Difference between revisions of "Loading Screen Images"

21 bytes added ,  02:09, 19 July 2008
correction, reverting screw-ups
imported>Webstalor
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imported>Webstalor
(correction, reverting screw-ups)
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'''Paint Shop Pro 10'''
[[Image:loading_screen_script.jpg|thumb|right|Output from the script.]]
Before you can run the script, you must open the load_troll.psd mentioned in the notes. Then load the image you want to convert to a load screen. You cannot have any other images open, or this probably won't work. Finally, run the script provided (File>Script>Run), and after a few seconds, you should have a pretty loading screen ready for conversion to DDS.
If you run the script in interactive mode (that's the default), you'll be prompted to set the luminance ramps for a couple parts of the image during the script execution. The first is for tweaking the outline "sensitivity"; more contrast here is usually best. The second is for the opacity of the colors in the center area. You may also want to tweak the saturation layer opacity for said colored center area. However, the defaults should work well for 90% of screenshots.


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Scripts (or macros) can be used to automate the process of creating a load screen. Preferrably, they allow one to start with a screenshot from the game and turn that directly into an image in the same style as Oblivion's load screens.
Scripts (or macros) can be used to automate the process of creating a load screen. Preferrably, they allow one to start with a screenshot from the game and turn that directly into an image in the same style as Oblivion's load screens.
'''Paint Shop Pro 10'''
[[Image:loading_screen_script.jpg|thumb|right|Output from the script.]]
Before you can run the script, you must open the load_troll.psd mentioned in the notes. Then load the image you want to convert to a load screen. You cannot have any other images open, or this probably won't work. Finally, run the script provided (File>Script>Run), and after a few seconds, you should have a pretty loading screen ready for conversion to DDS.
If you run the script in interactive mode (that's the default), you'll be prompted to set the luminance ramps for a couple parts of the image during the script execution. The first is for tweaking the outline "sensitivity"; more contrast here is usually best. The second is for the opacity of the colors in the center area. You may also want to tweak the saturation layer opacity for said colored center area. However, the defaults should work well for 90% of screenshots.




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The DDS export screen is highly complicated in GIMP, with 9 separate options for compression, and 13 for format. You shouldn't have to worry about format though.
The DDS export screen is highly complicated in GIMP, with 9 separate options for compression, and 13 for format. You shouldn't have to worry about format though.


At this time, it appears that the ''BC3/DXT5'' option does in fact work for load-screens, but unless you have only one layer in the image there can be some funny results. The other compressions, particularly ''BC3n/DXT5n'' create truly bizzare effects, washing out certain colors, strengthening others and merging areas of color into a black or white static. The ''Alpha Exponent (DXT5)'' Compression also seems to work, and seems to be able to compress layers. No guarantees about this, as I have not tried load-screens with it, but it certainly does this with model textures.
At this time, it appears that the ''BC3/DXT5'' option does in fact work for load-screens, but unless you have only one layer in the image there can be some funny results. The other compressions, particularly ''BC3n/DXT5n'' create truly bizzare effects, washing out certain colors, strengthening others and merging areas of color into a black or white static. The ''Alpha Exponent (DXT5)'' Compression also seems to work, but as it saves Alpha channels its not ideal for this purpose.
 
When exporting make sure the ''Generate Mipmaps'' box is unchecked. DOn't even bother with the advanced options.


== Update: How to properly add brand new loadscreens ==
== Update: How to properly add brand new loadscreens ==
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