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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><title>Tux Paint Advanced Stamps HOWTO</title>
<meta http-equiv="Content-Type" content="text/html; charset=us-ascii">
</head>
<body bgcolor="#FFFFFF" text="#000000" link="#0000FF" vlink="#FF0000"
alink="#FF00FF">
<center>
<h1><img src="images/tuxpaint-title.png" width=220 height=219
alt="Tux&nbsp;Paint"><br>
version
0.9.22
<br>
Advanced Stamps HOWTO</h1>
<p>Copyright 2006-2008 by Albert Cahalan for the Tux Paint project<br>
New Breed Software</p>
<p><a href="mailto:albert@users.sf.net">albert@users.sf.net</a><br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a></p>
<p>March 8, 2006 - July 1, 2009</p>
</center>
<h2>About this HOWTO</h2>
<blockquote>
<p>This HOWTO assumes that you want to make an excellent Tux&nbsp;Paint
stamp, in PNG bitmapped format, from a JPEG image (e.g., a digital
photograph). There are easier and faster methods that
produce lower quality.</p>
<p>This HOWTO assumes you are dealing with normal opaque objects. Dealing
with semi-transparent objects (fire, moving fan blade, kid's baloon)
or light-giving objects (fire, lightbulb, sun) is best done with custom
software. Images with perfect solid-color backgrounds are also best done
with custom software, but are not troublesome to do as follows.</p>
</blockquote>
<h2>Image choice is crucial</h2>
<blockquote>
<h3>License</h3>
<blockquote>
<p>If you wish to submit artwork to the Tux&nbsp;Paint developers for
consideration for inclusion in the official project, or if you wish to
release your own copy of Tux&nbsp;Paint, bundled with your own graphics,
you need an image that is compatible with the GNU
<a href="../COPYING.txt">General Public License</a> used by
Tux&nbsp;Paint.</p>
<p>Images produced by the US government are Public Domain, but be aware
that the US government sometimes uses other images on the web.
<a href="http://images.google.com/">Google image</a> queries including
either <code>site:gov</code> or <code>site:mil</code> will supply many
suitable images. (Note: the *.mil sites include non-military content,
too!)</p>
Your own images can be placed in the Public&nbsp;Domain by declaring it
so. (Hire a lawyer if you feel the need for legal advice.)</p>
<p>For personal use, any image you can legitimately modify and use
for your own personal use should be fine.</p>
</blockquote>
<h3>Image Size and Orientation:</h3>
<blockquote>
<p>You need an image that has a useful orientation. Perspective is
an enemy. Images that show an object from the corner are difficult to
fit into a nice drawing. As a general rule, telephoto side views are
the best. The impossible ideal is that, for example, two wheels of a
car are perfectly hidden behind the other two.</p>
<p>Rotating an image can make it blurry, especially if you only rotate by
a few degrees. Images that don't need rotation are best, images that need
lots of rotation (30 to 60 degrees) are next best, and images that need
just a few degrees are worst. Rotation will also make an image darker
because most image editing software is very bad about gamma handling.
(Rotation is only legitimate for gamma=1.0 images.)</p>
<p>Very large images are more forgiving of mistakes, and thus easier to
work with. Choose an image with an object that is over 1000 pixels
across if you can. You can shrink this later to hide your mistakes.</p>
<p>Be sure that the image is not too grainy, dim, or washed out.</p>
<p>Pay attention to feet and wheels. If they are buried in something,
you will need to draw new ones. If only one is buried, you might be
able to copy the other one as a replacement.</p>
</blockquote>
</blockquote>
<h2>Prepare the image:</h2>
<blockquote>
<p>First of all, be sure to avoid re-saving the image as a JPEG. This causes
quality loss. There is a special tool called
<a href="http://gnuwin32.sourceforge.net/packages/jpeg.htm">jpegtran</a>
that lets you crop an image without the normal quality loss. If you want a
GUI for it, use
<a href="http://astron.berkeley.edu/~mperrin/software/ljcrop/">ljcrop</a>.
Otherwise, use it like this:</p>
<blockquote>
<p><code>jpegtran -trim -copy none -crop 512x1728+160+128 &lt; src.jpg
&gt; cropped.jpg</code></p>
</blockquote>
<p>Bring that image up in your image editor. If you didn't crop it yet,
you may find that your image editor is very slow. Rotate and crop the
image as needed. Save the image &mdash; choose whatever native format
supports layers, masks, alpha, etc. <a href="http://www.gimp.org/">GIMP</a>
users should choose "XCF", and Adobe Photoshop users should choose "PSD",
for example.</p>
<p>If you have rotated or cropped the image in your image editor, flatten
it now. You need to have just one RGB layer <i>without mask or
alpha</i>.</p>
<p>Open the layers dialog box. Replicate the one layer several times.
From top to bottom you will need something like this:</p>
<ol>
<li>unmodified image (write-protect this if you can)
<li>an image you will modify &mdash; the "WIP" layer
<li>solid green (write-protect this if you can)
<li>solid magenta (write-protect this if you can)
<li>unmodified image (write-protect this if you can)
</ol>
<p>Give the WIP layer a rough initial mask. You might start with a
selection, or by using the grayscale value of the WIP layer. You might
invert the mask.</p>
<p><b>Warning:</b> once you have the mask, you may not rotate or
scale the image normally. This would cause data loss. You will be
given special scaling instructions later.</p>
</blockquote>
<h2>Prepare the mask:</h2>
<blockquote>
<p>Get used to doing Ctrl-click and Alt-click on the thumbnail images in the
layers dialog. You will need this to control what you are looking at and
what you are editing. Sometimes you will be editing things you can't see.
For example, you might edit the mask of the WIP layer while looking at the
unmodified image. Pay attention so you don't screw up. Always verify that
you are editing the right thing.</p>
<p>Set an unmodified image as what you will view (the top one is easiest).
Set the WIP mask as what you will edit. At some point, perhaps not
immediately, you should magnify the image to about 400% (each pixel of
the image is seen and edited as a 4x4 block of pixels on your screen).</p>
<p>Select parts of the image that need to be 100% opaque or 0% opaque.
If you can select the object or background somewhat accurately by
color, do so. As needed to avoid selecting any pixels that should be
partially opaque (generally at the edge of the object) you should
grow, shrink, and invert the selection.</p>
<p>Fill the 100% opaque areas with white, and the 0% opaque areas with
black. This is most easily done by drag-and-drop from the
foreground/background color indicator. You should not see anything happen,
because you are viewing the unmodified image layer while editing the mask
of the WIP layer. Large changes might be noticable in the thumbnail.</p>
<p>Now you must be zoomed in.</p>
<p>Check your work. Hide the top unmodified image layer. Display just the
mask, which should be a white object on a black background (probably
with unedited grey at the edge). Now display the WIP layer normally, so
that the mask is active. This should show your object over top of the
next highest enabled layer, which should be green or magenta as needed
for maximum contrast. You might wish to flip back and forth between
those backgrounds by repeatedly clicking to enable/disable the green
layer. Fix any obvious and easy problems by editing the mask while
viewing the mask.</p>
<p>Go back to viewing the top unmodified layer while editing the WIP mask.
Set your drawing tool the paintbrush. For the brush, choose a small fuzzy
circle. The 5x5 size is good for most uses.</p>
<p>With a steady hand, trace around the image. Use black around the outside,
and white around the inside. Avoid making more than one pass without
switching colors (and thus sides).</p>
<p>Flip views a bit, checking to see that the mask is working well. When
the WIP layer is composited over the green or magenta, you should see a
tiny bit of the original background as an ugly fringe around the edge.
If this fringe is missing, then you made the object mask too small.
The fringe consists of pixels that are neither 100% object nor 0% object.
For them, the mask should be neither 100% nor 0%. The fringe gets removed
soon.</p>
<p>View and edit the mask. Select by color, choosing either black or white.
Most likely you will see unselected specks that are not quite the expected
color. Invert the selection, then paint these away using the pencil tool.
Do this operation for both white and black.</p>
</blockquote>
<h2>Replace the fringe and junk pixels:</h2>
<blockquote>
<p>Still viewing the mask, select by color. Choose black. Shrink the
selection by several pixels, being sure to NOT shrink from the edges of
the mask (the shrink helps you avoid and recover from mistakes).</p>
<p>Now disable the mask. View and edit the unmasked WIP layer. Using the
color picker tool, choose a color that is average for the object.
Drag-and-drop this color into the selection, thus removing most of the
non-object pixels.</p>
<p>This solid color will compress well and will help prevent ugly color
fringes when Tux&nbsp;Paint scales the image down. If the edge of the
object has multiple colors that are very different, you should split up
your selection so that you can color the nearby background to be
similar.</p>
<p>Now you will paint away the existing edge fringe. Be sure that you are
editing and viewing the WIP image. Frequent layer visibility changes will
help you to see what you are doing. You are likely to use all of:</p>
<ul>
<li>composited over green (mask enabled)
<li>composited over magenta (mask enabled)
<li>original (the top or bottom layer)
<li>composited over the original (mask enabled)
<li>raw WIP layer (mask DISABLED)
</ul>
<p>To reduce accidents, you may wish to select only those pixels that are
not grey in the mask. (Select by color from the mask, choose black, add
mode, choose white, invert. Alternately: Select all, select by color from
the mask, subtract mode, choose black, choose white.) If you do this,
you'll probably want to expand the selection a bit and/or hide the
"crawling ants" line that marks the selection.</p>
<p>Use the clone tool and the brush tool. Vary the opacity as needed.
