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FPSC Classic Models and Media / Simple Shield Tut

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old_School
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Joined: 29th Aug 2009
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Posted: 30th Dec 2010 06:26
For this tut I used three tools: MS Paint, Gimp 2.0 and Paint.net. Don't expect any great prizes from what u learn here. Just a basic way to make a nice shield to display in your games.

Step 1:


What Ive done here is just used basic shapes to form the shields outline. Use MS Paint, you can easly adjust the shapes as needed



Remove the extra lines



Give it a nice inner outline



Remove extra lines



I used a basic symbol but u can make a more advanced one later if u want



Now it looks like a basic shield. We need to use Gimp for textureing it. Load your image up in gimp and feel free to play with the bucket patterns.



again Im keeping mine fairly simple, you may want something more difficult.



This may appear ready but its not. I still have some black lines left. Use your magic wand if your wandering how to select solid color areas. Then use your bucket tool and select pattern fill. Gimp has some nice patterns to choose from. I my self am useing some custom textures that do not come with Gimp.



Finished! Well its not a work of art but it will do. I'm sure yours will be much better then this simple shield. Feel free to post and share your versions.
rolfy
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Posted: 30th Dec 2010 06:55
More suited to 2d chat really since its not actually FPSC related and doesnt have the in game screenshot. You could even have expanded on your other thread you posted but I guess there is no screenshot there either.
I just get tired and irritated when someone saturates me with every tiny idea they have instead of working on something more substantial, its a nice little tut but should be posted in the appropriate board.
old_School
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Posted: 30th Dec 2010 08:00 Edited at: 30th Dec 2010 08:31
Sorry Ill make a screen of it in game. Ill throw in on a wall segment lol

Edit::::
Using Doomsters tool I used it for a segment and a enity. You can also use this as a texture for your 3d models. Those who have Mdevil Model pack can retexture the shield provided by TGC with your own custom shield.



Edit::::::::::::::::::::::

Ok boys and girls, here is is on the Castle Medievil Packs sheild x model. Those wondering, I used Fragmotion to apply the new texture. I did not reset the UV Cords so its a tad off from the orginal but you will make yours perfect im sure of it.



Edit:
Throwing this out there. If you have never tried to retexture a model before, its fairly simple. Grab the FPI file, BMP and .x model ur retextureing.

Open and edit your FPI file to match the new .dds texture. This parts fairly critical.

Next open fragmtion. An navigate to the .x file and open it

You should see it with out a testure, if it has one its ok. On the right top side area of Fragmotion should be a little window. Right click on there and choose open texture.

Navigate to your new texture and apply it. Taaadaaa! You have made your shield with a new texture. Remember common texture sizes are 128, 256, and 512. Try to keep your images this size measured in pixles.

If you have problems fiting the texture to the model. Remember you can always open the image in Paint.net, Gimp or what ever u use and resize it. The hardest part about retextureing a object is resizing it to fit the model. Enjoy.
born for game
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Posted: 30th Dec 2010 12:25
Good work.

Gencheff
14
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Posted: 30th Dec 2010 12:39
Quote: "Grab the FPI file"

FPE,not FPI.
Quote: "BMP and .x model ur retextureing"

No need for either...Just open the dds(or whatever the format,but not bmp because that's used for a thumbnail of the object...) texture in Photoshop,Gimp,Paint,etc. and edit it.

Quote: "Remember common texture sizes are 128, 256, and 512"

128,256,512,1024,2048


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Zay
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Posted: 30th Dec 2010 13:39
You haven't really learned anything from my last post did you...meh whats the point ...

Contact me in Skype,name- nejcplan
bond1
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Posted: 30th Dec 2010 15:29 Edited at: 30th Dec 2010 15:30
As Gencheff pointed out, no need to import the model into a modeling program to do a retexture.

While I admire your enthusiasm (this stuff is fun, isn't it?), I would take Rolfy's advice, take a step back, and wait till you've done something more substantial before posting. A lot of this stuff is very trivial, and most users already know how to do a retexure. On top of that, when you post incorrect information in a tutorial, it doesn't really help anyone.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
old_School
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Posted: 30th Dec 2010 20:05
No for some models that u retexture (unless it just me) you need to apply the new texture with Frag or it wont take. Even if you remove the dbo file. I found that out when I made new textures for the rugs, plus its just good habbit to get into. Well at lest it seems like a good habbit to get into to me. Helps me get more comftable with Frag.
Gencheff
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Posted: 30th Dec 2010 20:12
That's because the original texture is a .png or .tga or .jpg and the engine creates a .dds texture itself from the original and uses that instead,even though the texture path is different.

So when you edit the original , the .dds still stays unchanged and no real changes are visible in-game.

It's basic logic...you just have to delete that .dds file


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Zay
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Posted: 30th Dec 2010 20:53
Quote: "you just have to delete that .dds file"

And make a backup copy of it...

Contact me in Skype,name- nejcplan
Gencheff
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Posted: 30th Dec 2010 21:02
If you were implying what I think you are,I agree.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Zwarte Piet
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Posted: 30th Dec 2010 21:20
old_School If I get time, I will make you a tutorial on unnecessary posts.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
rolfy
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Posted: 31st Dec 2010 01:24
I dont know I just find something really wrong here, again and again I have seen tutorials posted that arent making much sense and when someone points it out you respond with even more wrong info.
I reckon as bond says you sure do seem to have enthusiasm for this but to be honest you dont have enough experience or knowledge to actually pass on,you have to understand if you keep doing it all you will get is a reputation for misinformation (not actually refering to the graphic side of your tutorial, but still, 3 software packages when one would do the job).
There are many long term experienced users around here (bond creates model packs for TGC for cripes sakes, but you want to argue with what he says, coming back with even more uninformed unresearched gobbledegook).
Dude, chill out and learn some things first then apply it to your own ideas and post something which actually makes sound sense.
If I were new to game making and followed your advice it would take me years to get anything done and if you had swamped the boards with your 'knowledge' it would take years to find the correct threads among 'em.
Please stop it.

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