Palette file emoticons

Naruto Manga Coloring Project

2013.03.04 06:22 FlyingGoatee Naruto Manga Coloring Project

Naruto Manga Coloring Project
[link]


2011.01.10 05:12 Inglip Summoned

A subreddit for worshippers of the Dark Lord Inglip. And his proxy while he is away, Troll Lord Pprodev.
[link]


2024.05.21 16:48 UMJaved What is the best way to create custom visualizations in Power BI?

Creating custom visualizations in Power BI involves several steps and methods, depending on the level of customization and the type of visual you want to create.
Here are some of the best approaches:

1. Using Custom Visuals from AppSource

Power BI AppSource is a marketplace where you can find a wide variety of pre-built custom visuals created by Microsoft and third-party developers. To use these visuals:
For Example "Sankey Diagram for Power BI by ChartExpo", "Comparison Bar Chart for Power BI by ChartExpo" , "Likert Scale Chart for Power BI by ChartExpo" and "Multi-Axis Line Chart for Power BI by ChartExpo"
  1. Go to the Visualizations pane in Power BI Desktop.
  2. Click on the three dots (…) and select “Get more visuals.”
  3. Browse or search for the visual you need.
  4. Add the visual to your report and configure it as required.

2. Creating Custom Visuals with R or Python

Power BI supports custom visuals created using R and Python, which are powerful for advanced analytics and custom visualizations.
  1. Enable R or Python scripting:
    • Go to File > Options and settings > Options > R scripting or Python scripting.
    • Set up the R or Python environment if you haven’t already.
  2. Add a visual:
    • Click on R or Python visual from the Visualizations pane.
    • Write your R or Python script in the script editor. The script should generate a plot using libraries such as ggplot2 for R or matplotlib for Python.
  3. Load data into the visual using the data fields, and Power BI will execute the script to render the visual.

3. Building Custom Visuals with Power BI Developer Tools

For highly customized visuals, you can use the Power BI Developer Tools to create visuals using JavaScript and TypeScript.
  1. Set up the development environment:
    • Install Node.js and npm.
    • Install the Power BI Visuals Tools: npm install -g powerbi-visuals-tools.
  2. Create a new visual project:
    • Use the command: pbiviz new to create a new custom visual project.
    • Navigate to the project directory: cd .
  3. Develop the visual:
    • Modify the source code in the /src directory. You can use D3.js or any other JavaScript library to create your visual.
  4. Test the visual:
    • Use pbiviz start to run a local server that allows you to test your visual in Power BI.
  5. Package and deploy the visual:
    • Use pbiviz package to create a .pbiviz file.
    • Import this file into Power BI by selecting Import from file under the Visualizations pane.

4. Using Power BI Themes and Custom Formatting

For custom styling and formatting, you can create a Power BI theme file (JSON) to define colors, fonts, and other visual styles.
  1. Create a JSON theme file with custom color palettes and formatting options.
  2. Import the theme into Power BI:
    • Go to Home > Switch Theme > Import Theme.
    • Select your JSON file to apply the custom theme to your report.

Best Practices for Creating Custom Visuals

submitted by UMJaved to bestchartsandgraphs [link] [comments]


2024.05.21 14:53 CalligrapherFast5053 Adjusting the brightness of pywal-generated colors

So, I have a couple of dark wallpapers, and the colors generated by pywal are too dim to be easily legible. I know that there is a saturation argument for pywal, but sometimes it isn't enough for dark colors, and it completely destroys gray color palettes.
Is there any way to increase the brightness of dark colors other than editing the files produced by pywal?
submitted by CalligrapherFast5053 to linuxquestions [link] [comments]


2024.05.21 13:07 IntelligentLaw2284 Gameboy Enhanced Firmware v0.5 for M5Stack Cardputer More than twice the FPS and Custom Controls, 12 Colour and Super Game Boy modes.

