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Creating a Clone mask using an image
#1
Since the file itself is too large for attachment, I've included it as a Dropbox link below.

In the 'Base Terrain' layer, I need to use the clone tool to fill in the hexside slivers below the full hex depictions. The best way to do this would be to create a mask, that would only allow the clone to paste within the outlines of the hexside slivers. I initially thought that a floating selection could do that, since when I copy the original file into a new layer that does create outlines that do act as masks for the paintbrush tool, but of course, we can't do anything else with a floating selection until it's anchored, at which point the very outlines that I need disappear. Thoughts, suggestions?


https://www.dropbox.com/s/yndmb89mmkvqcn...n.xcf?dl=0
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#2
"I need to use the clone tool to fill in the hexside slivers below the full hex depictions."

I'm sorry, but I don't understand what you are trying to do.  I do have some experience making hex maps and how the seams work on hexes.  If I had to guess, you need to figure out what the grid size would be, and instead of using the clone tool, use Gimp's ability to use full color bitmap brushes and simply paint the hexes (snapping to the grid) below the slivers.  I guess you mean the tile edges that extend beyond the hex borders when you say slivers.

Actually, I would use the pencil tool for the brush.  The paintbrush isn't sharp enough.

Also, this looks more like a spritesheet and it doesn't seem to conform to a hex grid layout, although the tiles are meant for hexes.


Attached Files Image(s)
   
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#3
(08-18-2020, 10:59 PM)mholder Wrote: "I need to use the clone tool to fill in the hexside slivers below the full hex depictions."

I'm sorry, but I don't understand what you are trying to do.  I do have some experience making hex maps and how the seams work on hexes.  If I had to guess, you need to figure out what the grid size would be, and instead of using the clone tool, use Gimp's ability to use full color bitmap brushes and simply paint the hexes (snapping to the grid) below the slivers.  I guess you mean the tile edges that extend beyond the hex borders when you say slivers.

Actually, I would use the pencil tool for the brush.  The paintbrush isn't sharp enough.

Also, this looks more like a spritesheet and it doesn't seem to conform to a hex grid layout, although the tiles are meant for hexes.
Hi mHolder,

It's from a game I play, but the terrain file is editable, and I'd prefer to have the terrain get darker with elevation instead of lighter. I've already adjusted the main hex depictions, which one can see at the top right of the 'Base Terrain' layer, but the hexsides are not so easy. I'd prefer to just copy/clone the texture of each respective hex elevation depiction to its associated hexside 'slivers' rather than painstakingly clone with 1 to 3 sized pixel toolls to make sure I don't alter the original shape. So, I was hoping that there was a way to use the clone tool to simply edit the slivers without having to worry about changing their shape. I don't need to add any hexes, since this is part of an already complete file (see the other layers) which the game uses; I'm just trying to change how they look. Hope that clears it up, and thanks for taking the time to reply  Smile
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#4
This is a bit of a guess as to the part(s) of the image you want to mask.

I am not into games but this looks like "toggle visibility of layers to change the setup"

Maybe one way:

Think the part of the image is this: https://i.imgur.com/MUvNOKH.jpg It is included in 3 of the layers, I would carefully select it, Edit -> Copy then Edit -> Paste-as -> New Layer in Place avoids that floating selection.

Select the background (fuzzy select works), There is no anti-aliasing in the graphic, turn that off in the tool options, Use the selection options to add the black area. When complete invert the selection. https://i.imgur.com/1gQyUtl.jpg

Layer -> Mask -> Add layer mask and use the Selection option. https://i.imgur.com/xTlsX9D.jpg Turn the selection off. Select -> None

Click in the layer icon and paint the new colours (or with the clone tool or with clipboard brush from a copies area) in the canvas. https://i.imgur.com/5Ms0Jwi.jpg

If that is the wrong area, give us a clue Wink post a screenshot circling the part of concern.
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#5
(08-19-2020, 08:52 AM)rich2005 Wrote: This is a bit of a guess as to the part(s) of the image you want to mask.

I am not into games but this looks like "toggle visibility of layers to change the setup"

Maybe one way:

Think the part of the image is this:   https://i.imgur.com/MUvNOKH.jpg  It is included in 3 of the layers, I would carefully select it, Edit -> Copy then  Edit ->  Paste-as -> New Layer in Place avoids that floating selection.

