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 Post subject: Pack Sprites
PostPosted: Sun Jan 10, 2016 2:12 pm  (#1) 
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How is the G'MIC filter pack sprites used? I ask because G'MIC is updated often. I currently use 1.6.8 in gimp 2.8.16. I have the Windows 7 64 Bit platform. Is there a current tutorial on how it to use it?


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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 2:22 pm  (#2) 
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Your mask either has to be solid with transparencies or no alpha channel but pure black/white (no grayscale colors in it so the result will look obviously dithered at the edges but who really cares). :)

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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 3:09 pm  (#3) 
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Maybe this tutorial video could help :

www.youtube.com Video from : www.youtube.com


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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 3:20 pm  (#4) 
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Ronounours wrote:
Maybe this tutorial video could help :

www.youtube.com Video from : www.youtube.com


I tried following that tutorial and I couldn't understand it. When ever I rendered something, the images would become spread out with in the text.


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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 3:25 pm  (#5) 
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lylejk wrote:
Your mask either has to be solid with transparencies or no alpha channel but pure black/white (no grayscale colors in it so the result will look obviously dithered at the edges but who really cares). :)

I understand that but when ever I render something, the images I would use don't come out right. They would be spaced out.. not close together.


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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 3:50 pm  (#6) 
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Reduce the spacing from the default 1 to 0 or negative (but you have to play with that number and not go too negative). :)

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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 4:04 pm  (#7) 
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lylejk wrote:
Reduce the spacing from the default 1 to 0 or negative (but you have to play with that number and not go too negative). :)


Tried it. It didn't help much.


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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 4:11 pm  (#8) 
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once you have prepared your multi-layer input, as required, and set input layer to all, run the filter with these options:
-gimp_pack_sprites 14,10,0,-7,7,1,512,512

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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 4:23 pm  (#9) 
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dinasset wrote:
once you have prepared your multi-layer input, as required, and set input layer to all, run the filter with these options:
-gimp_pack_sprites 14,10,0,-7,7,1,512,512


That doesn't seem to be working. When I set the input layer to all, I get an error.


Last edited by mackenzieh on Sun Jan 10, 2016 4:49 pm, edited 1 time in total.

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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 4:34 pm  (#10) 
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well, the "sprite images" should have a dimension of up to around 1/8 of the free (transparent) area you want to fill
(for an area of let's say 1000 * 1000, use sprite images of around 125 * 125, but you may try with other sizes...)

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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 5:07 pm  (#11) 
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dinasset wrote:
well, the "sprite images" should have a dimension of up to around 1/8 of the free (transparent) area you want to fill
(for an area of let's say 1000 * 1000, use sprite images of around 125 * 125, but you may try with other sizes...)


Diego,
The Version of Pack sprites that I have has these options:
Number of scales, minimal scale, allow angle, spacing, precision, Masking, Width, Height. Where does the negative number come in?


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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 10, 2016 9:45 pm  (#12) 
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Works for me. Used a black/white template to start things off for the yellow flowers with -7 setting for pack. I then used the result as a transparent template for the Petunias with a 0 setting for pack. The trick to using a transparent mask is to copy the result (my case; if you don't need the transparent mask result itself, you don't have to copy it) of the transparent mask, then run treshold Alpha on the mask (need to do the same if you use a black/white mask to make sure there's no grayscale info). If you don't, you will get object punches in your result. After the second pass, I deleted the transparent mask and copied the first result (yellow flowers) back in. Still I notice punch throughs on the pure b/w mask with -7 setting possibly because I asked G'MIC to pack the flowers way too close. :)


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 Post subject: Re: Pack Sprites
PostPosted: Mon Jan 11, 2016 1:19 am  (#13) 
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Mackenzieh,

14,10,0,-7,7,1,512,512 in the sequence:

Number of scales 14
Minimal scale 10
Allow angle 0
Spacing -7
Precision 7
Masking 1
Width 512
Height 512

thus, is in the Spacing that you have to put the negative number

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 Post subject: Re: Pack Sprites
PostPosted: Mon Jan 11, 2016 1:28 am  (#14) 
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dinasset wrote:
Mackenzieh,

14,10,0,-7,7,1,512,512 in the sequence:

Number of scales 14
Minimal scale 10
Allow angle 0
Spacing -7
Precision 7
Masking 1
Width 512
Height 512

thus, is in the Spacing that you have to put the negative number

Got it Diego. :) Thanks. :)


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 Post subject: Re: Pack Sprites
PostPosted: Mon Jan 11, 2016 1:39 am  (#15) 
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glad for you.
As far as my experience is concerned, you get good result using angle=0 (no rotation),
with other options I get almost always dispersed sprites

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 Post subject: Re: Pack Sprites
PostPosted: Sun Jan 17, 2016 8:25 pm  (#16) 
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I think I've got the hang of the filter.

Here's what I created with it:
Image
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 Post subject: Re: Pack Sprites
PostPosted: Tue May 30, 2017 12:32 am  (#17) 
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Can somebody explain to me what 'Scales' is and does ?

What is the difference between using the default value and any other ?


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 Post subject: Re: Pack Sprites
PostPosted: Tue May 30, 2017 9:04 pm  (#18) 
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Some time ago I created this script 'Multiple Brush Fill' to make it easier to use 'Pack Sprites' Multiple Brush Fill Rel4.1

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