Use small round brushes mostly, perhaps 3x3 or 5x5, fuzzy or not.
(It is generally nice to pair up fuzzy brushes with 100% opacity and
non-fuzzy brushes with about 70% opacity.) Unusual drawing modes can be
helpful with semi-transparent objects.</p>
<p>The goal is to remove the edge fringe, both inside and outside of
the object. The inside fringe, visible when the object is composited
over magenta or green, must be removed for obvious reasons. The
outside fringe must also be removed because it will become visible
when the image is scaled down. As an example, consider a 2x2 region of
pixels at the edge of a sharp-edged object. The left half is black
and 0% opaque. The right half is white and 100% opaque. That is, we
have a white object on a black background. When Tux&nbsp;Paint scales this
to 50% (a 1x1 pixel area), the result will be a grey 50% opaque pixel.
The correct result would be a white 50% opaque pixel. To get this
result, we would paint away the black pixels. They matter, despite
being 0% opaque.</p>
<p>Tux&nbsp;Paint can scale images down by a very large factor, so it is
important to extend the edge of your object outward by a great deal.
Right at the edge of your object, you should be very accurate about this.
As you go outward away from the object, you can get a bit sloppy. It is
reasonable to paint outward by a dozen pixels or more. The farther you go,
the more Tux&nbsp;Paint can scale down without creating ugly color fringes.
For areas that are more than a few pixels away from the object edge, you
should use the pencil tool (or sloppy select with drag-and-drop color) to
ensure that the result will compress well.</p>
</blockquote>
<h2>Save the image for Tux Paint</h2>
<blockquote>
<p>It is very easy to ruin your hard work. Image editors can silently
destroy pixels in 0% opaque areas. The conditions under which this
happens may vary from version to version. If you are very trusting,
you can try saving your image directly as a PNG. Be sure to read it
back in again to verify that the 0% opaque areas didn't turn black or
white, which would create fringes when Tux&nbsp;Paint scales the image down.
If you need to scale your image to save space (and hide your mistakes), you
are almost certain to destroy all the 0% opaque areas. So here is a better
way...</p>
<h3>A Safer Way to Save:</h3>
<blockquote>
<p>Drag the mask from the layers dialog to the unused portion of
the toolbar (right after the last drawing tool). This will create a
new image consisting of one layer that contains the mask data. Scale
this as desired, remembering the settings you use. Often you should
start with an image that is about 700 to 1500 pixels across, and end
up with one that is 300 to 400.</p>
<p>Save the mask image as a NetPBM portable greymap ("<code>.pgm</code>")
file. (If you are using an old release of The&nbsp;GIMP, you might need
to convert the image to greyscale before you can save it.) Choose the
more compact "RAW&nbsp;PGM" format. (The second character of the file
should be the ASCII digit "5", hex byte 0x35.)</p>
<p>You may close the mask image.</p>
<p>Going back to the multi-layer image, now select the WIP layer. As you
did with the mask, drag this from the layers dialog to the toolbar. You
should get a single-layer image of your WIP data. If the mask came along
too, get rid of it. You should be seeing the object and the painted-away
surroundings, without any mask thumbnail in the layers dialog. If you
scaled the mask, then scale this image in exactly the same way. Save
this image as a NetPBM portable pixmap ("<code>.ppm</code>") file.
(Note: ppm, not pgm.) (If you choose the RAW&nbsp;PPM format, the
second byte of the file should be the ASCII digit "6", hex byte 0x36.)</p>
<p>Now you need to merge the two files into one. Do that with the
<a href="http://netpbm.sourceforge.net/">pnmtopng</a> command, like
this:</p>
<blockquote><p><code>
pnmtopng -force -compression 9 -alpha mask.pgm fg.ppm &gt;
final-stamp.png
</code></p></blockquote>
</blockquote>
</blockquote>
</body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><title>Extending Tux Paint</title>
<meta http-equiv="Content-Type" content="text/html; charset=us-ascii">
</head>
<body bgcolor="#FFFFFF" text="#000000" link="#0000FF" vlink="#FF0000"
alink="#FF00FF">
<center>
<h1><img src="images/tuxpaint-title.png" width=220 height=219
alt="Tux&nbsp;Paint"><br>
version
0.9.22
<br>
Extending Tux Paint</h1>
<p>Copyright 2002-2009 by Bill Kendrick and others<br>
New Breed Software</p>
<p><a href="mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a><br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a></p>
<p>June 14, 2002 - July 1, 2009</p>
</center>
<hr size=2 noshade>
<p>If you wish to add or change things like Brushes and Rubber Stamps
used by Tux&nbsp;Paint, you can do it fairly easily by simply putting
or removing files on your hard disk.</p>
<p>Note: You'll need to restart Tux&nbsp;Paint for the changes to take
effect.</p>
<h2>Where Files Go</h2>
<blockquote>
<h3>Standard Files</h3>
<blockquote>
<p>Tux&nbsp;Paint looks for its various data files in its
'data' directory.</p>
<h4>Linux and Unix</h4>
<blockquote>
<p>Where this directory goes depends on what value was set for
"<code>DATA_PREFIX</code>" when Tux&nbsp;Paint was built. See
INSTALL.txt for details.</p>
<p>By default, though, the directory is:</p>
<blockquote><code>
/usr/local/share/tuxpaint/
</code></blockquote>
<p>If you installed from a package, it is more likely to be:</p>
<blockquote><code>
/usr/share/tuxpaint/
</code></blockquote>
</blockquote>
<h4>Windows</h4>
<blockquote>
<p>Tux&nbsp;Paint looks for a directory called 'data' in the same
directory as the executable. This is the directory that the
installer used when installing Tux&nbsp;Paint e.g.:</p>
<blockquote><code>
C:\Program&nbsp;Files\TuxPaint\data
</code></blockquote>
</blockquote>
<h4>Mac OS X</h4>
<blockquote>
<p>Tux&nbsp;Paint stores its data files inside the "Tux&nbsp;Paint"
application (which is actually a special kind of folder on
Mac&nbsp;OS&nbsp;X). The following steps explain how to get to
the folders within:</p>
<ol>
<li>Bring up a 'context' menu by holding the [Control] key and clicking
the Tux&nbsp;Paint icon the in Finder. (If you have a mouse with more
than one button, you can simply right-click the icon.)</li>
<li>Select "Show&nbsp;Contents" from the menu that appears.