Gameboy Enhanced Firmware v0.5 for M5Stack Cardputer More than twice the FPS and Custom Controls, 12 Colour and Super Game Boy modes.
I've been eager to reach this point; when I can say that I have met my original goals when I started working with this firmware approx 2 weeks ago. Customizable controls, savegames, no memory limitations save for the cost in performance. A slew of other features I couldn't help but implement along the way too. v0.5 is now live on m5burner.
https://preview.redd.it/ul7zf4clgr1d1.jpg?width=966&format=pjpg&auto=webp&s=669a964444c786193574c950f09f39b20ad72145
I've spent the time avoiding the user interface work I finally did yesterday, instead optimizing the rendering and memory subsystem to get more than twice the performance of my last announced release(v0.48). Super Mario Land 2 and Donkey Kong Land show more than a 100% improvement in frame rates (17fps -> 53fps in the overworld for super mario land 2)
The next steps planned:
Audio
Save States
Some more options; custom palette, performance related things
debug w/ Pokemon, figure out why it restarts the firmware
about information screen crediting Matteo Forlani for concept implementation; any one else who ends up contributing.
And in the would be nice category:
Wifi link-cable; I doubt it would get much use but the hooks for it all appear to be present in peanut_gb.
Custom borders (I wont sacrifice ram for this, but I could stream it from the sdcard, it is not redrawn during normal gameplay)
Any other ideas? If there are any pixel artist out there, there is room in the ROM for a cardputer themed border and I'm more than willing to entertain submissions in that area as well, with full credit of course going to the author(s).
Changelog since I started:
20.05.2024:v0.5
* added bottom menu bar with instructions to the main rom selection menu, pres ESC or ' key (same thing) to enter the settings menu either from the main menu or while playing a game
* added options menu, can be entered from the menu or from within a game; displays the 8 main controls with their current setting, saves settings when closed
* added restore defaults for config menu
* settings are saved to gbconfig.dat; delete this if you are having any issues
19.05.2024:v0.492
* Reimplemented memory subsystem to use progressive partial page seeking/pruning; the original memory management code was the first I had typed in 14 years; after some thought I devised something much more suitable for a real time environment. This resulted in the average page seek time being much lower, and distributes maintenance of the paging system across successive calls. The results are the largest improvement to speed to date. Over double the frame rates from before; less stutter, smoother page transitions in memory. Donkey Kong Land averages around 45fps now; Super Mario land 2 gets an average 53fps on the overworld.
18.05.2024:v0.491
* Reduced rendering workload 6.25% by modifying peanut_gb to inherently skip lines that aren't visible due to scaling.
This prevents the engine from having to process the layer and sprite data for these lines all together. Why 6.25%? because 9 lines are skipped which is 6.25% of the lines that were rendered previously.
17.05.2024:v0.49
* Refactored graphics code; ~120,000 less operations a frame
* Scrolling behaviour and screen content differences no longer effect rendering performance Titles such as final fantasy or even super mario land 2 show a huge improvement in overworld movement speed.
17.05.2024: v0.483 Pushing this now as a BUG FIX RELEASE
* Fixed bug in main menu causing selection to only move upward; you can now navigate properly again.
* added FPS display while Fn button is held, causes slow down which is subtracted from the FPS display. This is so I can evaluate performance improvements more than anything else, but it doesn't hurt to have so I'm leaving it in.
* new borders are on hold while I make decisions about the internal format (leaning towards argb1555,presently 565)
16.05.2024: v0.482
* Added Analogue Pocket 12color palette category with 44 palettes
* Automatic 12color(AP) palettes mapped as per Analogue Pocket suggested mappings for:
Mario 1/2/Wario Land/Balloon Kid/F1 Race/Tetris
* added Cottage Daytime SGB border
* Fixed 12colours not being assigned until palette select bug
* regularly mapped controller up/down/a now functions in addition to arrow/enter keys in main menu to allow a single hand posture for the entire interface if desired.
15.05.2024: v0.481
* proper gameboy startup sequence, may help compatibility with some games.
* Message boxes now will display any emulation errors reported by peanut_gb
* Attempts to access ROM address outside of the available cartridge ROM will display an appropriate message
14.05.2024 v0.48 Added 12 colour mode, with the 12 palettes the game boy colour could apply to old game boy games as the first of this mode, but more to come in this area.
*Super gameboy support added for screen borders with gameboy skin set as default, followed by 1 (for now) of the official borders from the hardware itself. Activate by holding Fn and pressing '[' and cycle borders by holding Fn and pressing ']'. Because these are the same keys used for other visual modifications, I hope using the combination of Fn and these keys is intuitive.
* Super gameboy palette support added for balloon kid, the legend of zelda links awakening and kirbys pinball land
* Various other small tweaks you probably wont notice.
12.06.2025 V0.47 Added first iteration of Super Gameboy Mode with all 32 official palettes that were included with the original hardware. Nintendo included a table on the device to map certain games to certain palettes, and that functionality is partially implemented. Mario 1/2/Wario Land, F1 Racer and Tetris all autodetect and assign their colour scheme. This mode can be toggled on and off at any time during play with the '[' button, and the current cycle palette button will cycle through the 32 included palettes. Games with defined profiles with start with that palette selected automatically when Super Gameboy Mode is engaged for the first time each session.
*Lots of user interface changes; message boxes will appear to describe your palette selections, among other things - no console style debug remains in normal operation.
*Another 4k of memory allocated to ROM storage, may smooth out some edge cases of stuttering.
*Improved readability in the main menu; and made highlighted selection more apparent.
*Added smooth transitions to splash screen.
*Disabled unused (for the moment) configuration file
11,05.2024:: 0.44 squished a bug, added palette control, press ']' to cycle between presets.
b/w, gameboy(original), gameboy pocket and gameboy light (in that order).
Huge performance improvements for larger ROMs with over 110k more ram available to the memory sub-system. Palette values are from https://en.wikipedia.org/wiki/List_of_video_game_console_palettes for accuracy.
10.05.2024:: 0.41 added savegame support. if a game uses it's onboard ram constantly though, use the manual backup button (=). The save feature will only automatically engage after the cartridge ram has been left untouched for a second.
08.05.2024: v0.4 forked from gb_cardputer, added memory management subsystem (paging) to manage random access to roms of any size the filesystem supports.
Yellow bars on either side of the display momentarily indicate that the cartridge ram has been backed up. The savegame format will not be changing, its a simple binary dump.
Have fun!
submitted by IntelligentLaw2284 to M5Stack [link] [comments]


2024.05.21 05:31 Thr0waway_Fashi0n Would you like to help catalogue the style, pattern, and subcategory of each item? Version 1.5.0.

