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-   -   [TEC] Pinupgirl > Yougirlfriend (https://www.subsim.com/radioroom/showthread.php?t=164195)

Michal788 03-11-10 10:06 AM

For gimp user.

You can make the alpha channel black.
By clicking only the alpha channel and use the eraser.
The other channels RGB getting also black but that is not a problem.

Now save it as DDS. (Default is good)

Example from an other user.
http://www.gamedev.net/community/for...opic_id=299229

Michal788 03-11-10 10:09 AM

Use this DDS plugin.
Work with Gimp 2.6 for Windows.

http://nifelheim.dyndns.org/~cocidius/dds/#download

dangrey 03-11-10 11:09 AM

Thank you Michal, that did the trick :)

Kretschmer the IV 03-11-10 11:23 AM

Would be great to see the routemap like in your example, as a great poster in some compartment.
Maybe in the officer quarters ... :hmmm:

Michal788 03-11-10 11:29 AM

Quote:

Originally Posted by Kretschmer the IV (Post 1308646)
Would be great to see the routemap like in your example, as a great poster in some compartment.
Maybe in the officer quarters ... :hmmm:

The problem is you cann't change the format.
Only the picture.
The format is building in the gr2(granny) file.
(I mean in the goblineditor you dont can change the 3d model(*.GR2).)

Michal788 03-11-10 11:31 AM

Quote:

Originally Posted by Mueller72 (Post 1307158)
The other photos (captains bed, radio station, small one near nav map and beside crewmen beds) are in

/data/Textures/TNormal/tex/various_books_posters_maps.dds

Waiting for more pinup mods :|\\

In the radio station and cremen beds they use other textures than this various_books_posters_maps.dds.

dangrey 03-11-10 11:47 AM

Quote:

Originally Posted by Michal788 (Post 1308669)
In the radio station and cremen beds they use other textures than this various_books_posters_maps.dds.

I changed this file, and have custom posters in radiostation/ crew beds, along with the captains bed and table.

jmr 03-11-10 12:05 PM

It would look kinda odd having my right hand pinned up as a poster in my boat. :haha:

LiveGoat 03-11-10 12:17 PM

Quote:

Originally Posted by jmr (Post 1308744)
It would like kinda odd having my right hand pinned up as a poster in my boat. :haha:



:rotfl2: Oh, sweet Rosie! She's wearing my ring.

AutoSetup 03-11-10 12:28 PM

Or somebody elses right hand :D

dc1sal 03-13-10 05:44 PM

Is there a easy step-by-step way to do this?, I'm new...

kylania 04-18-10 04:39 AM

Quote:

Originally Posted by dc1sal (Post 1313691)
Is there a easy step-by-step way to do this?, I'm new...

Yup! This tutorial will show you how to take a "pin up" image and make it into a mod that you can use to replace the in game pin up image for yourself and others.

First you need to make sure you have Gimp and Gimp's DDS plug-in's installed. They were linked earlier in this thread.

Next you need a suitable picture! I chose to use a picture of a nice German girl drinking some beer. :D In order to use this picture in game it's resolution (how big the picture is) will need to be 256 x 364. The original size of the image I choose was 560 x 840. Larger than we need, so we'll have to resize it a bit. You'll have better luck using a larger picture and making it smaller than you will trying to use a smaller picture.

So lets download the picture and open it in Gimp. The first thing we'll do is resize it down close to what we want. Since the image is taller than it is wider, we'll resize the image based on it's Width first. So from the menu bar select Image then Scale Image. Click the little down arrow next to Width till it reads 256. You'll notice the Height is 384, really close to what we wanted! Go ahead and click Scale to save our resizing.

http://img41.imageshack.us/img41/1843/scaleimage.jpg

Now that we have the Width correct we need to change the height. Now, we could Scale again and only choose Height, but since there's some "negative space" in this picture (the stuff above her head) we'll go ahead and instead crop the image by changing the Canvas Size. From the Image menu choose Canvas Size. As shown by the notes in the picture below, first click the chain between Width and Height to unlock them, so we'll only adjust the Height. Then click the down arrow next to Height till it reads 364.

As you click it in the picture preview below you'll see little lines start to close in on the picture. Once you're at 364 click and drag the image so that the part you want to keep is between the lines. Anything outside of the lines will be lost.