A new Finder window will appear with a folder inside called
"Contents."</li>
<li>Open the "Contents" folder and open the "Resources" folder found
inside.</li>
<li>There, you will find the "starters", "stamps" and "brushes"
folders. Adding new content to these folders will make the content
available to any user that launches this copy (icon) of
Tux&nbsp;Paint.</li>
</ol>
<p><em>Note:</em> If you install a newer version of Tux&nbsp;Paint
and replace or discard the old version, you will lose changes made
by following the instructions above, so keep backups of your new
content (stamps, brushes, etc.).</p>
<p>Tux&nbsp;Paint also looks for files in a "TuxPaint" folder
that you can place in your system's "Application&nbsp;Support" folder
(found under "Library" at the root of your hard disk):</p>
<blockquote><code>
/Library/Application&nbsp;Support/TuxPaint/
</code></blockquote>
<p>It also looks for files in the user's "Application Support" folder:
</p>
<blockquote><code>
/Users/<i>(user&nbsp;name)</i>/Library/Application Support/TuxPaint/
</code></blockquote>
<p>When you upgrade to a newer version of Tux Paint, the contents of this
TuxPaint folder will stay the same and remain accessible by all users
of Tux Paint.</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h3>Personal Files</h3>
<blockquote>
<p>You can also create brushes, stamps, fonts and 'starters' in your
own directory (folder) for Tux&nbsp;Paint to find.</p>
<h4>Windows</h4>
<blockquote>
<p>Your personal Tux&nbsp;Paint folder is stored in your
"Application Data". For example, on newer Windows (set up
for an English-speaking user):</p>
<blockquote><code>
C:\Documents and Settings\<i>(user&nbsp;name)</i>\Application
Data\TuxPaint\
</code></blockquote>
</blockquote>
<h4>Mac OS X</h4>
<blockquote>
<p>Your personal Tux&nbsp;Paint folder is stored in your
"Application Support" folder:
<blockquote><code>
/Users/<i>(user&nbsp;name)</i>/Library/Application Support/
TuxPaint/</code>
</code></blockquote>
</blockquote>
<h4>Linux and Unix</h4>
<blockquote>
<p>Your personal Tux&nbsp;Paint directory is
"<code>$(HOME)/.tuxpaint/</code>" (also known as
"<code>~/.tuxpaint/</code>".</p>
<p>That is, if your home directory is "<code>/home/karl</code>", then
your Tux&nbsp;Paint directory is
"<code>/home/karl/.tuxpaint/</code>".</p>
<p>Don't forget the period ("<code>.</code>") before the
'<code>tuxpaint</code>'!</p>
</blockquote>
<p>To add brushes, stamps fonts, and 'starters,' create subdirectories
under your personal Tux&nbsp;Paint directory named
"<code><b>brushes</b></code>", "<code><b>stamps</b></code>",
"<code><b>fonts</b></code>" and
"<code><b>starters</b></code>" respectively.</p>
<p>(For example, if you created a brush named "<code>flower.png</code>",
you would put it in "<code>~/.tuxpaint/brushes/</code>" under Linux or
Unix.)</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h2>Brushes</h2>
<blockquote>
<p>The brushes used for drawing with the 'Brush' and 'Lines' tools in
Tux&nbsp;Paint are simply PNG image files.</p>
<img src="images/brush_edit.png" width=123 height=147 alt="" align=right>
<p>The alpha (transparency) of the PNG image is used to determine the shape
of the brush, which means that the shape can be 'anti-aliased' and even
partially-transparent!</p>
<p>Greyscale pixels in the brush PNG will be drawn using the
currently-selected color in Tux&nbsp;Paint. Color pixels will be
tinted.</p>
<p>Brush images should be no wider than 40&nbsp;pixels across and
no taller than 40&nbsp;pixels high. (i.e., the maximum size
can be 40&nbsp;x&nbsp;40.)</p>
<h3>Brush Options</h3>
<blockquote>
<p>Aside from a graphical shape, brushes can also be given other
attributes. To do this, you need to create a 'data&nbsp;file'
for the brush.</p>
<p>A brush data file is simply a text file containing the options.</p>
<p>The file has the same name as the PNG image, but a "<code>.dat</code>"
extension. (e.g., "<code>brush.png</code>"'s data file is the text
file "<code>brush.dat</code>" in the same directory.)</p>
<h4>Brush Spacing</h4>
<blockquote>
<p>As of Tux&nbsp;Paint version 0.9.16, you can now specify the spacing
for brushes (that is, how often they are drawn). By default, the
spacing will be the brush's height, divided by 4.</p>
<p>Add a line containing the line "<code><b>spacing=<i>N</i></b></code>"
to the brush's data file, where <i>N</i> is the spacing you want
for the brush. (The lower the number, the more often the brush is
drawn.)</p>
</blockquote>
<h4>Animated Brushes</h4>
<blockquote>
<p>As of Tux&nbsp;Paint version 0.9.16, you may now create animated
brushes. As the brush is used, each frame of the animation is
drawn.</p>
<p>Lay each frame out across a wide PNG image. For example,
if your brush is 30x30 and you have 5 frames, the image should
be 150x30.</p>
<p>Add a line containing the line "<code><b>frames=<i>N</i></b></code>"
to the brush's data file, where <i>N</i> is the number of frames
in the brush.</p>
<p><b>Note:</b> If you'd rather the frames be flipped through
randomly, rather than sequentially, also add a line containing
"<code><b>random</b></code>" to the brush's data file.</p>
</blockquote>
<h4>Directional Brushes</h4>
<blockquote>
<p>As of Tux&nbsp;Paint version 0.9.16, you may now create directional
brushes. As the brush is used, different shapes are drawn, depending
on the direction the brush is going.</p>
<p>The directional shapes are divided into a 3x3 square in a PNG image.
For example, if your brush is 30x30, the image should be 90x90, and
each of the direction's shapes placed in a 3x3 grid. The center
region is used for no motion. The top right is used for motion that's
both up, and to the right. And so on.</p>
<p>Add a line containing the line "<code><b>directional</b></code>"
to the brush's data file.</p>
</blockquote>
<h4>Animated Directional Brushes</h4>
<blockquote>
<p>You may mix both animated and directional features into one
brush. Use both options ("<code><b>frames=<i>N</i></b></code>" and
"<code><b>directional</b></code>"), in separate lines in the
brush's "<code>".dat</code>" file.</p>
<p>Lay the brush out so that each 3x3 set of directional shapes are
laid out across a wide PNG image. For example, if the brush is 30x30
and there are 5 frames, it would be 450x90. (The leftmost 150x90 pixels
of the image represent the 9 direction shapes for the first frame,
for example.)</p>
</blockquote>
</blockquote>
<p>Place the brush image PNGs (and any data text files) in the
"<code><b>brushes</b></code>" directory.</p>
<p>Note: If your new brushes all come out as solid squares or rectangles,
it's because you forgot to use alpha transparency! See the documentation
file "PNG.txt" for more information and tips.</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>Stamps</h2>
<blockquote>
<p>All stamp-related files go in the "<code><b>stamps</b></code>" directory.
It's useful to create subdirectories and sub-subdirectories
there to organize the stamps. (For example, you can have a
"<code>holidays</code>" folder with "<code>halloween</code>" and
"<code>christmas</code>" sub-folders.)</p>
<h3>Images</h3>
<blockquote>
<p>Rubber Stamps in Tux&nbsp;Paint can be made up of a number of separate
files. The one file that is required is, of course, the picture
itself.</p>
<img src="images/stamp_edit.png" width=128 height=147 alt="" align=right>
<p>As of Tux&nbsp;Paint version 0.9.17, Stamps may be either PNG
bitmap images or SVG vector images. They can be full-color or greyscale.
The alpha (transparency) channel of PNGs is used to determine the actual
shape of the picture (otherwise you'll stamp a large rectangle on your
drawings).</p>
<p>PNGs can be any size, and Tux&nbsp;Paint (by default) provides
a set of sizing buttons to let the user scale the stamp up (larger)
and down (smaller).</p>
<p>SVGs are vector-based, and will be scaled appropriately for the
canvas being used in Tux&nbsp;Paint.</p>
<p>Note: If your new PNG stamps all have solid rectangular-shaped outlines
of a solid color (e.g., white or black), it's because you forgot to use
alpha transparency! See the documentation file
"<a href="../PNG.txt">PNG.txt</a>" for more information and tips.</p>
<p>Note: If your new SVG stamps seem to have a lot of whitespace,
make sure the SVG 'document' is no larger than the shape(s) within.
If they are being clipped, make sure the 'document' is large enough
to contain the shape(s). See the documentation file
"<a href="../SVG.txt">SVG.txt</a>" for more information and tips.</p>
<p><b>Advanced Users:</b> The
<a href="ADVANCED-STAMPS-HOWTO.html">Advanced Stamps HOWTO</a> describes,
in detail, how to make PNG images which will scale perfectly when used as
stamps in Tux&nbsp;Paint.</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h3>Description Text</h3>
<blockquote>
<p>Text (".TXT") files with the same name as the PNG or SVG.
(e.g., "<code>picture.png</code>"'s description is stored in
"<code>picture.txt</code>" in the same directory.)</p>
<p>The first line of the text file will be used as the US English
description of the stamp's image. It must be encoded in UTF-8.</p>
<h4>Language Support</h4>
<blockquote>
<p>Additional lines can be added to the text file to provide
translations of the description, to be displayed when Tux&nbsp;Paint
is running in a different locale (like French or Spanish).</p>
<p>The beginning of the line should correspond to the language code
of the language in question (e.g., "<code>fr</code>" for French, and
"<code>zh_TW</code>" for Traditional Chinese), followed by
"<code>.utf8=</code>" and the translated description (encoded
in UTF-8).</p>
<p>There are scripts in the "<code>po</code>" directory for converting
the text files to PO format (and back) for easy translation to
different languages. Therefore you should never add or change translations
in the .txt files directly.</p>
<p>If no translation is available for the language Tux&nbsp;Paint
is currently running in, the US English text is used.</p>
</blockquote>
<h4>Windows Users</h4>
<blockquote>
<p>Use NotePad or WordPad to edit/create these files.
Be sure to save them as Plain Text, and make sure they have
"<code>.txt</code>" at the end of the filename...</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h3>Sound Effects</h3>
<blockquote>
<p>WAVE (".wav") or OGG Vorbis (".ogg")
files with the same name as the PNG or SVG.
(e.g., "<code>picture.svg</code>"'s sound effect is the sound file
"<code>picture.wav</code>" in the same directory.)</p>
<h4>Language Support</h4>
<blockquote>
<p>For sounds for different locales (e.g., if the sound is someone
saying a word, and you want translated versions of the word said),
also create WAV or OGG files with the locale's label in the filename, in
the form: "<code><b>STAMP_LOCALE.EXT</b></code>"</p>
<p>"<code>picture.png</code>"'s sound effect, when Tux&nbsp;Paint is run
in Spanish mode, would be "<code>picture_es.wav</code>".
In French mode, "<code>picture_fr.wav</code>". In Brazilian
Portuguese mode, "<code>picture_pt_BR.wav</code>". And so on...</p>
<p>If no localized sound effect can be loaded, Tux&nbsp;Paint will
attempt to load the 'default' sound file.
