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pnt file with EVERY model !!!

Started by doubledragoncc, March 01, 2017, 11:28:49 AM

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doubledragoncc

FFS I am talking about being able to simply add numbers and basic editing to make it easier to know who is who on the track in online racing.why do you guys always make it so damn hard for us to be able to ve a simple thing like not have 20 bikes all the same number and livery!!!

getting tired oving to jump through hoops to help others

Feel like just saying fuck it all!!!

DD
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h106frp

Actually just gone through the exercise of modifying the model mesh, UV mapping and template for the MV to make changing numbers and numberboards very easy and allow high quality texturing to be maintained.


One template layer for each item to edit then flatten and save out the tga  :)

doubledragoncc

Good work H

It only takes a bit of organization and team work to make online racing more enjoyable and personal.

Making walls for everthing dont help.

Thanks for looking at it H, interested in your method for this as I am cack at PS lol

DD
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Blackheart

I use the same method i think (a trasparent plane with just the number visible with the alpha channel) but, as the IMT said not change nothing the bikes are all different u cant see 20 bikes identical...

h106frp

Try reading through this, it explains how easy it is to paint when you use layers instead of trying to work on a single image.
http://mygimptutorial.com/gimp-layers

If you imagine the layers stack with the base paint at the bottom and the layers above representing the various different painted details with the topmost layer being the shading (AO layer) then you can edit each detail layer using plain paint colours before flattening the stack and saving out a simple TGA file.

It really is much easier, faster, simpler to edit and produces a result that represents how the modder intended the bike to look.

doubledragoncc

Your not getting it Blacky

Its about using OUR personal numbers that we should be using!!!

I cant remember every fricking number of every different class of bikes we have but personal numbers I can learn as an old fart lol

I wont be holding races that people cant use thier own number as I have enough to do already for GPB

Besides you guys will be holding your own races with your bike sets so thats cool too. Give guys a choice of events

I just want to be able to add bloody numbers lol

DD

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doubledragoncc

Quote from: h106frp on March 01, 2017, 10:18:43 PM
Try reading through this, it explains how easy it is to paint when you use layers instead of trying to work on a single image.
http://mygimptutorial.com/gimp-layers

If you imagine the layers stack with the base paint at the bottom and the layers above representing the various different painted details with the topmost layer being the shading (AO layer) then you can edit each detail layer using plain paint colours before flattening the stack and saving out a simple TGA file.

It really is much easier, faster, simpler to edit and produces a result that represents how the modder intended the bike to look.

Will take a look thanx H


DD
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matty0l215

I can see where you're coming from DD. Having an entire grid of white riders and plain bikes isn't good but some people don't mind

Maybe we could have something similar to the system used in MX bikes (Numbers are selected in game and they are automatically place on the bike). It would need documentation so we could implement it into the bikes but it should be achievable.

Using bikes that have templates available is the viable option for now. And until all the modders can work to a standard, it's up to the individual. (No, I am not saying we need a book of laws, maybe some basic standards to work to. I'm not the Gestapo :P)
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matty0l215

Also, Corel can import .psd files can't it. So working with the layer shouldn't be that hard.
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doubledragoncc

I am just shit at layers so need to learn lol

Will be looking into it

BUT would be nice to have a pnt for new Legends rider and that is MrP's stuff

DD
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Blackheart

@DD Aprilia number example, how works? U need make the number as u want and after u make the alpha channel (white visible, black trasparent)


Hawk

+1000 DD.

Totally agree with you mate.... We do absolutely need a paint-kit for each bikeMOD, and any MOD Team that refuses to release one, then just don't use their bikes, simple as.   ;)

Hawk.

Blackheart

Quote from: Hawk on March 01, 2017, 10:42:51 PM
+1000 DD.

Totally agree with you mate.... We do absolutely need a paint-kit for each bikeMOD, and any MOD Team that refuses to release one, then just don't use their bikes, simple as.   ;)

Hawk.

Where is the innovation? Everyone is free to use the bike that wants ...  ???

doubledragoncc

Quote from: matty0l215 on March 01, 2017, 10:26:53 PM
Also, Corel can import .psd files can't it. So working with the layer shouldn't be that hard.

Coel flattens it  :'(
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HornetMaX

Quote from: Hawk on March 01, 2017, 10:42:51 PM
Totally agree with you mate.... We do absolutely need a paint-kit for each bikeMOD, and any MOD Team that refuses to release one, then just don't use their bikes, simple as.   ;)
But what Matty is saying (if I got him right) is that he will not add multiple paints to the bikemod folder/zip of a bike.
But you can still fetch the paints from the paints database.

Recently I have helped MXB guys to setup their FTP server for all their mods (bikes, bike paints, tyres, tracks, rider suits, rider gear, ...).
It's much better organized than our stuff and with SyncBack you're one click away from syncing everything in one shot.

Main difference: 1 bike = 1.pkz file, 1 track = 1.pkz file ==> much less files to sync
Multiple SyncBack profiles (to sync all, or just bikes or just tracks etc).

Way easier to maintain for the chap in charge of this.
Actually they went for weekly updates (each wed).