


IMAGE(1)                      picnet                     IMAGE(1)


NNNNAAAAMMMMEEEE
       image - Tutorial for creating a reference image

OOOOVVVVEEEERRRRVVVVIIIIEEEEWWWW
       This is just one way to create a reference image. You can
       use another way.

       Anyway, you must respect the following rules :

       +o   The final image must be an 8888----bbbbiiiittttssss PPPPNNNNGGGG (256 colors).

       +o   You must use oooonnnneeee ccccoooolllloooorrrr (not used anywhere else in the
           image) ppppeeeerrrr MMMMRRRRTTTTGGGG ttttaaaarrrrggggeeeetttt oooorrrr PPPPiiiiccccNNNNeeeetttt ssssuuuubbbbmmmmaaaapppp and note its
           iiiinnnnddddeeeexxxx vvvvaaaalllluuuueeee (0<i<256).

1111---- CCCCRRRREEEEAAAATTTTEEEE AAAA 11116666 MMMMIIIILLLLLLLLIIIIOOOONNNN CCCCOOOOLLLLOOOORRRRSSSS IIIIMMMMAAAAGGGGEEEE
       A 16 Million colors image is a 24-bits image.

       You can draw what you want... add a photo, use the
       reference image example... You can write text labels...

2222---- RRRREEEEDDDDUUUUCCCCEEEE TTTTHHHHEEEE NNNNUUUUMMMMBBBBEEEERRRR OOOOFFFF CCCCOOOOLLLLOOOORRRRSSSS IIIINNNN TTTTHHHHEEEE IIIIMMMMAAAAGGGGEEEE
       The purpose is to get an image with 256 different colors
       available (8 bits) but less really used.

       I advise you to reduce to 256 colors, then to increase the
       number of colors to 16 Million and finally to reduce it
       again to 256.  So, you will free many color cells in your
       256 colors palette without degrading your image.

3333---- EEEEDDDDIIIITTTT TTTTHHHHEEEE PPPPAAAALLLLEEEETTTTTTTTEEEE
       Add colors not used in your image in the free color cells.

4444---- DDDDRRRRAAAAWWWW TTTTHHHHEEEE OOOOBBBBJJJJEEEECCCCTTTTSSSS TTTTHHHHAAAATTTT WWWWIIIILLLLLLLL BBBBEEEE LLLLIIIINNNNKKKKEEEEDDDD
       Use one color you've just added per object (link,
       submap...) and keep the corresponding palette index value
       (between 220 and 240 in the example) in mind.

       Then, you will associate these index values with the MRTG
       targets (and PicNet submaps) in your _P_i_c_N_e_t _c_o_n_f_i_g _f_i_l_e :
       the config manpage.

5555---- SSSSAAAAVVVVEEEE AAAASSSS PPPPNNNNGGGG FFFFIIIILLLLEEEE
       Here is an example of reference image :

       _d_o_c_/_i_m_a_g_e_s_/_e_x_._p_n_g

       You can use your network image ttttoooo iiiinnnnddddeeeexxxx MMMMRRRRTTTTGGGG ssssttttaaaattttssss ppppaaaaggggeeeessss
       aaaannnndddd ooootttthhhheeeerrrr PPPPiiiiccccNNNNeeeetttt mmmmaaaappppssss (and other HTML pages). If you want
       to do it, you should note the X, Y values of the upper
       left and lower right corners for clickable squares or X, Y
       values of all the corners for clickable polygons.

       When you move the cursor on the image, the X,Y coordinates



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IMAGE(1)                      picnet                     IMAGE(1)


       are displayed in the lower left corner of the PaintShop
       Pro window.  Remember the coordinates of the points you
       choose. You will use them in the _P_i_c_N_e_t _c_o_n_f_i_g _f_i_l_e : the
       config manpage.

AAAAUUUUTTTTHHHHOOOORRRR
       Laurent Derrien, <derrien@canl.nc>

       9.9.99 (last update 10.20.00)
















































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