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Difference between revisions of "Talk:DmAriza"

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:I start out by making screenshots of the top view of the map in UEd (in a maximized Top View viewport, using PrtScn). Then I import that in Photoshop, and draw the map over the screenshot. Blends and fades are really easy to do, but it can be a bit tricky to get the brightness done right (I know I've spent quite some time brightening/darkening areas to in-/decrease the suggested height). After the whole level has been coloured in (and higher-level floor are made semi-transparent and such), I place the icons. The icons can be exported from UEd (I believe the texture package is HUDContent, but I could be wrong). The texture can then be imported in Photoshop, after which individual icons can be selected and copied to the map. --[[User:Kaithofis|Kaithofis]] 13:54, 21 May 2008 (EDT)
 
:I start out by making screenshots of the top view of the map in UEd (in a maximized Top View viewport, using PrtScn). Then I import that in Photoshop, and draw the map over the screenshot. Blends and fades are really easy to do, but it can be a bit tricky to get the brightness done right (I know I've spent quite some time brightening/darkening areas to in-/decrease the suggested height). After the whole level has been coloured in (and higher-level floor are made semi-transparent and such), I place the icons. The icons can be exported from UEd (I believe the texture package is HUDContent, but I could be wrong). The texture can then be imported in Photoshop, after which individual icons can be selected and copied to the map. --[[User:Kaithofis|Kaithofis]] 13:54, 21 May 2008 (EDT)
 
::Wow, nice suggestion... So yes, it can be done in InkScape (vector graphics FTW!), though for Unreal the icon pack is elsewhere (in fact it's spread over UnrealI.Icons and UnrealShare.Icons) but still accessible. Shouldn't make any problems, but quite time consuming. Might do it on Friday, if I won't forget it. --[[User:GreatEmerald|GreatEmerald]] 15:17, 21 May 2008 (EDT)
 
::Wow, nice suggestion... So yes, it can be done in InkScape (vector graphics FTW!), though for Unreal the icon pack is elsewhere (in fact it's spread over UnrealI.Icons and UnrealShare.Icons) but still accessible. Shouldn't make any problems, but quite time consuming. Might do it on Friday, if I won't forget it. --[[User:GreatEmerald|GreatEmerald]] 15:17, 21 May 2008 (EDT)
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::So, how do you like this map? No pickups yet, but I'll add them soon. --[[User:GreatEmerald|GreatEmerald]] 07:52, 23 May 2008 (EDT)

Revision as of 05:52, 23 May 2008

Minimap

This map really needs a minimap like DM-Deck17. How do you make it? Simply draw by hand? And what software do you use for making the blends? I think that InkScape would do, but making the geometry might be a bit hard. --GreatEmerald 12:43, 21 May 2008 (EDT)

I start out by making screenshots of the top view of the map in UEd (in a maximized Top View viewport, using PrtScn). Then I import that in Photoshop, and draw the map over the screenshot. Blends and fades are really easy to do, but it can be a bit tricky to get the brightness done right (I know I've spent quite some time brightening/darkening areas to in-/decrease the suggested height). After the whole level has been coloured in (and higher-level floor are made semi-transparent and such), I place the icons. The icons can be exported from UEd (I believe the texture package is HUDContent, but I could be wrong). The texture can then be imported in Photoshop, after which individual icons can be selected and copied to the map. --Kaithofis 13:54, 21 May 2008 (EDT)
Wow, nice suggestion... So yes, it can be done in InkScape (vector graphics FTW!), though for Unreal the icon pack is elsewhere (in fact it's spread over UnrealI.Icons and UnrealShare.Icons) but still accessible. Shouldn't make any problems, but quite time consuming. Might do it on Friday, if I won't forget it. --GreatEmerald 15:17, 21 May 2008 (EDT)
So, how do you like this map? No pickups yet, but I'll add them soon. --GreatEmerald 07:52, 23 May 2008 (EDT)