(e.g., "<code>picture.wav</code>")</p>
</blockquote>
<p>Note: For descriptive sounds (not sound effects, like a bang or
a bird chirping), consider using the Descriptive&nbsp;Sounds,
described below.</p>
</blockquote>
<hr size=1 noshade>
<h3>Descriptive Sound</h3>
<blockquote>
<p>WAVE (".wav") or OGG Vorbis (".ogg")
files with the same name as the PNG or SVG, followed by
"<code>_desc</code>" (e.g., "<code>picture.svg</code>"'s descriptive
sound is the sound file "<code>picture_desc.ogg</code>" in the same
directory.)</p>
<h4>Language Support</h4>
<blockquote>
<p>For descriptions in different languages,
also create WAV or OGG files with both "<code>_desc</code>" and
the locale's label in the filename, in
the form: "<code><b>STAMP_desc_LOCALE.EXT</b></code>"</p>
<p>"<code>picture.png</code>"'s descriptive sound, when Tux&nbsp;Paint
is run in Spanish mode, would be "<code>picture_desc_es.wav</code>".
In French mode, "<code>picture_desc_fr.wav</code>". In
Brazilian Portuguese mode, "<code>picture_desc_br_PT.wav</code>".
And so on...</p>
<p>If no localized descriptive sound can be loaded, Tux&nbsp;Paint will
attempt to load the 'default' descriptive sound file.
(e.g., "<code>picture_desc.wav</code>")</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h3>Stamp Options</h3>
<blockquote>
<p>Aside from a graphical shape, a textual description, and a sound
effect, stamps can also be given other attributes. To do this, you need
to create a 'data&nbsp;file' for the stamp.</p>
<p>A stamp data file is simply a text file containing the options.</p>
<p>The file has the same name as the PNG or SVG image, but a
"<code>.dat</code>" extension. (e.g., "<code>picture.png</code>"'s
data file is the text file "<code>picture.dat</code>" in the same
directory.)</p>
<h4>Colored Stamps</h4>
<blockquote>
<p>Stamps can be made to be either "colorable" or "tintable."</p>
<h5>Colorable</h5>
<blockquote>
<p>"Colorable" stamps they work much like brushes - you pick the stamp
to get the shape, and then pick the color you want it to be.
(Symbol stamps, like the mathematical and musical ones, are an
example.)</p>
<p>Nothing about the original image is used except the transparency
(from "alpha" channel). The color of the stamp comes out solid.</p>
<center><img src="images/ex_colorable.png" width=74 height=92
alt=""></center>
<p>Add a line containing the word "<code><b>colorable</b></code>"
to the stamp's data file.</p>
</blockquote>
<h5>Tinted</h5>
<blockquote>
<p>"Tinted" stamps are similar to "colorable" ones, except the
details of the original image are kept. (To put it technically,
the original image is used, but its hue is changed, based on the
currently-selected color.)</p>
<center><img src="images/ex_tintable.png" width=151 height=78
alt=""></center>
<p>Add a line containing the word "<code><b>tintable</b></code>"
to the stamp's data file.</p>
<h6>Tinting Options:</h6>
<blockquote>
<p>Depending on the contents of your stamp, you might want to
have Tux&nbsp;Paint use one of a numer of methods when tinting it.
Add one of the following lines to the stamp's data file:</p>
<dl>
<dt>"<code><b>tinter=normal</b></code>" (default)</dt>
<dd>This is the normal tinting mode. (Hue range is
+/-&nbsp;18&nbsp;degrees, 27 replace.)</dd>
<dt>"<code><b>tinter=anyhue</b></code>"</dt>
<dd>This remaps all hues in the stamp. (Hue range is
+/-&nbsp;180&nbsp;degrees.)</dd>
<dt>"<code><b>tinter=narrow</b></code>"</dt>
<dd>This like 'anyhue', but a narrower hue angle.
(Hue range is +/-&nbsp;6&nbsp;degrees, 9 replace.)</dd>
<dt>"<code><b>tinter=vector</b></code>"</dt>
<dd>This is map 'black through white' to
'black through destination'.</dd>
</dl>
</blockquote>
</blockquote>
</blockquote>
<h4>Unalterable Stamps</h4>
<blockquote>
<p>By default, a stamp can be flipped upside down, shown as a mirror
image, or both. This is done using the control buttons below the
stamp selector, at the lower right side of the screen in
Tux&nbsp;Paint.</p>
<p>Sometimes, it doesn't make sense for a stamp to be flippable or
mirrored; for example, stamps of letters or numbers.
Sometimes stamps are symmetrical, so letting the user flip or mirror
them isn't useful.</p>
<p>To make a stamp un-flippable, add the option
"<code><b>noflip</b></code>" to the stamp's data file.</p>
<p>To keep a stamp from being mirrored, add a line containing the word
"<code><b>nomirror</b></code>" to the stamp's data file.</p>
</blockquote>
<h4>Initial Stamp Size</h4>
<blockquote>
<p>By default, Tux&nbsp;Paint assumes that your stamp is sized
appropriately for unscaled display on a 608x472 canvas. This is
the original Tux&nbsp;Paint canvas size, provided by a 640x480 screen.
Tux&nbsp;Paint will then adjust the stamp according to the current
canvas size and, if enabled, the user's stamp size controls.</p>
<p>If your stamp would be too big or too small, you can specify
a scale factor. If your stamp would be 2.5 times as wide (or tall)
as it should be, add the option "<code><b>scale 40%</b></code>" or
"<code><b>scale 5/2</b></code>" or "<code><b>scale 2.5</b></code>"
or "<code><b>scale 2:5</b></code>" to your image. You may include
an "<code><b>=</b></code>" if you wish, as in
"<code><b>scale=40%</b></code>".</p>
</blockquote>
<h4>Windows Users</h4>
<blockquote>
<p>You can use NotePad or WordPad to create these file.
Be sure to save it as Plain Text, and make sure the filename
has "<code>.dat</code>" at the end, and not "<code>.txt</code>"...</p>
</blockquote>
</blockquote>
<h3>Pre-Mirrored and Flipped Images</h3>
<blockquote>
<p>In some cases, you may wish to provide a pre-drawn version of
a stamp's mirror-image, flipped image, or even both. For example,
imagine a picture of a fire&nbsp;truck with the words
"<i>Fire&nbsp;Department</i>" written across the side. You probably
do not want that text to appear backwards when the image is flipped!</p>
<p>To create a mirrored version of a stamp that you want Tux&nbsp;Paint
to use, rather than mirroring one on its own, simply create a second
"<code>.png</code>" or "<code>.svg</code>" graphics file with the
same name, except with "<code><b>_mirror</b></code>" before the filename
extension.</p>
<p>For example, for the stamp "<code><b>truck.png</b></code>" you would
create another file named "<code><b>truck_mirror.png</b></code>", which
will be used when the stamp is mirrored (rather than using a
backwards version of '<code>truck.png</code>').</p>
<p>As of Tux&nbsp;Paint 0.9.18, you may similarly provide a pre-flipped
image with "<code><b>_flip</b></code>" in the name, and/or an image that
is both mirrored and flipped, by naming it
"<code><b>_mirror_flip</b></code>".</p>
<p><b>Note:</b> If the user flips and mirrors an image, and a pre-drawn
"<code>_mirror_flip</code>" doesn't exist, but either "<code>_flip</code>"
or "<code>_mirror</code>" does, it will be used, and mirrored or flipped,
respectively.</p>
</blockquote>
</blockquote>
<hr size=1 noshade>
<h2>Fonts</h2>
<blockquote>
<img src="images/fontsizes.png" width=48 height=48 alt="" align=right>
<p>The fonts used by Tux&nbsp;Paint are TrueType&nbsp;Fonts (TTF).</p>
<p>Simply place them in the "<code><b>fonts</b></code>" directory.
Tux&nbsp;Paint will load the font and provide four different sizes
in the 'Letters' selector when using the 'Text' tool.</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>'Starters'</h2>
<blockquote>
<img src="images/open_open.png" width=48 height=48 alt="" align=right>
<p>'Starter' images appear in the 'New' dialog, along with solid
color background choices. (Note: In earlier versions of Tux&nbsp;Paint,
they appeared in the 'Open' dialog, together with saved drawings.)</p>
<p>Unlike pictures drawn in Tux&nbsp;Paint by users and then opened
later, opening a 'starter' creates a new drawing. When you save, the
'starter' image is not overwritten. Additionally, as you edit your new
picture, the contents of the original 'starter' affect it.</p>
<b>Coloring-Book Style</b>
<blockquote>
<p>The most basic kind of 'starter' is similar to a picture in a coloring
book. It's an outline of a shape which you can then color in and
add details to. In Tux&nbsp;Paint, as you draw, type text, or stamp
stamps, the outline remains 'above' what you draw. You can erase the
parts of the drawing you made, but you can't erase the outline.</p>
<p>To create this kind of 'starter' image, simply draw an outlined
picture in a paint program, make the rest of the graphic transparent
(that will come out as white in Tux&nbsp;Paint), and save it as a
PNG format file.</p>
<p><b>Note:</b> Previous to Tux Paint 0.9.21, images needed to be
black and transparent. As of 0.9.21, if a Starter is black and white,
with no transparency, white will be converted to transparent when the
Starter is opened.</p>
<p><b>Note:</b> Previous to Tux Paint 0.9.22, Starters had to be in
PNG or JPEG (backgrounds only) format. As of 0.9.22, they may be in
SVG (vector graphics) or KPX (templates from Kid Pix, another childrens'
drawing program; they are special files which simply contain a JPEG
within).</p>
</blockquote>
<b>Scene-Style</b>
<blockquote>
<p>Along with the 'coloring-book' style overlay, you can also provide
a separate background image as part of a 'starter' picture. The
overlay acts the same: it can't be drawn over, erased, or affected by
'Magic' tools. However, the background can be!</p>
<p>When the 'Eraser' tool is used on a picture based on this kind of
'starter' image, rather than turning the canvas to a solid color,
such as white, it returns that part of the canvas to the original
background picture from the 'starter'.</p>
<p>By creating both an overlay and a background, you can create a
'starter' which simulates depth. Imagine a background that shows
the ocean, and an overlay that's a picture of a reef. You can then
draw (or stamp) fish in the picture. They'll appear in the ocean,
but never 'in front of' the reef.</p>
<p>To create this kind of 'starter' picture, simply create an overlay
(with transparency) as described above, and save it as a PNG.