Finally select All layers from the Resize Layers dropdown and click Resize button to save the canvas size changes.

http://img199.imageshack.us/img199/4071/canvassize.jpg

Now we have a picture to use that's the correct size! Save it as a JPG file since we'll be using it in our documentation later on.

Now, to add the Alpha Chanel that the DDS file will need. From the Layers, Channels, Paths, Undo bar on the left side of the screen right click under the "Background" picture and choose Add Alpha Channel.

http://img265.imageshack.us/img265/6...alphalayer.jpg

http://img231.imageshack.us/img231/6342/addalpha.jpg

Next we'll click on the Red/Green/Blue tab to view Channels. From there left click on the Red, Green and Blue lines. This will change their background from blue to white. Only Alpha should still have a blue background, meaning it's the only layer selected.

http://img6.imageshack.us/img6/4738/selectalpha.jpg

Next select the pink eraser tool from the Toolbox on the left side of the screen. You might want to set the Scale to 10 to make the next step quicker.

http://img685.imageshack.us/img685/7...lecteraser.jpg

The lower the Opacity you set the brighter the image will be in game.

http://img27.imageshack.us/img27/7829/opacity.jpg

Now use the eraser on the main image to erase it all! Try to do the entire image in one move or else you'll end up with varying levels of brightness. It'll replace the picture with black and gray checkerboard pattern. You'll notice that the Alpha, Red, Green, and Blue are all turning black. This is fine.

http://img163.imageshack.us/img163/7954/erasealpha.jpg

Now that we've erased the image, turning the Alpha Channel Black, we can save the image. Make sure you name it pinup.dds and save it as a DDS file.

http://img20.imageshack.us/img20/6927/saveasname.jpg

http://img43.imageshack.us/img43/7498/saveastype.jpg

Now that we have our image saved as a DDS it's time to make our mod! On my desktop I create a folder called German Beer Girl Pinup Mod V1.0. Inside this folder I create two new folders called data and documentation.

Under the data folder I'll create a series of folders that match the structure of the game files. The original pinup.dds goes in data\Textures\TNormal\tex so I'll create each of those folders under my German Beer Girl Pinup Mod V1.0\data folder. So first create Textures, go into that folder and create TNormal then go into that folder and create tex. Finally I'll go into tex and move my pinup.dds file there.

http://img130.imageshack.us/img130/8868/filepath.jpg

Since that's the only file in the game I'll be changing there's nothing more I need to do I'll backup in the folders and enter the documentation folder I've created. Here I'll want to have four files. An in game screenshot of the mod at work; the original file I based the work on; the readme file for my mod and finally a readme.jsgme file which will control a tooltip in the JSGME program.

The readme.jsgme is just a readme.txt file I'll create and change it's extension to jsgme. That and my German Beer Girl Pinup Mod V1.0 Readme.txt file I'm going to borrow the format of from NauticalWolf's format since it's awesome. :DL Then I'll put the pictures in there as well. I'll zip all of this up and post it to my FileFront account for others to download.

So people can download my mod at http://www.filefront.com/16158685/GBGPV1.0.zip/ Then'll unzip it and install it via JSGME and end up with something like this:

http://img196.imageshack.us/img196/5...edproductd.jpg

And finally, here's our new picture hanging proudly in the forward torpedo room of our VII class u-boot!

http://img117.imageshack.us/img117/3...lpinupmodv.jpg

BVD 04-28-10 06:17 PM

thanks

Defiance 04-28-10 06:43 PM

Ragtag, if you have the choice of x64 ps, the dds nvid plugin won't work, you have to use the x86 version for dds to work

(sooner they phase out x86 sw the better i reckon, x64 been here yrs and still takes a back seat to x86) (my 2c worth anyways)

TheDarkWraith 04-28-10 06:55 PM

Quote:

Originally Posted by Defiance (Post 1376754)
Ragtag, if you have the choice of x64 ps, the dds nvid plugin won't work, you have to use the x86 version for dds to work

(sooner they phase out x86 sw the better i reckon, x64 been here yrs and still takes a back seat to x86) (my 2c worth anyways)

there's also a way to force Photoshop CS4 to open everything with the 32 bit version vice the 64bit version. Google it, it requires a registry edit though. It was simple to do.


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