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