A lot of people have requested that I make a guide/list of what items are what style/pattern/subcategory. I've also been informed that my go to answer of "you can find out the pattern and subcategory on the Japanese wiki" is not as accessible as I thought. The thing is, there is just so much items and numbers to sort through that making any kind of spreadsheet for this information is just really beyond me right now. However, a few people have approached me wanting to help me with this and kind of crowdsource the information, so we could have it for the English wiki (I know they have their own discord but apparently it's inactive?)
So I finally got a chance to gather up all the relevant files and information (current as of 1.5.0.) and I uploaded it all to my google drive to let the community tackle this project that I just don't have time for. The link is here.
It contains one folder for color palettes, one folder for the items, and two instruction tutorials. Just a few things to note here:
  1. It WILL contain item spoilers. Everything that has been leaked in thumbnails is already in the game files with localized names and item data. If you don't want to be spoiled, avoid opening these files.
  2. You WILL need Visual Studio Code to open and view these extracted databases. It runs on Windows, Mac, and Linux. You will need to do this at a laptop or desktop, this cannot be done on mobile. You need 7zip or winrar to extract this main folder, which will always be labelled with the current game version number. (Right now it's 1.5.0, so 1_5_0.)
  3. This information works best in conjunction with these datamined thumbnails (also contains spoilers), recently updated for 1.5.0. These also contain spoilers!
I'm going to do my best to keep these links updated - every time a new update comes out, I have to extract the new item database lists and reupload them, but the color palette one should remain the same regardless of version. Also, since a lot of unreleased items are still in the databases, unless we get a new VERSION update, not just a fair, don't worry too much if a new event comes out, the information in previous files is still relevant. In fact, if the community can catalogue all of the unreleased items, it makes updating this information even easier because there will be less overall items to look up.
Lastly, I want to thank u/sudosussudio. Without their help a while back, I never would have been able to figure out how to datamine this game and get access to this information. I'm so grateful for their help.
Please note that other than making sure these zips are up to date with each version update, I really don't have the time to contribute to the spreadsheet/wiki/whatever community effort is going on to organize this information. Thank you for understanding.
submitted by Thr0waway_Fashi0n to fashiondreamer [link] [comments]


2024.05.21 03:12 TheDemonBlue378 Does anyone know why you can't see the letters and it looks so blurry?

Does anyone know why you can't see the letters and it looks so blurry? submitted by TheDemonBlue378 to Unity2D [link] [comments]


2024.05.21 01:32 iocane_ KBShimmer - Sip Back and Relax

KBShimmer - Sip Back and Relax
Hello bbs! I’ve been on a linear holo kick lately and was immediately drawn to this red in my swatch books. I’m all over this and the other nail polish subs talking about how much I love the KBShimmer basics, including but not limited to their top coat (my holy grail), thinner, and glass nail file. But I don’t have very many of their colors and thought they deserved a review.
The undertones: I have warm peach undertones and am most flattered by autumn color palettes. Because of this, pinks and reds are very difficult colors for me to wear. Pinks have to lean warm and reds and have to lean cool, otherwise the color goes all wonky. I’ve purposely been looking for a blue-based red, because Holo Taco makes all their red linears for cool undertones. I’d say this one definitely fits the bill.
The Lighting: Linears require photos under several different conditions in order to properly show off their formula. 1 + 2 are kitchen hood lighting, 3 + 4 are direct sunlight, 5 is indirect sunlight, and 6 is indoor with flash. The holo is much more impactful in person — the sun really wasn’t working with me today.
The formula: This is 1000% not a perfectly applied manicure and at first I was annoyed, but in reality, it’s super important to have trial and error and I wanted to report my findings for Science™️. SPAR has incredible opacity and I had full coverage in 1 coat. But I’m a 3-coat girlie and that wasn’t good enough for me. I started to have trouble with the 2nd coat — I it was a little thick and I overworked the polish on my middle finger by one stroke. So for the third coat I added a little bit of thinner and it was absolutely perfect, but the damage was already done, and I got bubbles. And you can see that there’s some shrinking at the proximal nail fold on all my nails, but not at the tip, which is where I get shrinkage if the issue is with the top coat. No. This baby is thicc. Don’t forget to take care of your linears — they’re glitter too! I’m really impressed, though, because it does not stain the cuticles.
She gets a 9/10 from me!
The manicure:
Base: Butter London - Horse Power, Holo Taco - OG Smoothing Base
Color: KBShimmer - Sip Back and Relax (3 coats)
Top: KBShimmer - Clearly on Top
submitted by iocane_ to RedditLaqueristas [link] [comments]


2024.05.21 01:22 Brisk_I ok whats wrong here

ok whats wrong here submitted by Brisk_I to DigitalArt [link] [comments]


2024.05.20 20:24 ellismjones Cosmic Theming

Hello all!! I've finally installed Cosmic on my daily driver and I have a few questions in regards to theming. On my GNOME installation I'm using the Rose Pine theme installed, including the icons and It's really nice. I would like to use it on COSMIC as well, but I need some guidance.
Firstly, is it possible to use the same icon pack? Do I need to paste it in a different folder, or something of the like? Secondly, in the .ron files, do I need to use RGB values or can I use HEX codes, and is it possible to change the main names (blue, red, green, etc) to match what shows on the Rosé Pine website?
Sorry if these are dumb questions, or have already been asked. Also, is night light implemented into COSMIC yet? I've just tried enabling it and it wasn't working, I don't know if it's an alpha thing where it's still a bit glitchy or if it's just not available yet.
submitted by ellismjones to pop_os [link] [comments]