Then create another image (without transparency), and save it with
the same filename, but with "<code>-back</code>" appended to the
name. (e.g., "<code>reef-back.png</code>" would be the background
ocean picture that corresponds to the "<code>reef.png</code>"
overlay, or foreground.)</p>
</blockquote>
<p>The 'starter' images should be the same size as Tux&nbsp;Paint's
canvas. (See the "Loading Other Pictures into Tux&nbsp;Paint" section of
<a href="README.html">README</a> for details on sizing.) If they are not,
they will be stretched, without affecting the shape ("aspect ratio");
however some smudging may be applied to the edges.</p>
<p>Place them in the "<code><b>starters</b></code>" directory.
When the 'New' dialog is accessed in Tux&nbsp;Paint, the 'starter'
images will appear in the screen that appears, after the various solid color
choices.</p>
<p><b>Note:</b> 'Starters' can't be saved over from within Tux&nbsp;Paint,
since loading a 'starter' is really like creating a new image.
(Instead of being blank, though there's already something there to work
with.) The 'Save' command simply creates a new picture, like it would
if the 'New' command had been used.</p>
<p><b>Note:</b> 'Starters' are 'attached' to saved pictures, via a
small text file that has the same name as the saved file, but with
"<code>.dat</code>" as the extension. This allows the overlay and
background, if any, to continue to affect the drawing even after
Tux&nbsp;Paint has been quit, or another picture loaded or started.
(In other words, if you base a drawing on a 'starter' image, it will
always be affected by it.)</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>'Templates'</h2>
<blockquote>
<img src="images/open_open.png" width=48 height=48 alt="" align=right>
<p>'Template' images also appear in the 'New' dialog, along with solid
color background choices and 'Starters'. (Note: Tux Paint prior to
version 0.9.22 did not have the 'Template' feature.)</p>
<p>Unlike pictures drawn in Tux&nbsp;Paint by users and then opened
later, opening a 'template' creates a new drawing. When you save, the
'template' image is not overwritten. Unlike 'starters', there is no
immutable 'layer' above the canvas. You may draw over any part of it.</p>
<p>When the 'Eraser' tool is used on a picture based on a 'template',
rather than turning the canvas to a solid color, such as white, it
returns that part of the canvas to the original picture from the
'template'.</p>
<p>'Templates' are simply image files (in PNG, JPG, SVG or KPX format).
No preparation or conversion should be required.</p>
<p>The 'template' images should be the same size as Tux&nbsp;Paint's
canvas. (See the "Loading Other Pictures into Tux&nbsp;Paint" section of
<a href="README.html">README</a> for details on sizing.) If they are not,
they will be stretched, without affecting the shape ("aspect ratio");
however some smudging may be applied to the edges.</p>
<p>Place them in the "<code><b>templates</b></code>" directory.
When the 'New' dialog is accessed in Tux&nbsp;Paint, the 'template'
images will appear in the screen that appears, after the various solid color
choices and 'starters'.</p>
<p><b>Note:</b> 'Templates' can't be saved over from within Tux&nbsp;Paint,
since loading a 'template' is really like creating a new image.
(Instead of being blank, though there's already something there to work
with.) The 'Save' command simply creates a new picture, like it would
if the 'New' command had been used.</p>
<p><b>Note:</b> 'Templates' are 'attached' to saved pictures, via a
small text file that has the same name as the saved file, but with
"<code>.dat</code>" as the extension. This allows the background
to continue to be available to the drawing (e.g., when using the 'Eraser'
tool) even after Tux&nbsp;Paint has been quit, or another picture loaded
or started. (In other words, if you base a drawing on a 'template' image,
it will always be affected by it.)</p>
<br clear=all>
</blockquote>
<hr size=1 noshade>
<h2>Translations</h2>
<blockquote>
<p>Tux Paint supports numerous languages, thanks to use of the
"gettext" localization library. (See <a href="OPTIONS.html">OPTIONS</a>
for how to change locales in Tux&nbsp;Paint.)</p>
<p>To translate Tux&nbsp;Paint to a new language, copy the translation
template file, "<code>tuxpaint.pot</code>" (found in Tux&nbsp;Paint's
source code, in the folder "<code>src/po/</code>"). Rename the copy as a
"<code>.po</code>" file, with an appropriate name for the locale you're
translating to (e.g., "<code>es.po</code>" for Spanish; or
"<code>pt_BR.po</code>" for Brazilian&nbsp;Portuguese, versus
"<code>pt.po</code>" or "<code>pt_PT.po</code>" for Portuguese spoken in
Portugal.)</p>
<p>Open the newly-created "<code>.po</code>" file &mdash; you can edit
in a <i>plain</i> text edtior, such as Emacs, Pico or VI on Linux, or
NotePad on Windows. The original English text used in Tux&nbsp;Paint
is listed in lines starting with "<code>msgid</code>". Enter your
translations of each of these pieces of text in the empty
"<code>msgstr</code>" lines directly below the corresponding
"<code>msgid</code>" lines. (<i>Note:</i> Do not remove the quotes.)</p>
<p>Example:</p>
<blockquote>
<p><code>msgid "Smudge"<br>
msgstr "<u>Manchar</u>"<br>
&nbsp;<br>
msgid "Click and move to draw large bricks."<br>
msgstr "<u>Haz clic y arrastra para dibujar ladrillos grandes.</u>"
</code></p>
</blockquote>
<p>A graphical tool, called <i><b>poEdit</b></i>
(<a href="http://www.poedit.net/">http://www.poedit.net/</a>), is available
for Linux, Windows and Mac&nbsp;OS&nbsp;X.</p>
<p><i>Note:</i> It is best to always work off of the <i>latest</i>
Tux&nbsp;Paint text catalog template ("<code>tuxpaint.pot</code>"),
since new text is added, and old text is occasionally changed.
The text catalog for the upcoming, unreleased version of Tux&nbsp;Paint
can be found in Tux&nbsp;Paint's CVS repository
(see: <a href="http://www.tuxpaint.org/download/source/cvs/">http://www.tuxpaint.org/download/source/cvs/</a>),
and on the Tux&nbsp;Paint website at
<a href="http://www.tuxpaint.org/help/po/">http://www.tuxpaint.org/help/po/</a>.</p>
<p>To edit an existing translation, download the latest "<code>.po</code>"
file for that language, and edit it as described above.</p>
<p>You may send new or edited translation files to Bill&nbsp;Kendrick,
lead developer of Tux&nbsp;Paint, at:
<a href="mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a>,
or post them to the "tuxpaint-i18n" mailing list
(see: <a href="http://www.tuxpaint.org/lists/">http://www.tuxpaint.org/lists/</a>).</p>
<p>Alternatively, if you have an account with
<a href="http://www.sourceforge.net/">SourceForge.net</a>, you can request
to be added to the "<code>tuxpaint</code>" project and receive write-access
to the CVS source code repository so that you may commit your changes
directly.</p>
<p><i>Note:</i> Additional locale support also requires additions
to Tux&nbsp;Paint's source code (<code>/src/i18n.h</code> and
<code>/src/i18n.c</code>), and requires updates to the <code>Makefile</code>,
to have the "<code>.po</code>" gettext catalog source files compiled into
"<code>.mo</code>" files, and installed, for use at runtime.</p>
</blockquote>
<h2>Alternative Input Methods</h2>
<blockquote>
<p>As of version 0.9.17, Tux&nbsp;Paint's "Text" tool can provide
alternative input methods for some languages. For example, when
Tux&nbsp;Paint is running with a Japanese locale, the
<b>right&nbsp;[Alt]</b> key can be pressed to cycle between Latin,
Romanized Hiragana and Romanized Katakana modes.
