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-
- Configuration
- -------------
-
- The Configuration window allows you to specify several aspects of
- Image's behaviour. It primarily allows you to specify how many colours
- the sprite Image used for displaying should have.
-
- At the top of the window are options for defining the sprite. To the
- left are four options which state how many colours the sprite should
- have (2, 4, 16 or 256). On the right are options for whether the
- sprite should be high resolution or low resolution (default high), full
- colour or grey scale (default colour), and whether the sprite should
- have a mask (default yes).
-
- There are also options for 16bpp and 32bpp (32k Colour, and 16M Colour) display sprites. These are only available on Risc PC machines.
-
- If you are running low on memory, you can reduce the specification of
- the sprite used. Removing the mask is a primary candidate for saving
- memory, followed by reducing the number of colours. Remember none of
- these options affect the handling of the pictures within Image, only
- the display of them on the screen, and the saving as a plain 'Sprite'
- (see 'LoadSave'). If need be you can go down to an unmasked 16 colour
- sprite during processing and then go up to a masked 256 colour sprite
- just before saving.
-
- When you have set the options you require, select the 'Set' icon.
- There will be a short pause whilst Image reloads the current image
- into the new sprite and displays it, but this should only be a few
- seconds.
-
- To the right are options concerning the palette for display sprites. The two
- options available control the automatic loading of a palette when a sprite
- has one, and also the use of a loaded palette.
-
- Setting the icon marked 'Load' sets auto loading of a sprite palette (see
- 'Loading and Saving' for details).
-
- When a user palette is available (ie. has been loaded) you can get Image to
- use this by setting the 'User' option. This option also lists how many
- colours the user palette contains (2, 4, 16 or 256) - for Image to be able to
- use this palette the sprite mode (set above) must contain the same number of
- colours, and the 'Grey' option (above) must not be set.
-
- Below are the options concerning ChangeFSI (see 'Loading and Saving Files'
- for details), and below these are two icons marked 'Thumb Nail'. These define
- the maximum X and Y sizes for thumb nail pictures (see 'Resizing Images' for
- details).
-
- Below all of this is the configuration for the preview mode (See
- 'PreDither'). This mode should be either a 256 colour mode or a 16 bpp
- mode (not available on standard hardware). Simply enter the mode you
- require and press the 'Set' icon.
-
- At the bottom of the window, on the right, are icons for 'Saving' and
- 'Loading' your configuration. Saving the configuration not only saves the
- configuration settings defined in this window, but other things as well. The
- configuration file contains settings for :
-
- - Display Sprite Mode/Mask/etc.
- - Preview Mode
- - Mask Colour (see 'Colour')
- - Control Panel configuration (see 'Panel')
- - Merge Values (see 'Merge')
- - ChangeFSI location and 'age'
- - Maximum thumb nail size
-
-
- Under the section 'Display' is an icon for entering a 'border'. This (which
- is by default 0) defines a border around the display in the display window.
- Entering a value (in pixels) will create a border around the display image of the defined size.
-
-
- External Configuration
- ----------------------
-
- By default Image stores its internal files (image banks, etc.) inside
- a directory which is within the Image application directory. However,
- this may not be convenient, and in fact if Image is to be stored on a
- network it is discouraged.
-
- For this reason it is possible to configure where Image should have
- its working directory (one logical alternative is to create a
- directory inside the !Scrap application on the local machine). Once
- the directory has been created (eg. adfs::IDEDisc4.$.!Scrap.Image)
- simply load the !Run file within Image into a text editor and locate
- the line that reads :
-
- Set Image$Working <Obey$Dir>.Working
-
- and alter it to point to the new working directory, eg. :
-
- Set Image$Working adfs::IDEDisc4.$.!Scrap.Image
-
-
- Note: Because Image stores its working files on disc, you should not
- have two copies of Image running who both have the same working
- directory (as they would interfere with each other). Thus for networks
- you should follow the above to create working directories on the local
- machines if possible (this also reduces traffic). Also you should note that
- user defined Kernels are stored in the working directory.
-
- Also note that Image will not actually allow itself to be run twice on
- one machine, an attempt will cause the first running copy to kill off
- the new version and display an error message.
-
-