home *** CD-ROM | disk | FTP | other *** search
-
- 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.
-
-
- Configuration is split into three sections, each with its own window. By
- selecting the configuation option on the control a window is opened which
- shows the three sections: Display, Loading and Misc. Select the relevant icon
- on the main configuration window and the window to configure the selected
- options will also be opened (if you use ADJUST to make the selection the main
- configuration window will also be closed).
-
- At the bottom of the main configuration window are icons to save and load
- the configuration, and a cancel icon (selecting this closes all configuration
- windows, using ADJUST only closes the main configuration window).
-
-
- Display Configuration
- ---------------------
-
- At the top of the window are options for defining the sprite. To the
- left are six options which state how many colours the sprite should
- have (2, 4, 16, 256, 32k or 16M). 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), whether the sprite should have a mask
- (default yes) and whether the sprite should use the user palette.
-
- The options for 32k and 16M colours are only available on machines which
- support their display (ie. Risc PC machines or those with a Colour Card (or
- similar)).
-
- NOTE: Currently the Mask and Grey options are ignored for 32k and 16M colour
- display.
-
- 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.
-
- When a user palette is available (ie. has been loaded) you can get Image to
- use this by setting the 'User Pal' 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 the display sprite options are two options concerning the border around
- a picture in the display window. The two options are the size (number of
- pixels on each side) and an option to state whether the boarder should be
- filled with the mask colour (set) or left clear (grey) (unset). Use the 'Set'
- icon to the right of the border size icon to make changes take effect.
-
-
- Loading
- -------
-
- The 'Loading' configuration window contains options concering the automatic
- loading of files into Image. Primarily this window controls the loading of
- the files known by Image when they are double clicked (as opposed to being
- dragged to Image).
-
- By default Image does not attempt to automatically load files which are
- double clicked, not even files of its own file type. You can use the options
- in this window to select which file types Image should load when they are
- double clicked.
-
- There are seven options relating to the seven file types known by Image
- (ImagePic, Sprite, Clear file, PPM, TIFF, JPEG and GIF). Select the types you
- wish Image to load automatically.
-
- Below these options is an option marked 'Empty Bank'. When this option is
- selected Image will attempt to locate an empty bank to load the file into,
- thus avoiding overwriting another bank.
-
- The writable ison marked 'Bank:' is for the specification of a memory bank.
- This memory bank is treated as the bank to use for loading files which are
- double clicked (if the 'Empty Bank' option is set then this bank is the first
- tested to see if it is empty).
-
- The 'Save' icon allows you to set and save the loading options for the file
- types. These options are saved seperately from the main configuration options
- as these options have to be saved in the application's '!Boot' file (so the
- system can be set up to load Image if it is not already running when a
- selected file type is double clicked).
-
- A final option in this configuration window refers to the automatic loading
- of a sprite's palette into the user palette area when a sprite is loaded.
- (see 'Loading and Saving' for more details).
-
-
- Misc
- ----
-
- The first options concern 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.
-
-
-
- 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.$.!Scrap.Image
-
-
- Note: Because Image stores its working files on disc, you should not
- have two copies of Image running who both have the same working
- directory (as they would interfere with each other). Thus for networks
- you should follow the above to create working directories on the local
- machines if possible (this also reduces traffic). Also you should note that
- user defined Kernels are stored in the working directory.
-
- Also note that Image will not actually allow itself to be run twice on
- one machine, an attempt will cause the first running copy to kill off
- the new version and display an error message.
-
-
- 32k colours on pre-Risc PC machines
- -----------------------------------
-
- On machines with extended hardware which allows the display of 32k colour
- sprites on screen can access the 'Sprite 32k' save type which saves an 'old
- style' 32k colour sprite.
-
- Users of Computer Concepts' colour card should be able to access the extended
- options directly. Owners of other types of similar hardware will need to
- edit Image's !Run file to make Image think that the hardware is available.
-
- To do this delete the line:
-
- RmEnsure ColourCard 0 Unset Image$ColCard
-