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User talk:Trainer Hunter

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Welcome to the Bulbagarden Archives, Trainer Hunter!
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Thank you, and have a good time uploading here!
  Carmen (Talk | contribs) 17:23, 6 September 2011 (UTC)  
 
 
 
 
 
 
 
 

Storm Throw

I noticed that it's wrong size. It's height (or whatever it is, I'm confused as of now) is twice as big as it should be (384px instead of 192px) Marked +-+-+ 17:23, 11 October 2011 (UTC) PS.I don't know if it's my computer, but Flamethrower fails to show. Marked +-+-+ 17:26, 11 October 2011 (UTC)

Wiki sites in general seem to be pretty stupid with refreshing images uploaded over old ones, especially if the old ones were a different size (I uploaded a 192-pixel height image). Even the server cache purge doesn't really help for me. Just give it a few days and it'll sort itself out. Loads of other stuff was like this in the past too, like Psystrike and Pay Day, so I'm familiar with the situation. As for flamethrower? It's probably your computer because I can see it quite well on mine. - Trainer Hunter 19:04, 11 October 2011 (UTC)

Animated images

Can you please tell me how to create them? Toon Ganondorf (t c) 21:59, 23 October 2011 (UTC)

I'm not all that good at explaining this type of stuff, but let's see if I can explain this...
  • First off, you'll need a movie file that can be opened in VirtualDub. For anime images I guess that could be easy enough? I dunno what file they're usually made as. For in-game stuff I don't think I can get all that into emulator talk so for this first step I'll just say you'd want to record an .avi file. I don't think I can help on the specifics of this one.
  • From there I use VirtualDub to select the first frame and the FRAME AFTER THE LAST FRAME (It cuts off the last selected frame for some reason). This part's pretty easy, you can shift through the video with the mouse and you can use the arrow keys to pinpoint the first and last frames. As for selecting, press the Home key when you're on the first frame, and the End key when you're on the frame after the last frame.
  • If you're doing this for an in-game .avi of a DS game but only need the top screen, you'll need to go to Video -> Filters, click "Add", select the "resize" filter, then click OK (Then again after the next prompt). After that click "Cropping" and change "Y2 Offset" to 192. I'm actually not certain if you need that specific filter so just choose that one since as long as you don't mess with its settings it won't make a difference.
  • After that, you go to File -> Export -> Image Sequence, then click "png" at the bottom. I suggest you change "Directory to hold" to a folder location that'd be convenient for you. Also these settings should be remembered after you set them so setting them is a one-time step.
  • This next step varies depending on how many frames you have:
  • Stuff all the frames into JapngEditor, then pick one frame that'll serve as the "displayed on browsers that can't view apng files" frame and put it above the first frame of the animation. Afterwards, click "Skip first frame", set the speed via "Display Time" (This is a really varied step so feel free to ask for what speed you want in what instance, or try your best to make the speed accurate or something. It only measures via the gap in time between frames), and save the animation.
  • If JapngEditor makes an "exception" crash notice, it'll take a bit longer. In this instance you'll use APNG Anime Maker. In this program, the first frame you load is the "displayed on browsers that can't view apng files" frame. Only AFTER you do that will you open the rest of the frames in the program. Once you have all the frames, set the speed by entering an amount in "Delay" and click either msec (The same measurement setup as in JapngEditor) or fps (frames per second) and Save.
  • From here, open the file with GIMP with the APNG plugin and save it, making sure you have "First frame is hidden" and "As animation" checked when you do.
  • The plugin in question. Basically once you download it, unzip the files and move them into your "gimp folder in your program files->lib->gimp->2.0->plug-ins" folder. Then move "file-png" one folder back so the program doesn't read it. You'll need to do this before you open GIMP the first time, but once it's set you don't have to worry about this.
  • Make sure you save the name as something like "Whateverthisis Original" so that you don't confuse it with the final product. This isn't a necessary step but it helps a little.
  • Next, drag the file to the APNG Optimizer. It'll make an optimized copy of the file which is the same filename but with .opt and the end.
  • The reason I add "Original" to mine is so I can get rid of the "Original.opt" part of the copy's filename and have both instances of the file in case anything's wrong.
  • From there, you upload!
There's other minor things as well, but that kinda varies depending on what you want to make into an apng. I dunno if I can help with those minor things in anything but game apng files. And if you have any other questions feel free to ask.