Frontiersmen Hud Art In .psd Possibly?

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
<div class="IPBDescription">Corey, Relic...anyone have this?</div> Alright...I am making a Window Blinds skin using the TSA Marine HUD and Commander graphics. Hopefully, I can also convert it to a Win XP visual style so those of us without WB can enjoy it as well (Unless of course you run something besides XP <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)

The problem with extracting the graphics from the sprite files is the black background...just looks ugly on any color but black and I dont want to have to re-draw dozens of icons and such with an actual tranparency <i>if</i> the "clean" artwork is already out there somewhere.

Thx.

Comments

  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    edited March 2003
    get a sprite viewer, open em up, copy, photoshop, turn anti-aliasing, select what you want, delete the rest, then do whatever...
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    What about additive mode in PS/PSP?
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Doom...they still have a black background, They look like crap that way.

    Fina...No such thing in PS. All Additive mode in HL does is fake an alpha channel anyway.

    The best I can do is copy a desaturated version of the image itself to the layer mask to get even remotely what I need. Then I have to tweak the hell out of the mask until the tranperency looks like right flatten and maybe recolor. Not a huge amount of work for a few icons but for a few dozen, it turns out to be quite a load. Hopefully I can make an action with consistent results and drop em all on it.

    Thx guys.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Sorry. Can't help you there, as much as I'd like to. I don't use Photoshop. The source files for all the transparent HUD graphics are in Corel Photopaint 11 format. Photopaint <i>does</i> have an additive mode, and that's one reason I use it. I can export as .psd format, but then all additive effects will be lost. If you still want the exported source to play with, PM or e-mail me.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    hey can you release the window blinds version plz? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    edited March 2003
    In Photoshop, set the additive sprites layer mode to Screen.

    (Edit: For other Commander mode icons, etc, take a look at some of the NS manual's graphics directories.)
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Screen is not an equivalent to additive. Not at all. I have both modes in photopaint, and why photoshop does not have a mode equating to additive, I could not begin to guess. I know it can be simulated in PS using a combination of channel effects, but it seems to me a pretty important standard feature to be simply left out.

    To quote from corel's help, "<b>Add</b> adds the values of the source and base colors" (adds the RGB values), while "<b>Screen</b> inverts the source and base color values, multiplies them, and then inverts the result. The result color is always lighter than the base color."

    Now for all I know, there just may be a semantic difference in the way Adobe is using the term "screen" when applying it to a mode.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    edited March 2003
    Here are a couple of images that show the difference.
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