2024.05.20 19:47 mmoser_123 Maximizing Small Spaces: Creative Solutions for Office Interior Design

Small spaces often present big challenges, especially in office environments where functionality meets style. However, intelligent office interior design ideasSmall spaces often present big challenges, especially in office environments where functionality meets style. However, intelligent office interior design ideas can transform these compact areas into highly efficient and visually appealing workplaces. This blog explores creative solutions for maximizing small office spaces, drawing on modern design principles and innovative practices.

1. Multi-Functional Furniture: The Key to Efficiency

In the world of office workplace design, multi-functional furniture is a game-changer. Desks with built-in storage, expandable conference tables, and modular seating can all serve dual purposes without cluttering the space. These pieces save space and contribute to a cleaner, more organized office environment.

2. Strategic Layouts: Enhancing Flow and Functionality

Influential office interior design firms often emphasize the importance of a strategic layout. By positioning desks and other furniture to enhance natural traffic flow, small offices can feel more spacious. Consider using glass partitions or low dividers to create a sense of openness while maintaining privacy and reducing noise.

3. Lighting and Color: Creating the Illusion of Space

Good lighting and thoughtful colour schemes can make a small space seem larger. Office interior design ideas incorporating plenty of natural light, mirrored surfaces, and a neutral colour palette can expand the visual field and give the office a more airy feel. Accent colours can be used strategically to draw the eye and add vibrancy without overwhelming the senses.

4. Vertical Design Solutions: Maximizing Unused Spaces

Interior design for office spaces often overlooks the potential of vertical space. Tall, slim shelving units, hanging file organizers, and decorative elements can draw the eye upward and make the room feel larger. This approach maximizes the available space and adds a dynamic quality to the office’s aesthetic.

5. Technology Integration: Smart Office Solutions

Today’s office workplace design is incomplete without technology integration. Innovative furniture that can wirelessly charge devices, built-in USB ports, and compact, tech-friendly furniture can enhance functionality without taking up much space. This integration helps maintain a clean and modern look while meeting all technological needs.

6. Personal Touches: Boosting Morale and Productivity

Adding personal touches to the office can significantly impact morale and productivity. Small, personalized workspaces allow employees to feel more connected to their environment, which can boost satisfaction and efficiency. Interiors designed for office settings that encourage personal expression can lead to a more enjoyable and engaging workplace.

7. Flexible Work Areas: Adapting to Changing Needs

Flexible work areas are essential in maximizing small spaces. Convertible workspaces that can be adjusted based on current needs, such as collapsible workstations or movable panels, offer versatility and can be reconfigured as needed. This adaptability is crucial for small offices that must accommodate different types of work and interactions throughout the day.

Contributions by MMoser

When it comes to realizing these creative solutions in office interior design, MMoser is at the forefront. With a keen focus on people-centred design, they excel in transforming small office spaces into innovative, functional environments. Their approach considers the immediate aesthetic and functional needs and integrates sustainable practices and cutting-edge technology. MMoser's expertise in navigating the challenges of limited space ensures that every square inch is optimized for maximum productivity and style, making them a leading choice among office interior design firms.

Conclusion

Maximizing small office spaces requires creativity, strategic planning, and a deep understanding of modern design principles. By incorporating multifunctional furniture, smart layouts, effective use of light and colour, vertical design strategies, and technology integration, even the smallest spaces can be transformed into productive and stylish environments. With the support of experienced office interior design firms like MMoser, any small space can be converted into a dynamic and efficient workplace.
For More:- www.mmoser.com/offices
submitted by mmoser_123 to u/mmoser_123 [link] [comments]


2024.05.20 19:07 thinkbsd Rayshader color palette help

I am looking for help with assigning the colors. I would like the colors based on the hot spot values from the Gi_Bin (-3:3) column. Any help would be appreciated.
###
library(sf)
library(tidyverse)
library(stars)
library(rayshader)
library(MetBrewer)
library(colorspace)
# Load Data
data <- st_read("rats.gpkg", crs = 4326)
data$population <- data$Point_Coun
# Define custom color palette
custom_palette <- c("darkblue", "blue", "lightblue", "lightgrey", "pink", "red", "darkred")
# Extract Gi_Bin values from data
gi_values <- data$Gi_Bin
####
bb <- st_bbox(data)
yind <- st_distance(st_point(c(bb[["xmin"]], bb[["ymin"]])),
st_point(c(bb[["xmin"]], bb[["ymax"]])))
xind <- st_distance(st_point(c(bb[["xmin"]], bb[["ymin"]])),
st_point(c(bb[["xmax"]], bb[["ymin"]])))
if (yind > xind) {
y_rat <- 1
x_rat <- xind / yind
} else {
x_rat <- 1
y_rat <- yind / xind
}
size <- 5000
rast <- st_rasterize(data >
dplyr::select(population, geom),
nx = floor(size * x_rat), ny = floor(size * y_rat))
mat <- matrix(rast$population, nrow = floor(size * x_rat), ncol = floor(size * y_rat))
# Create 3D Plot using Rayshader
rgl::close3d() # Close any open RGL windows
# Ensure gi_values are within the range of the palette
gi_index <- pmax(1, pmin(length(custom_palette), gi_values))
mat > height_shade(texture = custom_palette[gi_index]) >
plot_3d(heightmap = mat,
solid = FALSE, shadowdepth = 0)
# Adjust Camera Angles
render_camera(theta = 20, phi = 40, zoom = 1)
# Render Plot and Save as PNG
outfile = 'rats_hotspots.png'
{
start_time <- Sys.time()
cat(crayon::red(start_time), '\n')
if(!file.exists(outfile)){
png::writePNG(matrix(1), target = outfile)
}
render_highquality(
filename = outfile,
interactive = F,
lightdirection = 280,
lightaltitude = c(30, 80),
lightcolor = c('white', 'white'),
lightintensity = c(600, 100),
samples = 500,
width = 4000,
height = 4000
)
end_time <- Sys.time()
diff <- end_time - start_time
cat(crayon::cyan(diff), "\n")
}
submitted by thinkbsd to Rlanguage [link] [comments]


