Muzzle Flash Textures
Moderators: Grendel, Aus-RED-5
Muzzle Flash Textures
Since descent2.de is down, I'm just gonna repost this here. I really want some comments.
http://wc3banlist.de/muzls.rar
These are my textures for the muzzle flashes. They were created by some Photoshop work on the original textures.
Diedel asked me for versions with more frames (9). However, I'm not that skilled yet. I'll try working on it nonetheless... making it expand outward will be tough.
Maybe someone else can create smoothly animated versions. The PSD file is included. You'll find I'm fond of non-destructive editing.
http://wc3banlist.de/muzls.rar
These are my textures for the muzzle flashes. They were created by some Photoshop work on the original textures.
Diedel asked me for versions with more frames (9). However, I'm not that skilled yet. I'll try working on it nonetheless... making it expand outward will be tough.
Maybe someone else can create smoothly animated versions. The PSD file is included. You'll find I'm fond of non-destructive editing.
- MetalBeast
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- MetalBeast
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- MetalBeast
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Re:
Yes, they look greatDiedel wrote:Your muzzle flashes are very nice.
We still have many high-res textures to be done
So, it would be nice, if you can help us.
It seems, you are good with texture making.
- MetalBeast
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I also can't really draw. Maybe a little bit.
But I found a way for making good textures without drawing them.
Especially for D2x-xl you can make good textures with resize the old ones and using spezial filters and other techniques for improving them, so they look like new.
If our forum is back, I will show you all my tricks
But I found a way for making good textures without drawing them.
Especially for D2x-xl you can make good textures with resize the old ones and using spezial filters and other techniques for improving them, so they look like new.
If our forum is back, I will show you all my tricks
An easy way to add frames is to split one animation into its 3 frames.
Then create frame 0-1 by computing the average of frames 0 and 1 and increase both brightness and contrast by 60 %.
Create frame 1-2 by multiplying frames 1 and 2, using a division factor of 18. Apply some gentle smoothing (remove image static) and then high pass sharpening again.
Finally combine all frames in the sequence 0, 0-1, 1, 1-2, 2. Adding an alpha channel is not a bad idea to avoid problems that can be caused by turning off explosion transparency in D2X-XL.
Worked pretty well here.
More than 5 frames do not make sense anyway, given how fast the flash has to appear and disappear.
Then create frame 0-1 by computing the average of frames 0 and 1 and increase both brightness and contrast by 60 %.
Create frame 1-2 by multiplying frames 1 and 2, using a division factor of 18. Apply some gentle smoothing (remove image static) and then high pass sharpening again.
Finally combine all frames in the sequence 0, 0-1, 1, 1-2, 2. Adding an alpha channel is not a bad idea to avoid problems that can be caused by turning off explosion transparency in D2X-XL.
Worked pretty well here.
More than 5 frames do not make sense anyway, given how fast the flash has to appear and disappear.
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That should be simple. I don't have photoshop, but maybe the procedure is similar to Paintshop Pro:
Copy the entire image to a new image (mask)
Turn the mask into grayscales
Added the mask as new mask layer to the original image
Store the layer in an alpha channel
delete the layer (deny to merge it with the image)
That's it.
Copy the entire image to a new image (mask)
Turn the mask into grayscales
Added the mask as new mask layer to the original image
Store the layer in an alpha channel
delete the layer (deny to merge it with the image)
That's it.
Re:
The problem with this approach is that the image gains a dark fringe, and it doesn't look good on bright backgrounds.Diedel wrote:That should be simple. I don't have photoshop, but maybe the procedure is similar to Paintshop Pro:
Copy the entire image to a new image (mask)
Turn the mask into grayscales
Added the mask as new mask layer to the original image
Store the layer in an alpha channel
delete the layer (deny to merge it with the image)
That's it.
I'll work something out. Maybe I'll make it mostly opaque. If the explosions are not transparent, this will fit in better IMO.
edit:
How's this? Pretty much Diedel's approach, but with an extreme decrease in alpha gamma (:lol:).
The black fringe looks like a shadow.
Some questions:
D2X-XL does either normal or additive blending, yes?
I guess the alpha channel is taken into account with additive blending as well?
A suggestion:
Have you considered implementing screen blending as a third blending style alongside additive blending? It's not nearly as prone to oversaturation as additive blending is.
I don't think OpenGL provides screen blending. You'd have do it with shaders.
Additive blending simply adds the color values together:
The result is then capped to the range 0..1 .
Screen blending (or \"negatively multiply\", as the german Photoshop calls it) first inverts the source and destination, multiplies them, then finally inverts the result.
The result will never leave the range 0..1 (no capping needed).
Maybe screen blending will be useful for the lighting, as well.
Additive blending simply adds the color values together:
Code: Select all
result = a + b
Screen blending (or \"negatively multiply\", as the german Photoshop calls it) first inverts the source and destination, multiplies them, then finally inverts the result.
Code: Select all
result = 1 - (1 - a)*(1 - b)
Maybe screen blending will be useful for the lighting, as well.