This allows native characters and words to be entered into the "Text" tool by
typing one or more keys on a keyboard with Latin characters (e.g., a
US&nbsp;QWERTY keyboard).</p>
<p>To create an input method for a new locale, create a text file
with a name based on the locale (e.g., "<code>ja</code>" for Japanese),
with "<code>.im</code>" as the extension (e.g., "<code>ja.im</code>").</p>
<p>The "<code>.im</code>" file can have multiple character mapping sections
for different character mapping modes. For example, on a Japanese typing
system, typing <b>[K]</b>&nbsp;<b>[A]</b> in Hiragana mode generates a
different Unicode character than typing
<b>[K]</b>&nbsp;<b>[A]</b> in Katakana mode.</p>
<p>List the character mappings in this file, one per line. Each line should
contain (separated by whitespace):</p>
<ul>
<li>the Unicode value of the character, in hexadecimal
(more than one character can be listed, separated by a colon (':'),
this allowing some sequences to map to words)
<li>the keycode sequence (the ASCII characters that must be entered to
generate the Unicode character)
<li>a flag (or "<code>-</code>")
</ul>
<p>Start additional character mapping sections with a line containign the word
"<code>section</code>".</p>
<p>Example:</p>
<blockquote>
<p><code># Hiragana<br>
304B &nbsp; ka &nbsp; -<br>
304C &nbsp; ga &nbsp; -<br>
304D &nbsp; ki &nbsp; -<br>
304E &nbsp; gi &nbsp; -<br>
304D:3083 &nbsp; kya &nbsp; -<br>
3063:305F &nbsp; tta &nbsp; -<br>
&nbsp;<br>
# Katakana<br>
section<br>
30AB &nbsp; ka &nbsp; -<br>
30AC &nbsp; ga &nbsp; -<br>
30AD &nbsp; ki &nbsp; -<br>
30AE &nbsp; gi &nbsp; -
</code></p>
</blockquote>
<p><i>Note:</i> Blank lines within the "<code>.im</code>" file
will be ignored, as will any text following a "<code>#</code>"
(pound/hash) character &mdash; it can be used to denote comments,
as seen in the example above.</p>
<p><i>Note:</i> Meanings of the flags are locale-specific, and are processed
by the language-specific source code in "<code>src/im.c</code>".
For example, "<code>b</code>" is used in Korean to handle
Batchim, which may carry over to the next character.</p>
<p><i>Note:</i> Additional input method support also requires additions
to Tux&nbsp;Paint's source code (<code>/src/im.c</code>), and requires
updates to the <code>Makefile</code>,
to have the "<code>.im</code>" files installed, for use at runtime.</p>
</blockquote>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><title>Tux Paint Frequently Asked Questions</title>
<meta http-equiv="Content-Type" content="text/html; charset=us-ascii">
</head>
<body bgcolor="#FFFFFF" text="#000000" link="#0000FF" vlink="#FF0000"
alink="#FF00FF">
<center>
<h1><img src="images/tuxpaint-title.png" width=220 height=219
alt="Tux&nbsp;Paint"><br>
version
0.9.22
<br>
Frequently Asked Questions</h1>
<p>Copyright 2002-2009 by Bill Kendrick and others<br>
New Breed Software</p>
<p><a href="mailto:bill@newbreedsoftware.com">bill@newbreedsoftware.com</a><br>
<a href="http://www.tuxpaint.org/">http://www.tuxpaint.org/</a></p>
<p>September 14, 2002 - July 1, 2009</p>
</center>
<h2>Drawing-related</h2>
<ul>
<li><em>Fonts I added to Tux&nbsp;Paint only show squares</em>
<p>The TrueType Font you're using might have the wrong encoding.
If it's 'custom' encoded, for example, you can try running it through
FontForge
(<a href="http://fontforge.sourceforge.net/"
>http://fontforge.sourceforge.net/</a>) to convert it to an
ISO-8859 format. (Email us if you need help with special fonts.)</p>
<li><em>The Rubber Stamp tool is greyed out!</em>
<p>This means that Tux&nbsp;Paint either couldn't find any stamp images,
or was asked not to load them.</p>
<p>If you installed Tux&nbsp;Paint, but did not install the separate,
optional "Stamps" collection, quit Tux&nbsp;Paint and install it now.
It should be available from the same place you got the main
Tux&nbsp;Paint program. <i>(Note: As of version 0.9.14, Tux&nbsp;Paint
comes with a small collection of example stamps.)</i></p>
<p>If you don't want to install the default collection of stamps,
you can just create your own. See the <a href="EXTENDING.html">EXTENDING
TUX PAINT documentation</a> for more on creating PNG and SVG image files,
TXT text description files, Ogg&nbsp;Vorbis, MP3 or WAV sound files,
and DAT text data files that make up stamps.</p>
<p>Finally, if you installed stamps, and think they should be loading,
check to see that the "nostamps" option isn't being set.
(Either via a "<code>--nostamps</code>" option to Tux&nbsp;Paint's
command line, or "<code>nostamps=yes</code>" in the configuration file.)</p>
<p>If so, either change/remove the "nostamps" option, or you can
override it with "<code>--stamps</code>" on the command line or
"<code>nostamps=no</code>" or "<code>stamps=yes</code>" in a
configuration file.</p>
</li>
<ul>
<li><em>The Magic "Fill" Tool Looks Bad</em>
<p>Tux&nbsp;Paint is probably comparing exact pixel colors when filling.
This is faster, but looks worse. Run the command
"<code>tuxpaint&nbsp;--version</code>" from a command line, and you should
see, amongst the other output:
"Low Quality Flood Fill enabled".</p>
<p>To change this, you must rebuild Tux&nbsp;Paint from source.
Be sure to remove or comment out any line that says:</p>
<blockquote><p><code>
#define LOW_QUALITY_FLOOD_FILL
</code></p></blcokquote>
<p>in the "tuxpaint.c" file in the "src" directory.</p>
</li>
<li><em>Stamp outlines are always rectangles</em>
<p>Tux&nbsp;Paint was built with low-quality (but faster) stamp outlines.</p>
<p>Rebuild Tux&nbsp;Paint from source. Be sure to remove or comment out any
line that says:</p>
<blockquote><p><code>
#define LOW_QUALITY_STAMP_OUTLINE
</code></p></blockquote>
<p>in the "tuxpaint.c" file in the "src" directory.</p>
</li>
</ul>
</ul>
<h2>Interface Problems</h2>
<ul>
<li><em>Stamp thumbnails in the Stamp Selector look bad</em>
<p>Tux&nbsp;Paint was probably compiled with the faster, lower quality
thumbnail code enabled. Run the command:
"<code>tuxpaint&nbsp;--version</code>" from
a command line. If, amongst the other output, you see the text:
"Low Quality Thumbnails enabled", then this is what's happening.</p>
<p>Rebuild Tux&nbsp;Paint from source. Be sure to remove or comment out any
line that says:</p>
<blockquote><p><code>
#define LOW_QUALITY_THUMBNAILS
</code></p></blockquote>
<p>in the "tuxpaint.c" file in the "src" directory.</p>
</li>
<li><em>Pictures in the 'Open' dialog look bad</em>
<p>"Low Quality Thumbnails" is probably enabled.
See: "Stamp thumbnails in the Stamp Selector look bad", above.</p>
</li>
<li><em>The color picker buttons are ugly squares, not pretty buttons!</em>
<p>Tux&nbsp;Paint was probably compiled with the nice looking color
selector buttons disabled. Run the command:
"<code>tuxpaint&nbsp;--version</code>" from
a command line. If, amongst the other output, you see the text:
"Low Quality Color Selector enabled", then this is what's happening.</p>
<p>Rebuild Tux&nbsp;Paint from source. Be sure to remove or comment out any
line that says:</p>
<blockquote><p><code>
#define LOW_QUALITY_COLOR_SELECTOR
</code></p></blockquote>
<p>in the "tuxpaint.c" file in the "src" directory.</p>
</li>
<li><em>All of the text is in uppercase!</em>
<p>The "uppercase" option is on.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it an "<code>--uppercase</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--uppercase</code>" is listed as a
command-line argument.</p>
<p>If "<code>--uppercase</code>" isn't being sent on the command line, check
Tux&nbsp;Paint's configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
"<code>uppercase=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--mixedcase</code>", which will override
the uppercase setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Show Uppercase Text Only" (under "Languages") is not checked.</p>
</li>
<li><em>Tux&nbsp;Paint is in a different language!</em>
<p>Make sure your locale setting is correct.