2024.05.20 18:59 SyntexProd Supersoldier art made in Algodoo

submitted by SyntexProd to Algodoo [link] [comments]


2024.05.20 18:35 DeepDowry Improper match move on bend node help

Improper match move on bend node help
I am new to houdini and am trying to make a randomized attribute of the bend to the blade of my swords. I am using match move for my transforms to keep all the parts in place regardless of randomized scale values. However, when I try to randomize the bend of my blade, I believe it changes the pivot point to the center of the whole blade. How do I fix this? Appreciate the help in advance.
https://preview.redd.it/y09pt1l50m1d1.png?width=1920&format=png&auto=webp&s=d5c809f6f1022dee6eb9191071fc436a72de78bd
submitted by DeepDowry to Houdini [link] [comments]


2024.05.20 12:03 KnightMiner Tinkers' Things is updated to 1.19.2! Tinkers' Construct 1.19.2 is now a Beta release!

Tinkers' Things is updated to 1.19.2! Tinkers' Construct 1.19.2 is now a Beta release!
Tinkers' Construct 1.19.2 being a Beta release means the API should no longer break on future updates for 1.19.2. This means addon developers should be safe to update their addons and modpack makers should be safe to use the mod in modpacks. We may still make some balance changes in the future, but it shouldn't break existing worlds or addons.
To get the ball rolling on addons, I also updated Tinkers' Things to 1.19.2. In case you have not heard of it, Tinkers' Things is the "official" addon to Tinkers' Construct, and is written entirely using JSON files (taking advantage of a mod called JSON Things to do stuff that datapacks and resource packs cannot do). This update serves as an example of all the data changes required to update an addon, though if you are writing your addon using Java you likely will want to use data generators instead.
So, what is new in these updates?

New Armor Materials

Plate armor made using hematite and silky cloth.
Tinkers' Things now adds hematite as a material option for plating and maille, serving as an example for custom armor materials. In addition, it adds in silky cloth as a maille exclusive material, which serves as an example of a part builder material.
Hematite armor is a tier 4 material, and has a trait that grants +2 defense slots in exchange for -5% protection against all sources. Its great for building highly specialized armor against a particular damage type, while for an all around armor set you will be better off with a different material.
Silky cloth grants +1 ability slot in exchange for -3 max health. This allows you to circumvent the weakness of plate armor having no starting ability slot, but at a heavy cost.

Laminar Armor Update

Laminar armor made using gold, copper, and slimewood.
Laminar armor from Tinkers' Things has been updated to use materials like plate armor. This means its an example of how to add material armor now (with makeshift being the example of non-material armor). To keep it distinct, it uses two armor plating plus a shield core, rather than an armor plating and an armor maille. In addition, it starts with 1 ability slot, 2 upgrades, and 0 defense slots (as opposed to plate starting with 3 defense slots and no ability).
Note its role has swapped from 1.18, where it was higher defense than plate but lower modifiability. This is mostly due to tradeoff between ability slots and defense slots being more interesting than upgrade versus defense slots for the base mod.

Laminar Crafting

Recipe for laminar in the Tinkers' Anvil
Laminar armor has 3 tool parts (the two plating plus a shield core), and also requires 2 pieces of leather making the total recipe take 5 items. This means you need to use the anvil to create laminar armor (while plate can be made in the tinker station).
To make up for the more expensive recipe, Laminar armor gets a +1 toughness bonus regardless of the materials used, plus a 150% durability multiplier.

Laminar Shield

Laminar shield made from iron and seared stone.
The laminar shield has also been updated to use materials, as it was just more interesting than no materials. I decided to really lean into the heater shield design by making it checkerboard the two materials. The updated design both includes an example tool part (previously we only had a repair kit variant, no true tool part) and an example of a tool casting recipe.
The laminar shield starts with 1 ability slot and 3 upgrade slots along with its 2 traits from shield plating. The extra upgrade slot makes up for the fact that unlike laminar armor, it has no shield core. It also gets the +! toughness and the 150% durability bonus of laminar armor.

