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<!DOCTYPE html>
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<title>Nem's Tools [Miscellaneous - Auto Seamer - Auto Seamer]</title>
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<div class="space"></div><span class="left"><a name="p23" href="#p23">Auto
Seamer</a> - <a
href="https://web.archive.org/web/20170915120742/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: May 26th, 2003 - 6:01:04 pm</span>
<div class="space"></div>
</div>
<div class="content"><b>About:</b>
<p>Very simple program I made for a friend and my own personal use. It turned out to be soo good at what
it did that I decided to throw it up here. The program takes an ordinary texture (it loads and saves
bitmaps, or you can just copy and paste the textures in which is easier) and provides you with three
little algorithms to seam it. It has a weighted averaging system which works well with pretty much any
texture, an offset algorithm which works really well with some textures and not with others, and a
speckle algorithm which is like a logical noise algorithm to help add some randomness back into the
seam. The program is NOT optimized in any way. It works fine with small textures (like 256 * 256) but
starts to slow down significantly when you get up to around 512 * 512 (which you really shouldn't have
in a Half-Life map...) Thats it. Hope you find it useful.</p>
<b>Download from Web Archive:</b>
<ul>
<li><a
href="https://web.archive.org/web/20171204014115/http://nemesis.thewavelength.net/files/files/autoseamer101.zip">Auto
Seamer v1.0.1</a></li>
</ul>
<b>Download from unofficial Github mirror:</b>
<ul>
<li><a href="http://nemstools.github.io/files/autoseamer101.zip">Auto
Seamer v1.0.1</a></li>
</ul>
<b>Screenshots:</b>
<div style="text-align: center">
<br>
<img src="../images/pages/autoseamer.jpg" width="384" height="411" alt="Auto Seamer"
title="Auto Seamer">
</div>
</div>
<div class="heading1">
<div class="space"></div><span class="left">Modified: Mar 26th, 2006 - 5:38:23 pm</span><span
class="right">[ 18112 Views ]</span>
<div class="space"></div>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c156"
href="https://web.archive.org/web/20170915120742/http://nemesis.thewavelength.net/index.php?a=183">Geezus</a></span><span
class="right">Posted: Aug 3rd, 2003 - 8:36:35 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
If you're recieving a COMDLG32.OCX problem grab this OCX installer. <br>
<br>
http://www.graphic-converter.net/download/install-ocx.exe<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">2.</span> <a name="c1523"
href="https://web.archive.org/web/20170915120742/http://nemesis.thewavelength.net/index.php?a=1558">CourtJesterG</a></span><span
class="right">Posted: Apr 30th, 2005 - 8:55:23 pm</span>
<div class="space"></div>
</div>
<div class="content">Yeah it is a pretty sound and good idea! I have been having trouble make different
mutiply image in tga format all seamly tile togather and i still have failed because i don't really
understand how to achieve this effect and keep all my images togather and the clone stamp and the offset
ack so much! I need a really good tut! :)<br>
<br>
Ohh back to the auto seamer it is great except for the offset when you use it messes around with the
color of the image and makes it really bright!</div>
</div><br>
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<div class="space"></div><span class="left"><span class="title">3.</span> <a name="c3461"
href="https://web.archive.org/web/20170915120742/http://nemesis.thewavelength.net/index.php?a=4115">Autumnpast777</a></span><span
class="right">Posted: Aug 19th, 2010 - 11:53:19 am</span>
<div class="space"></div>
</div>
<div class="content">Fantastic program, works very efficiently and flawlessly when used properly. A
tutorial may be needed, however, for the more inexperienced users such that they may understand how to
use the numbers to their advantage when seaming a texture. </div>
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<div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
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