See "Tux&nbsp;Paint won't switch to my language", below.</p>
<li><em>Tux&nbsp;Paint won't switch to my language</em>
<ul>
<li><i>Linux and Unix users: Make sure the locale is available</i></li>
<p>Make sure the locale you want is available. Check your
"/etc/locale.gen" file. See the
<a href="OPTIONS.html">OPTIONS documentation</a> for the locales
Tux&nbsp;Paint uses (especially when using the "<code>--lang</code>"
option).</p>
<p>Note: Debian users can simply run "<code>dpkg-reconfigure locales</code>"
if the locales are managed by "dpkg."</p>
<ul>
<li>If you're using the "<code>--lang</code>" command-line option
<p>Try using the "<code>--locale</code>" command-line option,
or your operating system's locale settings (e.g., the "<code>$LANG</code>"
environment variable), and please e-mail us regarding your trouble.</p>
</li>
<li>If you're using the "<code>--locale</code>" command-line option
<p>If this doesn't work, please e-mail us regarding your trouble.</p>
</li>
<li>If you're trying to use your Operating System's locale
<p>If this doesn't work, please e-mail us regarding your trouble.</p>
</li>
<li>Make sure you have the necessary font
<p>Some translations require their own font. Chinese and Korean,
for example, need Chinese and Korean TrueType Fonts installed
and placed in the proper location, respectively.</p>
<p>The appropriate fonts for such locales can be downloaded from the
Tux&nbsp;Paint website:</p>
<blockquote><p>
<a href="http://www.tuxpaint.org/download/fonts/"
>http://www.tuxpaint,org/download/fonts/</a>
</p></blockquote>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<h2>Printing</h2>
<ul>
<li><em>Tux&nbsp;Paint won't print, gives an error, or prints garbage
(Unix/Linux)</em>
<p>Tux&nbsp;Paint prints by creating a PostScript rendition of the picture
and sending it to an external command. By default, this command is
the "lpr" printing tool.</p>
<p>If that program is not available (for example, you're using CUPS,
the Common Unix Printing System, and do not have "cups-lpr" installed),
you will need to specify an appropriate command using the
"printcommand" option in Tux&nbsp;Paint's configuration file.
(See the <a href="OPTIONS.html">OPTIONS documentation</a>.)</p>
<p><i>Note:</i> Versions of Tux&nbsp;Paint prior to 0.9.15 used a different
default command for printing, "pngtopnm&nbsp;|&nbsp;pnmtops&nbsp;|&nbsp;lpr",
as Tux&nbsp;Paint output PNG format, rather than PostScript.</p>
<p>If you had changed your "printcommand" option prior to Tux&nbsp;Paint
0.9.15, you will need to go back and alter it to accept PostScript.</p>
</li>
<li><em>I get the message "You can't print yet!" when I go to print!</em>
<p>The "print delay" option is on. You can only print once every
<i>X</i>&nbsp;seconds.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--printdelay=...</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--printdelay=...</code>" is listed as
a command-line argument.</p>
<p>If a "<code>--printdelay=...</code>" option isn't being sent on the
command line,
check Tux&nbsp;Paint's configuration file ("~/.tuxpaintrc" under Linux and
Unix, "tuxpaint.cfg" under Windows) for a line reading:
"<code>printdelay=...</code>".</p>
<p>Either remove that line, set the delay value to 0 (no delay), or
decrease the delay to a value you prefer. (See the
<a href="OPTIONS.html">OPTIONS documentation</a>).</p>
<p>Or, you can simply run Tux&nbsp;Paint with the command-line argument:
"<code>--printdelay=0</code>", which will override the configuration
file's setting, and allow unlimited printing. (You won't have to wait
between prints.)</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Print Delay" (under "Printing") is set to "0&nbsp;seconds."</p>
</li>
<li><em>I simply can't print! The button is greyed out!</em>
<p>The "no print" option is on.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--noprint</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--noprint</code>" is listed as an
argument.</p>
<p>If "<code>--noprint</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix, "tuxpaint.cfg"
under Windows) for a line reading: "<code>noprint=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--print</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Allow Printing" (under "Printing") is checked.</p>
</li>
</ul>
<h2>Saving</h2>
<ul>
<li><em>Where are my pictures?</em>
<p>Unless you asked Tux&nbsp;Paint to save into a specific location
(using the 'savedir' option), Tux&nbsp;Paint saves into a standard
location on your local drive:</p>
<dl>
<dt>Windows Vista</dt>
<dd>In the user's "AppData" folder:<br>
e.g., <code>C:\Users\<i>Username</i>\AppData\Roaming\TuxPaint\saved</code><br></dd>
<dt>Windows 95, 98, ME, 2000, XP</dt>
<dd>In the user's "Application&nbsp;Data" folder:<br>
e.g., <code>C:\Documents and Settings\<i>Username</i>\Application Data\TuxPaint\saved</code><br></dd>
<dt>Mac OS X</dt>
<dd>In the user's "Application&nbsp;Support" folder:<br>
e.g., <code>/Users/<i>Username</i>/Library/Applicaton Support/TuxPaint/saved/</code><br></dd>
<dt>Linux / Unix</dt>
<dd>In the user's <code>$HOME</code> directory, under a ".tuxpaint"
subfolder:<br>
e.g., <code>/home/<i>username</i>/.tuxpaint/saved/</code><br>
</dd>
</dl>
<p>The images are stored as PNG bitmaps, which most modern programs
should be able to load (image editors, word processors, web browsers,
etc.)</p>
</li>
<li><em>Tux&nbsp;Paint always saves over my old picture!</em>
<p>The "save over" option is enabled. (This disables the prompt
that would appear when you click 'Save.')</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--saveover</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--saveover</code>" is listed as an
argument.</p>
<p>If "<code>--saveover</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix, "tuxpaint.cfg"
under Windows) for a line reading: "<code>saveover=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--saveoverask</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Ask Before Overwriting" (under "Saving") is checked.</p>
<p>Also, see "Tux&nbsp;Paint always saves a new picture!", below.</p>
</li>
<li><em>Tux&nbsp;Paint always saves a new picture!</em>
<p>The "never save over" option is enabled. (This disables the prompt
that would appear when you click 'Save.')</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--saveovernew</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--saveovernew</code>" is listed as an
argument.</p>
<p>If "<code>--saveovernew</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix, "tuxpaint.cfg"
under Windows) for a line reading: "<code>saveover=new</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--saveoverask</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Ask Before Overwriting" (under "Saving") is checked.</p>
<p>Also, see "Tux&nbsp;Paint always saves over my old picture!", above.</p>
</li>
</ul>
<h2>Audio Problems</h2>
<ul>
<li><em>There's no sound!</em>
<ul>
<li><em>First, check the obvious:</em>
<ul>
<li>Are your speakers connected and turned on?
<li>Is the volume turned up on your speakers?
<li>Is the volume turned up in your Operating System's "mixer?"
<li>Are you certain you're using a computer with a sound card?
<li>Are any other programs running that use sound? (They may be
'blocking' Tux&nbsp;Paint from accessing your sound device)
<li>(Unix/Linux) Are you using a sound system, such as aRts, ESD or
GStreamer? If so, try setting the "SDL_AUDIODRIVER" environment variable
before running Tux&nbsp;Paint (e.g.,
"<code>export&nbsp;SDL_AUDIODRIVER=arts</code>").
Or, run Tux&nbsp;Paint through the system's rerouter (e.g.,
run "<code>artsdsp&nbsp;tuxpaint</code>" or
"<code>esddsp&nbsp;tuxpaint</code>", instead of
simply "<code>tuxpaint</code>").
</ul>
<li><em>Is sound disabled in Tux Paint?</em>
<p>If sound seems to work otherwise (and you're sure no other program is
"blocking" the sound device), then Tux&nbsp;Paint may be running with
a "no&nbsp;sound" option.</p>
<p>Make sure you're not running Tux&nbsp;Paint with the
"<code>--nosound</code>" option as a command-line argument.
(See the <a href="OPTIONS.html">OPTIONS</a> documentation for details.)</p>
<p>If it's not, then check the configuration file
("/etc/tuxpaint/tuxpaint.conf" and "~/.tuxpaintrc" under Linux and
Unix, and "tuxpaint.cfg" under Windows) for a line reading:
"<code>nosound=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--sound</code>", which will override
the configuration file's setting.</p>
<p>Alternatively, you can use Tux&nbsp;Paint&nbsp;Config. to change
the configuration file. Make sure "Enable Sound Effects" (under
"Video &amp; Sound") is checked, then click "Apply".</p>
<li><em>Were sounds temporarily disabled?</em>
<p>Even if sounds are enabled in Tux&nbsp;Paint, it is possible to
disable and re-enable them temporarily using the
<b>[Alt]</b>&nbsp;+&nbsp;<b>[S]</b> key sequence. Try pressing those
keys to see if sounds begin working again.</p>
<li><em>Was Tux Paint built without sound support?</em>
<p>Tux Paint may have been compiled with sound support disabled.
To test whether sound support was enabled when Tux&nbsp;Paint was
compiled, run Tux&nbsp;Paint from a command line, like so:</p>
<blockquote><p><code>
tuxpaint --version
</code></p></blockquote>
<p>If, amongst the other information, you see "Sound disabled", then the
version of Tux&nbsp;Paint you're running has sound disabled. Recompile
Tux&nbsp;Paint, and be sure NOT to build the "nosound" target.
(i.e., don't run "<code>make&nbsp;nosound</code>") Be sure the SDL_mixer
library and its development headers are available!</p>
</ul>
<li><em>Tux Paint makes too much noise! Can I turn them off?</em>
<p>Yes, there are a number of ways to disable sounds in Tux Paint:</p>
<ul>
<li>Press <b>[Alt]</b>&nbsp;+&nbsp;<b>[S]</b> while in Tux&nbsp;Paint to
temporarily disable sounds. (Press that key sequence again to re-enable
sounds.)