Wood Palettes

Makeshift armor using various wood textures.
Moving on from Tinkers' Things specific features to features in the new Tinkers' Construct build, the palettes for all wood variants got updated to better match their plank variants (old colors were based on the logs, but did not always give the expected the user might expect). This notably stood out on plate shields, but also is notable on laminar armor and makeshift armor.

Wings

Makeshift, travelers, plate, laminar, and slimesuit chestplates all with the wings modifier.
While updating the armor models to make it easier to configure in Tinkers' Things (and other JSON addons), it ended up being easier to make all chestplates have a wings texture than special casing the slimelytra. Rather than placeholder textures, I opted to give each unique textures, and liked them so much I had to make them obtainable in survival.
The wings modifier can now be applied to any chestplate using an elytra. This costs 2 ability slots (meaning plate has to sacrifice both slots or use silky cloth). Slimelytra continues to have wings as a trait (meaning your 3 ability slots are free for other usages).

Slimeskull Colors

Slimeskulls in various colors.
As another visually appealing slimesuit related change, slimeskulls "skull tint" is now the material color from the embellishment rather than always being purple. Should help your armor reach the proper theme.

Fluid Behaviors

A zombie burning in molten manyullyn.
One of the big perks of porting to 1.19.2 was Forge's new fluid API. Taking advantage of this, all Tinkers fluids should now have fluid behavior. You will burn in hot fluids (with the fire and damage varying based on type), and cool fluids will let you swim (with some granting additional effects).
This functionality is also registered with Json Things, allowing molten hematite from Tinkers' Things to make you burn as well.

Download

You can download Tinkers' Things from all the usual websites:
And don't forget to grab the latest Tinkers' build:
submitted by KnightMiner to tinkersconstruct [link] [comments]


2024.05.19 21:38 daily_al Using paint tubes.. fresh paint from tube vs palette

Using tube paints fresh vs filing a palette
Hi everyone! I’m new to watercolor and had a few questions about tubed paint. I’ve watched a ton of tutorials and have seen people use their tube paint differently, and wondering what is the best method.
  1. Is it better to use fresh paint as you need it? Just putting a little bit on a small palette and adding water as needed? Or better to fill a full palette with all your tube colors with a ton of paint to always have?
  2. For those who fill a palette, why is there a 24 hour drying period??
  3. What’s the best method??
I’ve seen a lot of people fill a palette with like 20 colors and then let dry for 24 hours and use that. But I’ve always seen people just add a dab of paint in a smaller, cleaner mixing palette and just add water and use that way. Idk which to do!
Thank you for any guidance :)
submitted by daily_al to watercolor101 [link] [comments]


2024.05.19 18:16 A_Lingll Some Findings about "Scheme version 0 not supported"

Some Findings about
It seems that we may have wrongly blamed WP.
From the. schem file provided to me by a kind-hearted person, it seems that the latest version of worldedit sets the version field to "0", which is a bit strange. I don't know if this is a temporary issue in development or a mistake caused by carelessness.
https://preview.redd.it/iweffqkjqe1d1.png?width=776&format=png&auto=webp&s=760666c0e35127b1dd02e52e560c19944cf659e9
Additionally, I found through checking the code in the WP repository that WP currently supports the schematic3 version.
Regarding how to solve this problem, if you know how to use NBTExplorer, please manually change the value of the "Version" tag to "2". Besides, you can only consider lowering your worldedit version.
(I have only referred to one file that could cause this issue, and I am not sure if there are more possibilities that could lead to this problem. If you have any other samples, please provide them to me.)
submitted by A_Lingll to Worldpainter [link] [comments]


2024.05.19 10:41 TheNocturnalDad OctoEverywhere Will Not Install after Firmware update and factory reset

I had previously performed a firmware update, and doing so borked Fluid. So I went and did a factory reset on my K1 Max. After rebooting and recalibrating, it said there was another firmware update available. So I downloaded that, re calibrated the printer, re enabled root/ssh, and proceeded to use the helper script to go through and install what I had before. Everything went fine until I got to OctoEverywhere. This is not the first time I've had issues getting it to install. I tried using the helper script as well as downloading the install manually. Tried deleting all files in the OctoEverywhere folder and tried again, no matter what I get some weird message " Could not build wheels for pillow, which is required to install pyproject.toml-based projects"
This is an error I've never seen before.
Below is what I HOPE is the output that may shine some light on what is going wrong. This is a fresh reset machine, up to date firmware, so I don't understand the problem.

Running in K1 and K1 Max OS mode
Checking required system packages are installed...
Downloading http://bin.entware.net/mipselsf-k3.4/Packages.gz
Updated list of available packages in /opt/vaopkg-lists/entware
Package python3 (3.11.7-1) installed in root is up to date.
Package python3-pip (23.3.1-1) installed in root is up to date.
WARNING: Running pip as the 'root' user can result in broken permissions and con flicting behaviour with the system package manager. It is recommended to use a v irtual environment instead: https://pip.pypa.io/warnings/venv
System package install complete.
Checking Python Virtual Environment For OctoEverywhere...
No virtual environment found, creating one now.
created virtual environment CPython3.11.7.final.0-32 in 4380ms
creator CPython3Posix(dest=/usdata/octoeverywhere-env, clear=False, no_vcs_i gnore=False, global=True)
seeder FromAppData(download=False, pip=bundle, setuptools=bundle, wheel=bundle , via=copy, app_data_dir=/usdata/.local/share/virtualenv)
added seed packages: pip==24.0, setuptools==69.5.1, wheel==0.43.0
activators BashActivator,CShellActivator,FishActivator,NushellActivator,PowerS hellActivator,PythonActivator
Updating PIP if needed... (this can take a few seconds or so)
Requirement already satisfied: pip in /usdata/octoeverywhere-env/lib/python3.11/site-packages (24.0)
Installing or updating required python libs...
error: subprocess-exited-with-error

