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PNG Manipulation Tool Used For AVWW (free and open source, source attached).

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x4000:
Must be something on FF8, I guess -- I'm on FF7 with no issues.  The direct link is: http://www.arcengames.com/forums/index.php?action=dlattach;topic=8548.0;attach=4252

eRe4s3r:
Funnily i got an 27kb index.php from that -1 byte php which after being renamed to bla.zip actually contained what i downloaded.. thats one hell of an issue ;p

x4000:
Yeah, that's very strange!  Hopefully that gets worked out by the FF8 team, or the SMF team.

eRe4s3r:
Seeing as this topic is now really old but this tool is still really cool i was wondering whether i could get some quick explanation on what the new functions in v2 do?

1024 MAX Series
OVERLAY from Template
TRANS GRID
DEL ALTERNATING
9up and Scale
Scale and Trim (only useable in conjunction with Min Combine size i assume?)

I know this has like 0 priority right now but i'd still be curios, from my testing i only got mediocre results, so i assume it does something particular for character animation, also what does "scale to" do when you already set Min Combine size, min combine size centers it, so does scale-to define how large a frame should be or how large a frame-set should be? Reason i am asking here is that i already had this figured out once and forgot it all again, and now i can't even remember what button to press without breaking something.. argh ;/

x4000:
"1024 MAX Series" takes a larger image of whatever size -- say, 4096x2048 -- and then breaks it into 1024px-at-most chunks.  So the prior example would lead to 8 1024px square images, for instance.  I use this to take super-large buildings and split them up into pieces that the game can automatically reassemble without any issues on any graphics card.

"OVERLAY from Template" was kind of an experimental thing I was doing, I think.  It looks in the folder of the file you specify for a "template.png" file, and then overlays that into the file you specified.  It was just a quick way for me t combine two files, and I forget why I needed it -- something about the pixel math is different from what I could do in Photoshop, I seem to recall, but again I think this was mostly experimental and not something I really finished out.

"TRANS GRID" makes a patchwork of transparent holes in a texture.  This turned out not to be useful either, but was something I was experimenting with.  Back in the DirectDraw7 days and before, you had to do this sort of thing to have "transparent" water or windows, for example.  And I thought I'd give that a shot with one effect I was going for.  Didn't work as hoped visually, although the actual concrete trans grid function works as advertised.

"DEL ALTERNATING" deletes every second image in a folder.  This is useful when you've got some really high-FPS animation that you want to halve the FPS of manually, without actually removing every other frame by hand.

"9up and Scale" takes in the image you specify, and creates a perfect tile of 9 of them, each of them scaled to whatever you specify.  I use this quite a bit before I post-process large background tiling images, because Photoshop leaves artifacts at the edge of the images in a way that doesn't tile properly.  With this, I can hit "9up and Scale" and then do my post-processing on that image in photoshop, then crop the image down to the center of the 9 copies of itself and save that out.  Bingo -- perfect tiling.  The algorithm in "9up and scale" wraps pixels around the edges, whereas Photoshop treats each boundary of the image as a hard border in most filters (thus blending pixels near to that border with transparent pixels, rather than the pixel on the mirror side of that image).

"Scale and Trim" works like you'd think, except that it centers the image rather than orienting it at the bottom center like the character one does.  I use this for particle effects instead of characters/monsters.

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