Difference between revisions of "CreatingShieldIconsInGimp"
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== Split Shield into Segments == | == Split Shield into Segments == | ||
− | # through the middle of the | + | (this assumes fore/aft two segment shields; adapt as necessary for more segments) |
− | # at the end of each shield (4x ends) create rectangle selection, | + | |
+ | # through the middle of the the shields; create rectangle selection 3 pixels high & shield width, then bucket fill full black | ||
+ | # at the end of each shield (4x ends) create rectangle selection, 4 pixels high & shield width (1 pixel into black space; the other 3 over the shield) | ||
#* should have 4x small rectangles | #* should have 4x small rectangles | ||
#* might need to be done in two steps? fore/aft ends? | #* might need to be done in two steps? fore/aft ends? | ||
− | # apply the gaussian blur filter ( | + | # apply the gaussian blur filter (3 pixel, width & height locked) |
− | # create a new layer and move fore or aft to it (should have 3x layers) | + | # create a new layer and move fore or aft to it (should have 3x layers at this point) |
− | # export image (all layers) as png | + | #* select / cut / etc DO EEET AND WRITE ABOUT EEEET |
+ | # export image (all layers) as png (or one at a time; whatever floats your boat) | ||
# use apngasm to create APNG image | # use apngasm to create APNG image | ||
− | #* apngasm -o | + | #* apngasm -o shipname_icon.png ship.png fore.png aft.png |
+ | #* note the order; that's what FSO expects | ||
# test in FSO | # test in FSO | ||
WASH, RINSE, REPEAT | WASH, RINSE, REPEAT | ||
− | + | TODO: figure out if there's any benefit to creating an ani instead of an apng (maybe uses less ram/texture memory? since apngs auto-expand to full 24bits per pixel?). On the other hand, creating an ANI seems like a PITA... | |
− | TODO: figure out if there's any benefit to creating an ani instead of an apng (maybe uses less ram/texture memory? since apngs auto-expand to full 24bits per pixel?) |
Revision as of 04:08, 18 February 2017
This is a quick summary of how I created two segment shield icons for the HUD.
I'm writing this down so I remember how to do this, because me not being an artist, it took me ages to figure out how to do this and I don't want to go through the frustration of rediscovering it!!!!
Programs I used:
- GIMP 2.8
- apngasm 3.1.6
Create Ship Image
- (if necessary) create a new canvas 112x93
- Import a top down image of the ship & centre it
- so far I've grabbed the existing shield anim frame 0
- might be able to grab other ships by
- setting shield anim to be FSO generated
- DISABLING shields (or the auto-generated shield bars may overlap the image)
- screenshot'ing the HUD
- converting the image to greyscale (TBC how best to do this!)
Create Shield
- Using fuzzy select (with zero threshold) select the area outside the ship image; then invert selection
- If necessary modify the selection to better fit the ship, e.g. using the oval select (additive) to round out an irregular shape
- Select -> Grow... by 10 (? try 11) pixels
- Select -> feather set to 2 pixels
- Create new layer (black background) & select the new layer
- Bucket fill: white
- Select -> Shrink... by 3 (?) pixels
- Bucket fill: black (leaving a mostly 1 pixel full-white outline)
- Select -> Grow... by 2 pixels
- Filters -> Blur -> Gaussian blur; aspect locked; 3 (?) pixels
- Filters -> Artistic -> Softglow; 9 (?) pixels
- Use colour select to select all the fully black regions (outside & inside shield); then invert selection
- Layer -> Mask -> Add Layer Mask... using the current selection
- Confirm you can clearly see the ship and the shields don't overlap the ship (unless you really want them to!)
Split Shield into Segments
(this assumes fore/aft two segment shields; adapt as necessary for more segments)
- through the middle of the the shields; create rectangle selection 3 pixels high & shield width, then bucket fill full black
- at the end of each shield (4x ends) create rectangle selection, 4 pixels high & shield width (1 pixel into black space; the other 3 over the shield)
- should have 4x small rectangles
- might need to be done in two steps? fore/aft ends?
- apply the gaussian blur filter (3 pixel, width & height locked)
- create a new layer and move fore or aft to it (should have 3x layers at this point)
- select / cut / etc DO EEET AND WRITE ABOUT EEEET
- export image (all layers) as png (or one at a time; whatever floats your boat)
- use apngasm to create APNG image
- apngasm -o shipname_icon.png ship.png fore.png aft.png
- note the order; that's what FSO expects
- test in FSO
WASH, RINSE, REPEAT
TODO: figure out if there's any benefit to creating an ani instead of an apng (maybe uses less ram/texture memory? since apngs auto-expand to full 24bits per pixel?). On the other hand, creating an ANI seems like a PITA...