× Building wheel for pillow (pyproject.toml) did not run successfully.
│ exit code: 1
╰─> [216 lines of output]
running bdist_wheel
running build
running build_py
creating build
creating build/lib.linux-mips-cpython-311
creating build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/GifImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_version.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/BmpImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageCms.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PcfFontFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageColor.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PaletteFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageEnhance.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/features.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/__main__.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_typing.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PcxImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ContainerIO.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/TarIO.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/DcxImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageDraw.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/IcnsImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageTk.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PyAccess.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/__init__.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/GimpGradientFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/TiffImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PdfParser.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/FpxImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_binary.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PngImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageGrab.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/MicImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/XbmImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/CurImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageWin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/MspImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PSDraw.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/GdImageFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/DdsImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/QoiImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/BufrStubImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/EpsImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/WalImageFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/IptcImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/FitsImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PsdImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/TgaImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImagePath.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/WmfImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ExifTags.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/McIdasImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/JpegImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/XpmImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageMath.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/FontFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/SgiImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/WebPImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_deprecate.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImagePalette.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageFilter.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageFont.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/TiffTags.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/Jpeg2KImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PixarImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/SpiderImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageMorph.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageShow.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/SunImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/GimpPaletteFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_tkinter_finder.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImtImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageSequence.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/GribStubImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/MpoImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/FliImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_util.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PdfImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/JpegPresets.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/GbrImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageStat.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/MpegImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/Hdf5StubImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PalmImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageQt.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/report.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageOps.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageChops.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/FtexImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PcdImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageDraw2.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/BlpImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/Image.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageTransform.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/XVThumbImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/PpmImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/ImageMode.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/BdfFontFile.py -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/IcoImagePlugin.py -> build/lib.linux-mips-cpython-311/PIL
running egg_info
writing src/pillow.egg-info/PKG-INFO
writing dependency_links to src/pillow.egg-info/dependency_links.txt
writing requirements to src/pillow.egg-info/requires.txt
writing top-level names to src/pillow.egg-info/top_level.txt
reading manifest file 'src/pillow.egg-info/SOURCES.txt'
reading manifest template 'MANIFEST.in'
warning: no files found matching '*.c'
warning: no files found matching '*.h'
warning: no files found matching '*.sh'
warning: no files found matching '*.txt'
warning: no files found matching '.flake8'
warning: no previously-included files found matching '.appveyor.yml'
warning: no previously-included files found matching '.clang-format'
warning: no previously-included files found matching '.coveragerc'
warning: no previously-included files found matching '.editorconfig'
warning: no previously-included files found matching '.readthedocs.yml'
warning: no previously-included files found matching 'codecov.yml'
warning: no previously-included files found matching 'renovate.json'
warning: no previously-included files matching '.git*' found anywhere in distribution
warning: no previously-included files matching '*.so' found anywhere in distribution
no previously-included directories found matching '.ci'
no previously-included directories found matching 'wheels'
adding license file 'LICENSE'
writing manifest file 'src/pillow.egg-info/SOURCES.txt'
copying src/PIL/_imaging.pyi -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_imagingcms.pyi -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_imagingft.pyi -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_imagingmath.pyi -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_imagingmorph.pyi -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/_webp.pyi -> build/lib.linux-mips-cpython-311/PIL
copying src/PIL/py.typed -> build/lib.linux-mips-cpython-311/PIL
running build_ext


The headers or library files could not be found for zlib,
a required dependency when compiling Pillow from source.

Please see the install instructions at:
https://pillow.readthedocs.io/en/latest/installation.html

Traceback (most recent call last):
File "", line 1009, in
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/__init__.py", line 104, in setup
return distutils.core.setup(**attrs)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/core.py", line 184, in setup
return run_commands(dist)
^^^^^^^^^^^^^^^^^^
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/core.py", line 200, in run_commands
dist.run_commands()
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/dist.py", line 969, in run_commands
self.run_command(cmd)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/dist.py", line 967, in run_command
super().run_command(command)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/dist.py", line 988, in run_command
cmd_obj.run()
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/normal/lib/python3.11/site-packages/wheel/bdist_wheel.py", line 368, in run
self.run_command("build")
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/cmd.py", line 316, in run_command
self.distribution.run_command(command)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/dist.py", line 967, in run_command
super().run_command(command)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/dist.py", line 988, in run_command
cmd_obj.run()
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/command/build.py", line 132, in run
self.run_command(cmd_name)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/cmd.py", line 316, in run_command
self.distribution.run_command(command)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/dist.py", line 967, in run_command
super().run_command(command)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/dist.py", line 988, in run_command
cmd_obj.run()
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/command/build_ext.py", line 91, in run
_build_ext.run(self)
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/_distutils/command/build_ext.py", line 359, in run
self.build_extensions()
File "", line 826, in build_extensions
RequiredDependencyException: zlib

