how to create a gun tutorial

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How to create a Gun Tutorial For this tutorial we are going to use 3 tools: Photoshop STI-Edit XML Editor Chapter 1, creating the Images First of all we will need a copy of Photoshop to create the .bmp image file and the pallet used to create our gun. For this tutorial I have choosen the Swedish made PWD, CBJ-MS. First up we need some to do some background researching, most weapons characteristis and stats can be found on various internet sites, in this case I have used info and images from this site this site. Basically we will need a picture of the left side view of the gun (since this is the point of view used in JA2). Since I could not find a flat picture of the left side, I used a right hand view and flipped it in photoshop and used a left side perspective view of the gun as a refrence.

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Page 1: How to Create a Gun Tutorial

How to create a Gun Tutorial

For this tutorial we are going to use 3 tools:

Photoshop

STI-Edit

XML Editor

Chapter 1, creating the Images

First of all we will need a copy of Photoshop to create the .bmp image file and the pallet used

to create our gun. For this tutorial I have choosen the Swedish made PWD, CBJ-MS.

First up we need some to do some background researching, most weapons characteristis and

stats can be found on various internet sites, in this case I have used info and images from this

site this site. Basically we will need a picture of the left side view of the gun (since this is the

point of view used in JA2). Since I could not find a flat picture of the left side, I used a right

hand view and flipped it in photoshop and used a left side perspective view of the gun as a

refrence.

Page 2: How to Create a Gun Tutorial

Using this information its time to start painting, so first of we are going to eliminate the

background of the gun we selected, use the magic wand on the background and it will select

all pixels with that color. You might need to use the “shift” button to do a multiple selection.

Page 3: How to Create a Gun Tutorial

Once you have selected all the background its time to invert the selection.

In this way you have only the gun selected. Now with the gun selected its time to cut it out to a

new layer (layer by cut).

Page 4: How to Create a Gun Tutorial

This done its time to hide the gun for a second, to do this unchek the eye in the layers menu.

Page 5: How to Create a Gun Tutorial

Now you will have only a white (or transparent) background, now this is good, but we need a

clear blue background which JA2 later makes transparent in game. The color used is have the

following code 0.0.227.

Page 6: How to Create a Gun Tutorial

Once the background is all blue (you might want to use a big brush for this) its time to re-scale

the image, look up a gun similar to your one with sti-edit to use as a guide in size (in my case I

will use the scorpion). Now you should have a image aproximantly 71 x 50 px. (in the image

menu choose size)

You will see that your detailed photo of the gun is not so very detailed any more, but this is all

good, since what we want to do is draw a new image pixel by pixel over the original image. An

important note is that you could use a photo, but so scaled down and with only 256 colors it

wont look very good ingame.

Page 7: How to Create a Gun Tutorial

So its time to use you artistic skill. This is kind of a painting in coloring book, since you all ready

have a image to paint over its easy to get the proportions right, but you will need to take som

artistic liberties to make the gun look gun in so few pixels. Here I leave it to every one to paint

in their on personal way. As a side note a comon mistake that people not used to Photoshop

do is to use the paintbrush, which even in 1 pixel size still “paint” close by pixels.

To activate the Pencil tool hold the mouse left button for some time over the brush button to

see the sub menu, from here select the pen.

Page 8: How to Create a Gun Tutorial

Now that we have finished our first gun its time to add the final touches. First of all let’s delete

the layer with the original image,. Now we only have two layers, the blue background and the

gun.

Now save this archive as a photoshop image, to make changes easier later on.

Page 9: How to Create a Gun Tutorial

Now here comes the important part, its now time to turn the final product into a .bmp image.

But first we need to index the image, wich later on will let us export the pallet used so we can

import it in sti.edit. Lets index the colors of the image with the following options: pallet =

exact, Forced = none, no transparency and all options on Off. As you see you image will be

turned into a 256 colors only image, if you have done everything right you should not even see

a change in you gun.

Page 10: How to Create a Gun Tutorial
Page 11: How to Create a Gun Tutorial

And as you also can see the is now only one layer. Now save this file with the .bmp exstension,

I usually use the prefix bigit followed by the name to make identification easier later on. Now

we just need to save the pallet to make gun show up with the right colors in the sti-editor. To

do this go to the following option: Image>Mode>Color Table

Page 12: How to Create a Gun Tutorial
Page 13: How to Create a Gun Tutorial
Page 14: How to Create a Gun Tutorial

Once thepallet is saved its time to open up the .psd (photoshop ) image with the layers. Now

we need a image about half the size that goes in the inventory. To make things easy I once

again use the sti-edit to check on the image size of the gun I use as reference. In this case you

should scale the image to about 33x22 px.

