Issues:
- Background image not being printed in Word.
- Background image not printed at the right scale.
- Background image resolution is blurry.
This is a good solution if you are using Word 2003 and Illustrator/Photoshop. The finished document can be printed with other Word versions.
In illustrator/photoshop. Create a document at lettersize 8.5"x11".
Place your image/illustration and position it as you want.
Save for web and select png format.
Set width at 1650px (constrain proportion checked) and save.
Go to Word: Format/Background/Printed Watermark
Select picture water mark, browse and select the png file you just saved.
Set as 50% scale (this will make image sharper), and uncheck Washout. Apply and close.
You will now see your background image, and you can proceed with printing.
Related
This is what an image marked as a "normal image" looks like in Unity:
When I import this image into GIMP, this image appears like this:
I guess a big part of the image is stored in the alpha channel, and GIMP doesn't display it.
At first, I thought it was only a display problem, but when I then export it from GIMP and import it into Unity, the image looks like this:
(Yes, I have flipped it).
As one can see, the alpha channel is gone.
How could I tell GIMP to preserve it?
Thank you!
Edit: Here is some more information:
The image is a .TIFF.
If I save the edited image using "Overwrite ", then the background gets killed.
Then I try "Export as", and I choose "PNG". I leave "Save color values from transparent pixel" checked, and I leave the selection below at "Automatic pixel format". This also removes the "background".
What else could I try?
You don't say how you are exporting the image back from GIMP - but if you use the export as... dialog, upon choosing to export to .png, there is a save color values from transparent pixels checkbox.
Just check it before confirming the export.
(It won't show if you just click on export to NAME to write the same image back - you have to do export as... and select the same name for the dialog to apear).
Also, it is not that part of the image is stored in the alpha channel The alpha channel just contains opacity data - in this case, it contains a maks for regions of full-opacity/full-transparency for the shown region. GIMP's normal saving mechanism will erase the color data in the fully transparent areas to save image size upon exporting.
If you are using other image formats than PNG, GIMP does not have the option to preserve the data in transparent areas - the workarounds would be exporting to PNG and then converting to PNG with another tool (which might or not preserve these data), or raising the alpha-channel values to "1" instead of "0" before exporting in GIMP (can be done with colors->levels or colors->curves)
I have a viewcontroller with a toolbar with 2 bar button items. The image on one is a simple flat icon. The other is a complex image reduced to 28x28 pixels from a 256x256 image. The complex image shows up as a blob as shown below. The actual image is also show in the picture. It is not clear what I am doing wrong. The project code is available in the following link:
Project code
John Griffith on Apple Developer Forum provided this explanation which made a lot of sense. I need to redesign my icons if I want to proceed along this line:
Toolbar images are normally rendering mode "template" - only the alpha channel is used. Any non-transparent pixels are drawn in the bar's tint color. It may be possible to create a UIImage with rendering mode "always original" to preserve the look of your image, but then it won't respond to changes in tint color.
I have downloaded your project. The first thing you should do is to move your image files into the images.xcassets folder. Read here to understand why.
The image you are trying to display is actually just a red rectangle:
As you can see, opening in another program also just displays it as a red rectangle. Be sure to use the correct Image file. The problem lies not with your project but rather the image file you are using.
I was messing around with the RGB channels in photoshop and found what I wanted when I removed visibility of the red channel, and kept blue and green. When I went to save my image it saved it in complete RGB. How do I temporarily remove the red channel from the image for saving? I have attached a pic for help. Thanks,
Before,
How I want it saved,
By definition if you are working with typical RGB images you have 3 channels of colors. You cannot erase one channel, keep the rest two channels and still have a valid image (in the strict RGB sense).
If you need to eliminate the information in one channel you just have to turn it to black. In your case, if you need to eliminate channel Red, then just select the Red channel and fill it completely with black color (ex. use the bucket fill with 255 tolerance). You will still end up with a 3-channel (or 4-channel if you have transparency) image but without any information from the Red channel.
i think you probably have the answer by this time but for the others.
after hide the unwanted channels click on image select all with CTRL+A then copy with CTRL+C and create a new layer paste it with CTRL+V and you're done!
I have a solution but it's not recommended:
Goto Adobe: View/Screen Mode/Full screen mode.
On the keyboard press Print Screen.
In Adobe open new file or press Ctrl+N and make settings as you want.
Tip: For high resolution, change Resolution to higher than 300 and press Ctrl+V and you are done.
Crop or Resize your picture and save it.
Tip: Press Shift while resizing to keep the picture in its original condition!
I have two buttons that the user can select the colour for. The left button has 20 png to choose from, the user can select the colour from a picker and then that colour is displayed in an example button in the view, all 20 work fine. Now the right button has another 20 BUT only 16 of them work? 4 of the pngs wont show up in the example button or in the actual button they are set to on another view. The pngs are the same size as the others, the same in every way except colour. Does anyone have any ideas as to why this would happen?
I do get this error when building onto the device : ImageIO: PNG invalid PNG file: iDOT doesn't point to valid IDAT chunk
Looks like a compatibility issue similar to this one
I had used PS to make all the images but when I open them and resave in PaintBoard then they seem to get picked up now?
Upon further inspection it looks like the size has reduced greatly as well now as PS was saving a whole heap of other information with each image. I will go through them all now and resave them just to make the program more economical.
I am creating a button for my application that, when pressed shows an indention looking effect to make it appear that the user is clicking a real button. It is very simple, using only an image for the default state and the depressed one for the highlighted state. I'm having a few problems. The quality is terrible. I have uploaded the images to XCode in the exact pixels they will be presented in my application but when I export it from Illustrator it gets really pixelated. So I was wondering if there was a way for me to upload an image a few times bigger than my button and have it shrink to fit the button size. I've tried to do that but when I run my app it gets really messed up and weird looking. I would just put text inside the button but then it ruins the pressed effect. Any ideas?
If you export an image at the same aspect ratio as the button, the image will be re-scaled to fit within your button. Don't forget to use the Custom style so you don't get the button oval.
However generating an exact pixel version of your button should be possible, and look good - especially if you specify a 2x sized #2x version of the image for retina use. Are you sure your Illustrator export settings are correct? One thing to consider is that perhaps anti-aliasing needs to be enabled on export.
This page has a helpful quick checklist for how to save for the iPhone from Illustrator (Scroll down to the "How To Save Art For The iPhone In Illustrator" header)
http://www.vickiwenderlich.com/2011/11/faq-how-do-i-save-art-for-the-iphoneipad/