Select the background (fuzzy select works), There is no anti-aliasing in the graphic, turn that off in the tool options, Use the selection options to add the black area. When complete invert the selection.  https://i.imgur.com/1gQyUtl.jpg

Layer -> Mask -> Add layer mask and use the Selection option.   https://i.imgur.com/xTlsX9D.jpg Turn the selection off. Select -> None  

Click in the layer icon and paint the new colours (or with the clone tool or with clipboard brush from a copies area) in the canvas. https://i.imgur.com/5Ms0Jwi.jpg

If that is the wrong area, give us a clue Wink post a screenshot circling the part of concern.

Hi Rich,

Attached is a screenshot of the actual area. I'm need to clone the texture, etc. from the the full hex depictions to the hexside ones below.

Also Rich, I tried your instructions (see the latest file version in Dropbox link), but I must have missed something


Attached Files Thumbnail(s)
   
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#6
Quote:Attached is a screenshot of the actual area. I'm need to clone the texture, etc. from the the full hex depictions to the hexside ones below.
Also Rich, I tried your instructions (see the latest file version in Dropbox link), but I must have missed something

I had a temp file clean up earlier (as you do) and your original file went Wink The new one seems to have the slivers pasted in more than one layer.
You are the game player, am I correct in thinking the location of the tiles really matters and you parked the slivers under the terrain patterns as a temporary measure?

Lots involved, very easy to miss a step. This might or might not help, or there might be bits in this little video that you can use.

https://youtu.be/SG2V_3a0iQ0 duration 7 minutes. (a long one for me)
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#7
Hmmm.....I would just lock the transparency, and then clone stamp the slivers from the sources you want

That way you could keep the pixels and replace them with the colors (brightness) you need. That is if I understand.

I wonder what game this is
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#8
Alpha-lock was my first thought as well, all depends how the 'slivers' are extracted from the backgound.

This a comparison from the second .xcf that was posted. One sliver is ok but the 'V' shaped one has anti-aliasing. https://i.imgur.com/IxGnYH7.jpg Well scrambled.

..but yes it is one way to go.
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#9
(08-19-2020, 10:35 PM)mholder Wrote: Hmmm.....I would just lock the transparency, and then clone stamp the slivers from the sources you want

That way you could keep the pixels and replace them with the colors (brightness) you need.  That is if I understand.

I wonder what game this is

Hi mHolder. The game is Tigers on the Hunt from Matrix Games. If you're familiar with the old board game ASL, it's a much simplified version of that.
Thanks for the suggestion, and I'll have a go at locking the transparency; although Rich's remark about the anti-aliasing makes me wonder. However, I'm not familiar enough with this environment to know what that necessarily may mean. I do remember from the earlier instructions an option for deselecting anti-aliasing, so maybe that would take of that problem?
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#10
The anti-aliasing is the slightly less opaque pixels around the edges of the slivers.

It makes is look smoother in a transition.  If you do an apha-lock, then the opacity is preserved, so you can stamp away.

I did a quick test, no problem.

In Rich's example picture, the sliver on the left has hard-edged pixels without anti-aliasing.

I suggest setting the alpha-lock on your layer, copying a source for the stamp, and stamp away, no need for a mask.

The challenge would be making a good source for the clone stamp.  You would need to make whatever you want it to look like.

   

Another idea is to lock the alpha, paint a solid color, and then add some hsv noise to make it look like more like grass or dirt or whatever.

Also, yes I am familiar with those games.

(08-22-2020, 02:46 AM)mholder Wrote: The anti-aliasing is the slightly less opaque pixels around the edges of the slivers.

It makes is look smoother in a transition.  If you do an apha-lock, then the opacity is preserved, so you can stamp away.

I did a quick test, no problem.

In Rich's example picture, the sliver on the left has hard-edged pixels without anti-aliasing.

I suggest setting the alpha-lock on your layer, copying a source for the stamp, and stamp away, no need for a mask.

The challenge would be making a good source for the clone stamp.  You would need to make whatever you want it to look like.



Another idea is to lock the alpha, paint a solid color, and then add some hsv noise to make it look like more like grass or dirt or whatever.

Also, yes I am familiar with those games.

Here is what I suggest:
   
Step 1: lock the alpha channel in the original.
Step 2: paint a solid color that you generally want over the slivers
Step 3: add a CIE lch noise, or an HSV noise.
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