Author Topic: PNG mod.  (Read 17768 times)

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Offline PaFel

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PNG mod.
« on: August 04, 2007, 02:05:32 pm »
*UPDATED INTERFACES*


Today I was playing with a Photoshop (my sister helped me because I'm green in PS) and remade orginal Soldat things too looks smoother. Here you have mod.



Notice that these are orginal Soldat parts. I only remade 'em a bit.

All credits goes to orginal authors.

DOWNLOAD:CLICK
« Last Edit: August 07, 2007, 05:04:39 am by PaFel »

Offline -Skykanden-

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Re: PNG mod.
« Reply #1 on: August 04, 2007, 02:36:26 pm »
NICE!, i wish it on Neo Soldat, or new mods

 PaFel, why you do't do it on your mods?

Offline PaFel

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Re: PNG mod.
« Reply #2 on: August 04, 2007, 02:42:26 pm »
PaFel, why you do't do it on your mods?

Because I have Photoshop from today ;D

Soldatfield 2 would be almost all based at .PNGs (yes I don't forgot about it :) I need to lern how to use Delphi and I would make this fu**in' start aplication.

One of custon BF2 sights (M4 colimator) :

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Offline -Skykanden-

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Re: PNG mod.
« Reply #3 on: August 04, 2007, 02:51:20 pm »
Wooh

You will remake the weapons?
 

Good Luck my friend :D

Offline PaFel

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Re: PNG mod.
« Reply #4 on: August 04, 2007, 02:55:27 pm »
You will remake the weapons?

They'll be propably in two versions 1 - Normal, 2 - with shade.

Good Luck my friend :D

Thanks

Btw: It was about Soldatfield 2.

Offline Shivorken

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Re: PNG mod.
« Reply #5 on: August 05, 2007, 02:19:20 am »
Does the aim cursor support png as well?!?! I tried it once but it didn't appear.
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Offline PaFel

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Re: PNG mod.
« Reply #6 on: August 05, 2007, 02:53:32 pm »
Does the aim cursor support png as well?!?! I tried it once but it didn't appear.

1.4.1 - yes. "Almost" (I didn't tried all) all files can be in .png

Offline TBDM

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Re: PNG mod.
« Reply #7 on: August 05, 2007, 02:56:00 pm »
this really looks good!

could this repleace my BLUE-mod?::)

Offline PaFel

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Re: PNG mod.
« Reply #8 on: August 05, 2007, 03:39:44 pm »
this really looks good!

Thanks :)

could this repleace my BLUE-mod?::)

I dont know ::) ;D

Offline Bunney

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Re: PNG mod.
« Reply #9 on: August 05, 2007, 03:43:03 pm »
this really looks good!

could this repleace my BLUE-mod?::)

Why would it replace ur Blue-Mod? i dont get that :D

Offline TBDM

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Re: PNG mod.
« Reply #10 on: August 06, 2007, 04:49:41 am »
becauze it looks pretty sweet

did you also remade the textures? (for maps,etc?)


i did allot of work with my bleu-mod to look everything blue, textures, weapons,scenery,etc.. and i'm to lazy to put it all in a zip or something XD

Offline PaFel

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Re: PNG mod.
« Reply #11 on: August 06, 2007, 05:13:18 am »
did you also remade the textures? (for maps,etc?)

No. Is there a sense to do it? It depends from map is it smooth or not.

Offline Espadon

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Re: PNG mod.
« Reply #12 on: August 06, 2007, 03:57:37 pm »
I've extensively tested (and used) 1.4.1's PNG support, and I can tell you this:

- Interface graphics fully support PNGs
- PNGs appear to require a correspondingly-named BMP in order to be loaded
- There seems to be a bug with PNG resizing/resampling:
   o PNG versions of weapons-gfx and menu weapons (in the kill-log) will have a "plastic film" around them, so BMP is still the best format for those
- Gosteks fully support PNGs
- Sparks fully support PNGs
- All object-textures DO NOT support PNGs. This includes all flag and box textures.
- PNG Alpha-T stacks with Soldat's automatic antialiasing; therefore fuzzy stuff generally appear even fuzzier in-game

In the end, PNG support as of 1.4.1 is a mixed blessing. PNG isn't suitable for all applications, but PNG does have is uses and is incredibly useful when it can be applied well.

Anyways, nice job Pafel. The PNG-heavy mods will be the "next generation" of Soldat mods.
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Offline Serial K!ller

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Re: PNG mod.
« Reply #13 on: August 06, 2007, 04:17:26 pm »
Nice mod the explosion looks great. I have also have a "PNG" mod but it's not finished yet.

You should be able to get rid off the border by making all non transparent pixels black or same color as outside of weapon/spark because it uses those pixels to calculate the pixels of the resized image.

you can see on the mp5 there's a green smudge around weapon in kill console cause some pixels are still lime green.
« Last Edit: August 06, 2007, 04:21:43 pm by Serial K!ller »

Offline PaFel

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Re: PNG mod.
« Reply #14 on: August 07, 2007, 03:04:33 am »
Espadon and Serial K!ller. I understand what are you talking about. You mean that little, half-transparent a bit green line around guns on kill-log.

You should be able to get rid off the border by making all non transparent pixels black or same color as outside of weapon/spark because it uses those pixels to calculate the pixels of the resized image.

Hmm... But with that mod I didn't use that standard lime-green. I just deleted all background. So it's not green. I think that this green line around guns is Soldat resizing "bug" (it's not really bug).

Offline Serial K!ller

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Re: PNG mod.
« Reply #15 on: August 07, 2007, 04:06:01 am »
If you delete background the color doesnt change it just gets transparent, you have to fill with black first and then delete.
Open then interface weapons with paint and you'll see the green bits.
« Last Edit: August 07, 2007, 04:12:42 am by Serial K!ller »

Offline PaFel

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Re: PNG mod.
« Reply #16 on: August 07, 2007, 04:12:42 am »
If you delete background it stays green you just make it transparent you have to fill with black first and then delete.
Open then interface weapons with paint and you'll see the green bits.

A now I understand. I'll make it.

*Interfaces updated!*

Download: CLICK
« Last Edit: August 07, 2007, 05:03:28 am by PaFel »

Offline TBDM

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Re: PNG mod.
« Reply #17 on: August 07, 2007, 05:26:05 am »
there are 2GUNS files in the INTERFACE-GFX...wich one to use?

Offline PaFel

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Re: PNG mod.
« Reply #18 on: August 07, 2007, 06:22:14 am »
there are 2GUNS files in the INTERFACE-GFX...wich one to use?

Exactily the one named "guns" :) If you'll put it to your mods folder and start with Soldat Starter it will run with the new ones.

Offline Espadon

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Re: PNG mod.
« Reply #19 on: August 07, 2007, 09:29:41 am »
Make sure antialiasing is set to OFF and tolerance set to 0 when wanding the green areas.
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