I could use a favor if you have the time. I need a texture gradient and psp5 doesn't do those. Just to clarify, I have two rectangular graphics. I need a third in which the bottom half is the one graphic and it blends with the second as it reaches the top. The very bottom must be exactly the same as the first, and the top must be exactly the same as the other. (they join other textures - this will be the transition between two differring types) A twenty to thirty pixel buffer area would seem prudent. The degree of gradient in between is flexible but should use as much of the area as is reasonably possible, and should be horizontally even. The whole thing is only 360x240 in total. It should be pretty straight forward but I don't have access to photoshop right now.
If you think you can manage, please send me a note at phineus@karf.net and I'll send the graphics as well as a clarifying image.
Thanks to anyone who can do this and has a few minutes to spare.
edit. Got it, thanks.
Does some one have photoshop installed?
First of all, had I known this at the time I would've said something
but I've found PSP5 does create gradients by using the fill <img src="http://www.mtmc4fun.com/images/mtmg/filltool.jpg"> tool. You'll find several style options in the <a href="http://www.mtmc4fun.com/images/mtmg/filltoolops.jpg"> tool control </a>box, and under the options there you can fine tune the effect.
<center><img src="http://www.mtmc4fun.com/images/mtmg/fillsample.jpg"></center>
<center><img src="http://www.mtmc4fun.com/images/mtmg/fillsample.jpg"></center>
Yep, but it has less flexibility under the pattern options. However, I accomplished what I needed by adapting the methods used in our template methods. Namely, I created two complete textures of the total size needed, then created a selection and feathered it. I then applied the selection to one texture and copy and pasted over the other. The effect was much the same as a patttern blend... tho I did have to manually touch it up afterward. You can see the application entering and leaving the outerlands of alphaville. (the problem was to create a light transition where there was no apparent light sources, which seems to have done the job since nobody has really complained about it ;-)