Page 15: How to Create a Gun Tutorial

Every big item image uses its own pallet, this is not the case for the inventroy size and tile size

images who are allcollected in one single.sti file. For now we will not do much to the .sti file

except exporting the pallet in use so that you can make sure your inventory size image has the

right colors. (the archive we are looking for is called MDGUNS.sti and is located in the 1.13

data/interface)

Page 16: How to Create a Gun Tutorial

The sti editor is in german, but luckly it’s a simple program and its easy to find the right button.

(Palleten spechiern, which means save pallet)

Once you have exported the pallet its time to import it into photoshop. Make sure tha you

save the pallet in .act (photoshop) format in sti-edit.

Page 17: How to Create a Gun Tutorial

Now once again we open photoshop image and we load the pallet. (import collor swatch in

english)

You image will not change its colors but you will se that most of the colors you used in the big

image are no longer avaliable, especially for me since I have chosen a green gun (bugger!).

Now you image should be rezised to about 31 x 21 px so its time to do some more painting,

but this time its very important to only use the colors from the imported pallet.

Once you are happy whit the result, its time to make the bright green outline of the gun. Now

you should have something like this.(make sure the gren is the gren from the imported pallet)

Now once again convert it to an indexed color image and save it as a .bmp image. I usualy use

the prefix interface for thses images. Now its time to reapeat this for the last step, the tile size

sprite being even smaller.

Page 18: How to Create a Gun Tutorial

So here we go again, open the tileset sti file (in the tilset folder inside 1.13 data) and save the

pallet in photoshop format like before. Back in photoshop, once again open the .psd file,

before resizing the image make sure to spin the gun about 45º downwards, asi you can see all

guns are in the .sti editor. Now we can resize the image, say about 13 x 10 px. Now this is

small.

Import the pallet you exported from the .sti file. Now using these colors paint the tilesize

image of the gun. Do the same bright geen outline of the gun, and then convert it to an

indexed color image. Now save it as a .bmp image. Once again to make clasification easier I

usualy put the prefix Tile in front of the name.

Page 19: How to Create a Gun Tutorial

Now we have these three images, and one pallet coresponding to the large image.

Page 20: How to Create a Gun Tutorial

Here the fun starts, time to boot up the sti-edit, if you don’t have it open all ready (WHAT ARE

YOU WAINTING FOR SOLDIER!!!!)

Now if you are not to used to the file structure in JA2, I will make a brief overview, as you open

the data 1.13 folder inside the JA2 game folder you will se various folders. For now we are

going to focus on 3 of them, these being BigItems, Interface and tilesets.

First open the big items folder and look around, you will probobly find about 1180 files. Each of

these files corresponds with one gun, item, amunition etc. To keep things right we are going to

create a gun. So for now lets say our file will be GUN349.sti

Lets go to sti-edit and create a new item. First of all we need to load the pallet, this is very

easy. Once the pallet is loaded lets load the bmp. Image. This is just as easy.

Page 21: How to Create a Gun Tutorial

Once we have both the pallet and image loaded in the program, its time to save it as a .sti file.

Make sure to save it in the BigItems folder with a name that’s not allready take, in my case

GUN349.STI.

Page 22: How to Create a Gun Tutorial

Now we are going to create the inventory (read interface image) in sti-edit open the file

named MDGUNS in the Interface folder.

Page 23: How to Create a Gun Tutorial

Here is the interesting part; there are various images inside the file so you can use the < and >

buttons to brows through the images.

In our case we want to arrive on position 348 and then add a new “frame”. This is done like

this.

Once we have created frame 349 its time to load the .bmp image for the inventory we created

before. Note that we must not load any pallet since this will mess up the other images. Now

we follow these same steps for the tileset .sti called smguns.

Its important that both the interface and tileset image are located in the same frame number

as the number you gave to you gun before. As with my example, I created GUN349.sti, and in

my mdguns .sti and smguns.sti file the respective images are both on the 349th

Page 24: How to Create a Gun Tutorial

So now we are done with part chapter one, if you want to learn how to make you gun apear in

JA2 using the xml editor, please PM me and I will send you my paypal number and for the sum

of 25$ you will recive the second part of the tutorial.

Just kidding.

THE FUN PART!

Here all your hard work pay off. I’m going to be very brief since I think the xml editor is su easy

to use and exceptionaly user firendly im just going to look over the most basic stuff, and then

let every one explor by them self. First of to understand how the game handels weapons check

up on some diferent gunsto use as reference.

Star by selecting Items>new (ctrl.+N) Here type in the name of you creation and select the type

of item it will become, in this case we choose gun.

So far what I have done is to use the UZI as a guide aplying all the parameters that the UZI uses

to my gun, making some smaller changes.

Next step once you created a gun is to give it to a MERC, say steroid star a new game and then

contract him. This way you can see how it works in game and fine tune it a bit.