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "/usdata/octoeverywhere-env/lib/python3.11/site-packages/pip/_vendopyproject_hooks/_in_process/_in_process.py", line 353, in
main()
File "/usdata/octoeverywhere-env/lib/python3.11/site-packages/pip/_vendopyproject_hooks/_in_process/_in_process.py", line 335, in main
json_out['return_val'] = hook(**hook_input['kwargs'])
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usdata/octoeverywhere-env/lib/python3.11/site-packages/pip/_vendopyproject_hooks/_in_process/_in_process.py", line 251, in build_wheel
return _build_backend().build_wheel(wheel_directory, config_settings,
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usdata/opt/tmp/pip-install-93ffv0sl/pillow_dcffede559724c7d9c0af468515912d6/_custom_build/backend.py", line 26, in build_wheel
return super().build_wheel(wheel_directory, config_settings, metadata_directory)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/build_meta.py", line 410, in build_wheel
return self._build_with_temp_dir(
^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/build_meta.py", line 395, in _build_with_temp_dir
self.run_setup()
File "/usdata/opt/tmp/pip-install-93ffv0sl/pillow_dcffede559724c7d9c0af468515912d6/_custom_build/backend.py", line 20, in run_setup
return super().run_setup(setup_script)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usdata/opt/tmp/pip-build-env-2zqzr5ol/overlay/lib/python3.11/site-packages/setuptools/build_meta.py", line 311, in run_setup
exec(code, locals())
File "", line 1025, in
RequiredDependencyException:

The headers or library files could not be found for zlib,
a required dependency when compiling Pillow from source.

Please see the install instructions at:
https://pillow.readthedocs.io/en/latest/installation.html


root@K1Max-AABB /usdata/octoeverywhere [#]
root@K1Max-AABB /usdata/octoeverywhere [#] note: This error originates from a subprocess, and is likely not a problem with pip.
-sh: note:: not found
root@K1Max-AABB /usdata/octoeverywhere [#] ERROR: Failed building wheel for pillow
-sh: ERROR:: not found
root@K1Max-AABB /usdata/octoeverywhere [#] ERROR: Could not build wheels for pillow, which is required to install pyproject.toml-based projects
-sh: ERROR:: not found
root@K1Max-AABB /usdata/octoeverywhere [#] root@K1Max-AABB /usdata/octoeverywhere [#]
submitted by TheNocturnalDad to crealityk1 [link] [comments]


2024.05.18 08:34 TheDemonBlue378 help with the canvas

help with the canvas
I have problems adjusting the life bar 😔
submitted by TheDemonBlue378 to Unity2D [link] [comments]


2024.05.18 05:58 fernwhisperer Why do some apps have huge title bars and menus?

Why do some apps have huge title bars and menus? submitted by fernwhisperer to gnome [link] [comments]


2024.05.18 02:19 PianistMore4166 How Much Is Too Much For a Logo Design?

I am in the process of having a logo designed for my start up by a reputable small firm in ATX, and received a base quote for $5,500 for the following services:
Not knowing anything about logo design or logo pricing, I don't know if this is high or if this about where the market is at. Obviously a good designer can be worth the money, but I just don't have anything to compare it to.
The designer for the company is very good at his job, I was very impressed by the conversations, examples I was provided, and the examples on the website.
Anyways, should I move forward with this company or should I look elsewhere? Any help or insight is appreciated!
submitted by PianistMore4166 to logodesign [link] [comments]


2024.05.17 18:31 _love_mercy_ [FNV] GECK Help! (lol) Seeking alternatives to the object palette editor.

So the object palette editor crashes the geck for me. Ive tried everything (i can think of)to fix this but nope* so, moving past this. Are there any work arounds, for grouping copies of object models? Can i make a new folder in the game files with copies of the objects i want to group without messing anything up?
Also a (tip?) bc the palette was broken, i mapped a controller to have all of the main hot keys on the left hand (shift, crt, ctrl z, ctrl d, f; x, y, z, ctrl f, q, ctrl q) and use the mouse still with the right. It has been SUPER helpful work flow wise for map design.
submitted by _love_mercy_ to FalloutMods [link] [comments]


2024.05.17 13:43 Better_Highlight_606 Export layers Issue!

Export layers Issue!
Hi - First of all, thanks a lot for this great tool.
I need to export individual layers, and I was using the tool export layer feature and it was working fine last month as well. however today, when I try to export the layers (File > Export Layers) It downloads the assets zip like normal, but with size of 2kb. And the zip is empty.
Export options
submitted by Better_Highlight_606 to photopea [link] [comments]


2024.05.17 11:32 MathematicianBig7282 why there's "!!" on every tab on jupyter lab interface

code running without issue. It weren't there idk what happened but it started to appear suddenly.What's reason and how can i solve this,ik it's probably pretty easy and stupid thing but sorry for that and thanks in advance
submitted by MathematicianBig7282 to Jupyter [link] [comments]


http://rodzice.org/