Uniform question (Full Version)

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BryanS1017 -> Uniform question (6/21/2006 3:07:18 PM)

How does one create uniform numbers? I know that you use the text feature in PSP, but, what size do you use to create the numbers? Am I correct that any font can be used in the creation of numbers? And, the backfield has to be magenta in color, correct?

Thanks




bassman58 -> RE: Uniform question (6/21/2006 7:31:23 PM)

Use a U7.bmp file from a uniform or a template as an example. Save it as a PSP file. Create a new layer for '0' (zero). Place your new number on top of the original. Use the original to select the correct font size (numbers can be smaller). Position it over the original. Repeat for each number, creating a layer for each number. Turn off the original layer. Create a new layer as the background (lowest layer) and fill with magenta (255,0,255). Save this file and use it for a template whenever you create new numbers. You can easily change fonts and add single outlines to the numbers.

Depending on the font you choose you will probably need to do the following. The magenta will bleed thru the edges of most fonts. This will appear as a pink glow around the numbers. This is due to anti-aliasing. Anti-aliasing makes the numbers smoother but the edges are partially transparent and the magenta background will show thru. I normally group the numbers so it's easy to do the next step. If you have an older version of PSP or your program does not support groups you will have to merge the numbers to one layer. Select the group layer (or the merged layer), use the magic wand and click on the magenta outside the numbers. You will now have the "marching ants". Hold the SHIFT key and click in the "holes" of the 9, 8, 6, 4, and 0. Invert the selection (ctrl-shift-I). You should now have the "marching ants" around each number. Expand the selection by one or two pixels. Create a new layer below the numbers. Fill this layer with the color of the uniform, make sure each number is filled. Save your file. I save the original PSP and a BMP file. Load the game and check out the results.




Breeze -> RE: Uniform question (6/23/2006 5:54:16 AM)

Another (maybe easier) way to do it is: Make a new raster layer BETWEEN the layer with your numbers in it and the original U7 layer.  Fill this new layer entirely with the color of your jersey.  Then, merge the number layer with the new color layer.  Then you can just fill the outer portion and the inner holes with magenta and you're done.




Marauders -> RE: Uniform question (6/23/2006 7:06:50 AM)

That would be a ... breeze to do. [:)]

Like you haven't read that one before.




BryanS1017 -> RE: Uniform question (6/23/2006 3:42:16 PM)

Thanks for the response guys. One question left, what is the size of the font used to create the uniform numbers and the sleeve numbers???




Breeze -> RE: Uniform question (6/23/2006 9:38:30 PM)

It depends on what font you use.  What I do is create one number (say, 0), and drag it over the original 0 on the U7 to see how well it fits.  Usually it ends up being like size 48 or 46.

I shrink my U7 numbers by 20% to make my U9s.




DONMVP -> RE: Uniform question (6/24/2006 1:14:28 AM)

BREEZE thats an ideal never thought shrinking u7 to make u9 , next time i need to i`ll try that .




Breeze -> RE: Uniform question (6/25/2006 3:33:38 AM)

Just keep in mind that the size of the bitmap (the magenta part) needs to be the same size.  Just the numbers are smaller.  You can check out my Rockets uniform from FBMax to see what I mean.

I will get some more unis out one of these days...




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