note that the dark line starts at roughly 4-5 pixels from the top. Then look at the top right corner, and you'll note that the top line starts at just perhaps 2px from the top.
When this image is repeated twice side by side, there will be a disconnect. Just crop the image and shave off the two or three pixels until your lines connect. Repeat by cropping the bottom of the image for vertical alignment.
If you want to do this experimentally, increase the size of your canvas, and copy the pattern into a new 160x160 layer. Place them side by side, and then move the layers one pixel at a time so that they overlap. Where the overlap aligns is where you should crop the image.
I need to be able to turn a black and white image into series of lines (start, end points) and circles (start point, radius). I have a "pen width" that's constant.
(I'm working with a screen that can only work with this kind of graphics).
Problem is, I don't want to over complicate things - I could represent any image with loads of small lines, but it would take a lot of time to draw, so I basically want to "approximate" the image using those lines and circles.
I've tried several approaches (guessing lines, working area by area, etc) but none had any reasonable results without using a lot of lines and circles.
Any idea on how to approach this problem?
Thanks in advance!
You don't specify what language you are working in here but I'd suggest OpenCV if possible. If not, then most decent CV libraries ought to support the features that I'm about to describe here.
You don't say if the input is already composed of simple shapes ( lines and polygons) or not. Assuming that it's not, i.e. it's a photo or frame from a video for example, you'll need to do some edge extraction to find the lines that you are going to model. Use a Canny or other edge detector to convert the image into a series of lines.
I suggest that you then extract Circles as they are the richest feature that you can model directly. You should consider using a Hough Circle transform to locate circles in your edge image. Once you've located them you need to remove them from the edge image (to avoid duplicating them in the line processing section below).
Now, for each pixel in the edge image that's 'on' you want to find the longest line segment that it's a part of. There are a number of algorithms for doing this, simplest would be Probabilistic Hough Transform (also available in openCV) to extract line segments which will give you control over the minimum length, allowed gaps etc. You may also want to examine alternatives like LSWMS which has OpenCV source code freely available.
Once you have extracted the lines and circles you can plot them into a new image or save the coordinates for your output device.
I succeeded in retrieving the exact tile my player is on, at runtime when walking around the tiledmap. I'd like now to add some alpha marks on the terrain when passing over, and to do that I need to modify the color of some pixels of the tile.
I really don't know how to do it right now.. any hints?
thanks.
You probably want to draw decorations on top of the tiles, rather than modifying the tiles themselves. The tile images are shared across all cells using a tile, so if you modify the tile itself you would see the change everywhere it was used. Further, modifying the texture is a relatively expensive operation that you probably should try to avoid.
To draw on top the tiles, you might draw additional sprites, or use a custom shader.