<li>Run Tux&nbsp;Paint with the "no&nbsp;sound" option:
<ul>
<li>Use Tux&nbsp;Paint&nbsp;Config to uncheck the "Enable Sound Effects"
option (under "Video &amp; Sound").
<li>Edit Tux&nbsp;Paint's configuration file (see
<a href="OPTIONS.html">OPTIONS</a> for details) and add a line
containing "<code>nosound=yes</code>".
<li>Run "<code>tuxpaint&nbsp;--nosound</code>" from the command line or
shortcut or desktop icon.
<li>Recompile Tux&nbsp;Paint with sound support disabled.
(See above and <a href="../INSTALL.txt">INSTALL.txt</a>.)
</ul>
</ul>
<li><em>The sound effects sound strange</em>
<p>This could have to do with how SDL and SDL_mixer were initialized.
(The buffer size chosen.)</p>
<p>Please e-mail us with details about your computer system.
(Operating system and version, sound card, which version of Tux&nbsp;Paint
you're running (run "<code>tuxpaint&nbsp;--version</code>" to verify), and
so on.)</p>
</li>
</ul>
<h2>Fullscreen Mode Problems</h2>
<ul>
<li><em>When I run Tux&nbsp;Paint full-screen and ALT-TAB out, the window turns
black!</em>
<p>This is apparently a bug in the SDL library. Sorry.</p>
<li><em>When I run Tux&nbsp;Paint full-screen, it has large borders around
it</em>
<p>Linux users - Your X-Window server is probably not set with the
ability to switch to the desired resolution: 800&times;600.
(or whatever resolution you have Tux&nbsp;Paint set to run at.)
(This is typically done manually under the X-Window server by
pressing [Ctrl]-[Alt]-[KeyPad Plus] and -[KeyPad Minus].)</p>
<p>For this to work, your monitor must support that resolution, and
you need to have it listed in your X server configuration.</p>
<p>Check the "Display" subsection of the "Screen" section of your
XFree86 or X.org configuration file (typically "/etc/X11/XF86Config-4" or
"/etc/X11/XF86Config", depending on the version of XFree86 you're
using; 3.x or 4.x, respectively, or "/etc/X11/xorg.conf" for X.org).</p>
<p>Add "800x600" (or whatever resolution(s) you want) to the appropriate
"Modes" line. (e.g., in the "Display" subsection that contains 24-bit color
depth ("Depth&nbsp;24"), which is what Tux&nbsp;Paint tries to use.)
e.g.:<p>
<blockquote><p><code>
Modes "1280x1024" "1024x768" "800x600" "640x480"
</code></p></blockquote>
<p>Note that some Linux distributions have tools that can make these
changes for you. Debian users can run the command
"dpkg-reconfigure xserver-xfree86" as root, for example.</p>
</li>
<li><em>Tux&nbsp;Paint keeps running in Full Screen mode - I want it
windowed!</em>
<p>The "fullscreen" option is set.</p>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--fullscreen</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--fullscreen</code>" is listed
as an argument.</p>
<p>If "--fullscreen" isn't on the command-line, check Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
"<code>fullscreen=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--windowed</code>", which will override
the configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Fullscreen" (under "Video &amp; Sound") is not checked.</p>
</li>
</ul>
<h2>Other Probelms</h2>
<ul>
<li><em>Tux&nbsp;Paint won't run</em>
<p>If Tux&nbsp;Paint aborts with the message:
"You're already running a copy of Tux&nbsp;Paint!",
this means it has been launched in the last 30 seconds.
(On Unix/Linux, this message would appear in a terminal console if you
ran Tux&nbsp;Paint from a command-line. On Windows, this message would
appear in a file named "<code>stdout.txt</code>" in the same folder where
<code>TuxPaint.exe</code> resides (e.g., in
<code>C:\Program&nbsp;Files\TuxPaint</code>).</p>
<p>A lockfile ("~/.tuxpaint/lockfile.dat" on Linux and Unix,
"userdata\lockfile.dat" on Windows) is used to make sure Tux&nbsp;Paint
isn't run too many times at once (e.g., due to a child impatiently
clicking its icon more than once).</p>
<p>Even if the lockfile exists, it contains the 'time' Tux&nbsp;Paint was
last run. If it's been more than 30 seconds, Tux&nbsp;Paint should run fine,
and simply update the lockfile with the current time.</p>
<p>If multiple users are sharing the directory where this file is stored
(e.g., on a shared network drive), then you'll need to disable this
feature.</p>
<p>To disable the lockfile, add the "<code>--nolockfile</code>" argument to
Tux&nbsp;Paint's command-line.</p>
</li>
<li><em>I can't quit Tux&nbsp;Paint</em>
<p>The "noquit" option is set. This disables the "Quit" button in
Tux&nbsp;Paint's toolbar (greying it out), and prevents Tux&nbsp;Paint from
being quit using the <b>[Escape]</b> key.</p>
<p>If Tux&nbsp;Paint is not in fullscreen mode, simply click the
window close button on Tux&nbsp;Paint's title bar.
(i.e., the "(x)" at the upper right.)</p>
<p>If Tux&nbsp;Paint is in fullscreen mode, you will need to use the
<b>[Shift] + [Control] + [Escape]</b> sequence on the keyboard to
quit Tux&nbsp;Paint.</p>
<p>(Note: with or without "noquit" set, you can always use the
<b>[Alt] + [F4]</b> combination on your keyboard to quit Tux&nbsp;Paint.)</p>
</li>
<li><em>I don't want "noquit" mode enabled!</em>
<p>If you're running Tux&nbsp;Paint from a command-line, make sure you're
not giving it a "<code>--noquit</code>" option.</p>
<p>If you're running Tux&nbsp;Paint by double-clicking an icon, check the
properties of the icon to see if "<code>--noquit</code>" is listed as an
argument.</p>
<p>If "<code>--noquit</code>" isn't on the command-line, check
Tux&nbsp;Paint's
configuration file ("~/.tuxpaintrc" under Linux and Unix,
"tuxpaint.cfg" under Windows) for a line reading:
"<code>noquit=yes</code>".</p>
<p>Either remove that line, or simply run Tux&nbsp;Paint with the
command-line argument: "<code>--quit</code>", which will override the
configuration file's setting.</p>
<p>Or use Tux&nbsp;Paint&nbsp;Config. and make sure
"Disable Quit Button and [Escape] Key" (under "Simplification")
is not checked.</p>
</li>
<li><em>Tux&nbsp;Paint keeps writing weird messages to the screen / to a text
file</em>
<p>A few messages are normal, but if Tux&nbsp;Paint is being extremely
verbose (like listing the name of every rubber-stamp image it finds while
loading them), then it was probably compiled with debugging output turned
on.</p>
<p>Rebuild Tux&nbsp;Paint from source. Be sure to remove or comment out any
line that says:</p>
<blockquote><p><code>
#define DEBUG
</code></p></blockquote>
<p>in the "tuxpaint.c" file in the "src" directory.</p>
</li>
<li><em>Tux&nbsp;Paint is using options I didn't specify!</em>
<p>By default, Tux&nbsp;Paint first looks at configuration files for
options.</p>
<ul>
<li><i>Unix and Linux</i>
<p>Under Unix and Linux, it first examines the system-wide
configuration file, located here:</p>
<blockquote><p><code>
/etc/tuxpaint/tuxpaint.conf
</code></p></blockquote>
<p>It then examines the user's personal configuration file:</p>
<blockquote><p><code>
~/.tuxpaintrc
</code></p></blockquote>
<p>Finally, any options sent as command-line arguments are used.</p>
</li>
<li><i>Windows</i>
<p>Under Windows, Tux&nbsp;Paint first examines the configuration file:</p>
<blockquote><p><code>
tuxpaint.cfg
</blockquote></p></code>
<p>Then, any options sent as command-line arguments are used.</p>
</li>
</ul>
<p>This means that if anything is set in a configuration file that
you don't want set, you'll need to either change the config. file
(if you can), or override the option on the command-line.</p>
<p>For example, if "/etc/tuxpaint/tuxpaint.conf" includes an option
to disable sound:</p>
<blockquote><p><code>
nosound=yes
</blockquote></p></code>
<p>You can reenable sound by either adding this option to your own
".tuxpainrc" file:</p>
<blockquote><p><code>
sound=yes
</blockquote></p></code>
<p>Or by using this command-line argument:</p>
<blockquote><p><code>
--sound
</blockquote></p></code>
<p>Linux and Unix users can also disable the system-wide configuration
file by including the following command-line argument:</p>
<blockquote><p><code>
--nosysconfig
</blockquote></p></code>
<p>Tux&nbsp;Paint will then only look at "~/.tuxpaintrc" and command-line
arguments to determine what options should be set.</p>
</li>
</ul>
<h2>Help / Contact</h2>
<p>Any questions you don't see answered? Let me know!</p>
<blockquote><p><a href="mailto:bill@newbreedsoftware.com"
>bill@newbreedsoftware.com</a></p></blockquote>
<p>Or post to our 'tuxpaint-users' mailing list:</p>
<blockquote><p><a href="http://www.tuxpaint.org/lists/">http://www.tuxpaint.org/lists/</a></p></blockquote>
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