Difference between revisions of "Loading Screen Images"

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3,514 bytes added ,  04:00, 20 July 2008
adding info for GIMP
imported>Webstalor
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imported>Webstalor
(adding info for GIMP)
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Once it finishes, just save the file under a new name and as '''DDS DXT5''' with '''No MIP maps''' under the '''\Data\Textures\Menus\Loading''' folder.
Once it finishes, just save the file under a new name and as '''DDS DXT5''' with '''No MIP maps''' under the '''\Data\Textures\Menus\Loading''' folder.
=== Relicating the Existing Format in Gimp ===
You will first of all need an image to begin with. A good starting point is to take a screenshot of one in-game. An easy and highly predictable way to do this is to open up the Construction Set, find a nice view with the camera, and take a screen-shot. Screen-shots don't always seem to work, so if you have it available use the Snipping Tool that comes built in with Vista. In the CS you will need to disable markers, enable sky and try to keep any water out of the picture. You will also need to scale the size of the render box to a size that looks roughly accurate to the ''1024x512'' scale. Once you have this picture, you can begin editing.
First of all, you will need [[Image:LoadTemplate.png|this image]] I have created and uploaded. It contains that weird box that is always in the middle of the screen.
Once you have your screenshot, scale it so it is at exactly ''1024x512''. Then, copy the Template to it as a new layer. It should fit perfectly. We're not worrying about colorizing just yet. Now, you should have a box in the middle of your screen. Deselect it, and go to the background layer through the layers dialogue. Draw a selection box that has its corners about half-way through the frame's border. Because they're on different layers, anything you do will not affect the frame. Once you have it selected, go to ''Select->Invert''. Now go to ''Colors->Colorize''. Set the ''Hue'' to about 46, and adjust the lightness however much you want. You should end up with a Sepia toned image around the frame. This what will appear in the game, as this is the best you can do with the limited resources available on GIMP. If you don't like it, buy Photoshop!
Now, with the same selection, go to ''Select->Invert''. Now go to ''Colors->Posterize'' Depending on the variation of colour in your image, slide the bar towards the left until you get a suitably uncoloured looking image. If you feel it would make the image better, adjust the brightness and the contrast with the ''Colors->Brightness-Contrast'' tool.  You can do this step with the other part of the image as well, before you lower the colours down to Sepia. However, its by no means necessary.
Now, change your selection so it has only captured about the lower half of the frame. Open up the ''Blend'' tool. In your colour palette, choose a light sepia tone (or white) and a tone that will smooth in with the rest of the colours in your center image. Create a Blend that makes the bottom of the image light, and then merges up into the rest of the image. Then, choose the ''Clone'' tool and read down the list of options. Under ''Source'', select ''Pattern'', and click on the image. Then look for the Crinkled Paper pattern (it comes built-in with GIMP) and select it. Reduce the Opacity to about 20%. Starting just below the top of the blend, cover the whole thing  from there down. Then Increase the opacity to 40% and do the same again, this time starting just below where you started the last time. Continue doing this until 60%, at which point you amp it up to 100%. I know this looks terrible now, but just continue until the bottom area is completely covered. Then, select the ''Smudge'' tool and run it across the whole area, paying special attention to the points where it meets the image. Once you have covered the whole thing, you should end up with a half-way decent looking background. Export as a DDS with BC3/DXT5 compression and no mip-maps, and insert it into the game!


== Image Creation Guide using Paint Shop Pro 10 ==
== Image Creation Guide using Paint Shop Pro 10 ==
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