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#1001 |
Re: Enhancing Duke's Spritely Apearance part 3
looks nice, Marked.
except "exemplory" needs to be spelled correctly. ![]() |
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#1002 |
Re: Enhancing Duke's Spritely Apearance part 3
i think this might have been asked just a while ago but can that reverse tile thing be fixed with a maphack?
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#1003 |
Re: Enhancing Duke's Spritely Apearance part 3
Not that I know of.
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#1004 |
Re: Enhancing Duke's Spritely Apearance part 3
Textures that are included in the HRP should look like the actual art tile 99% of the time, and this is one of those times. The only exception that comes to mind is the usage of the medkit pickup as a texture.
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#1005 |
Re: Enhancing Duke's Spritely Apearance part 3
Escapist: This is far into the future and words are always being changed,added and deleted from the dictionary. They spell it with an "o" now.
![]() Here it is with the A in the text |
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#1006 |
Re: Enhancing Duke's Spritely Apearance part 3
Here is attempt number two along side the original. Its a little closer to original
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#1007 |
Re: Enhancing Duke's Spritely Apearance part 3
Never mind this post. the O is already corrected.
Silly that I noted a weird spelling error in a backward text. But missed an entire page.
Last edited by lycanox; 02-21-2009 at 06:50 PM.
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#1008 |
Re: Enhancing Duke's Spritely Apearance part 3
That tile looks like a list of names that the award has been given to
sorta like : A. Mitchell B. Plackett G. Haggs C. Breens H. Huge J. Jacobsen ...etc |
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#1009 |
Re: Enhancing Duke's Spritely Apearance part 3
Here we go.
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Last edited by marked; 02-21-2009 at 08:04 PM.
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#1010 | |
Re: Enhancing Duke's Spritely Apearance part 3
Quote:
I propose the use of names such as J. Mehoff, S. Butz, H, Jazz, etc.
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#1011 |
Re: Enhancing Duke's Spritely Apearance part 3
the first plate you made, marked, looks however good... there's chance to recycle it in another way?
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#1012 |
Re: Enhancing Duke's Spritely Apearance part 3
I think it would look better if it had just normal names....
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#1013 |
Re: Enhancing Duke's Spritely Apearance part 3
It looks like it should be three columns of names, one for each of those orange lines on the original. I also think the title should be longer and in a smaller font.
Last edited by Dr. Kylstien; 02-22-2009 at 01:55 PM.
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#1014 |
Re: Enhancing Duke's Spritely Apearance part 3
I agree, tiles should match the layout of the original as best as possible. Whenever I do a tile I will make the text fit in the given lines. here's a comparison of my SA3 poster to show:
![]() By rellik66 that tile has three columns for the names and should resemble something like this: the best way to do this is to keep the original tile as a layer and fade it in a bit when you are creating the layout. If you don't use software with layers, well you should be! Try paint.net, it's free. Oh and IMHO, the names should be a lot more subtle when it comes to jokes. try to fit the theme of the level. |
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#1015 |
Re: Enhancing Duke's Spritely Apearance part 3
It seems there are a few different opinions on what this tile should be. This will be my final attempt. The joke names I used in a previous post were just that... joke names. The name of the file was JOKE.png I didn't mean for that to be my submission for that tile. In this attempt for those names to be readable in the game I had to upsize the tile to 8 times the original instead of the usual 4 times. It was only 144 x 164 and I could not squeeze in 3 columns of names. Plus the tile is way up high on the wall almost at the ceiling. You cant make out the names unless you jetpack up to the sign level. That is why I made the text a little larger on top and bottom so you could at least read something from ground level.
Rellik66: I'm using Paint Shop Pro 7 which supports layering. I just haven't tried to use it yet. I know when I finally do, I'll say "why didn't I do this a month ago." Which is when I first got the program. And I really like the look of the plaque you posted but the original doesn't look like woodgrain or nearly as fancy as this one. But it would be a better match to the other awards on the wall.
Last edited by marked; 02-22-2009 at 04:11 PM.
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#1016 |
Re: Enhancing Duke's Spritely Apearance part 3
To be honest, the font from your earlier release looked better. Also, you should align the names in columns.
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#1017 |
Re: Enhancing Duke's Spritely Apearance part 3
I like this one a lot more. And it also resembles the original more.
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#1018 |
Re: Enhancing Duke's Spritely Apearance part 3
Nightfright, I hope you meant the award text. I changed that back more like in a previous version. Then I changed the names slightly so they could line up better. I just made up names off the top of my head but if I wanted to get perfect alignment I would have to spend more time choosing and aligning names than it took to make the whole tile a few times
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#1019 |
Re: Enhancing Duke's Spritely Apearance part 3
The names could need shadows, too.
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#1020 |
Re: Enhancing Duke's Spritely Apearance part 3
How is this?
BTW, did you ever find out if this tile is used in more than one place? We still need to decide if this should be flipped or not. Assuming I ever get a usable version. ![]() |
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#1021 |
Re: Enhancing Duke's Spritely Apearance part 3
Better. Still, the font somewhat seems to be glued onto the texture like it didn't belong there.
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#1022 |
Re: Enhancing Duke's Spritely Apearance part 3
delete
Last edited by marked; 02-22-2009 at 05:52 PM.
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#1023 |
Re: Enhancing Duke's Spritely Apearance part 3
allright, here's my take, I felt that whats in the frame is a metal plate, and the names are stamped in, so I did some embossing and blending with the text, I also made sure the coloring was similar:
and oh yeah, a gradient, a bit of noise and and a motion blur makes the metal plate feel a bit more textured
Last edited by Rellik66; 02-22-2009 at 06:01 PM.
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#1024 |
Re: Enhancing Duke's Spritely Apearance part 3
Not bad. However, I doubt the text will be too legible ingame, could need more contrast/color. But it's a simple tile that's only used once, how many takes will it need? *LOL*
*EDIT* Well, Rellik's version looks pretty good ingame. Guess this will do.
Last edited by NightFright; 02-22-2009 at 06:11 PM.
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#1025 |
Re: Enhancing Duke's Spritely Apearance part 3
Well, the original tile doesn't have that much contrast, you can barely make out "AWARD" I always like to keep it as same as possible.
Here's an adjustment:
Last edited by Rellik66; 02-22-2009 at 06:13 PM.
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#1026 |
Re: Enhancing Duke's Spritely Apearance part 3
I agree,lots of work
![]() I ran out of creative options. I buttonized all the text to try and jazz it up a bit but nothing seems really good. Rellik66: a plain simple but GOOD LOOKING approach. |
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#1027 |
Re: Enhancing Duke's Spritely Apearance part 3
*LOL*, no really, Rellik's version will do just fine.
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#1028 |
Re: Enhancing Duke's Spritely Apearance part 3
Anybody want to buy my version? It's on sale.
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#1029 |
Re: Enhancing Duke's Spritely Apearance part 3
On the EVIL sale! *LOL* Kidding. Well, don't be sad, you've made many other nice textures, and I'm sure there'll be plenty more!
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#1030 |
Re: Enhancing Duke's Spritely Apearance part 3
hey marked, rellik version is taken from yours... his revision looks better but the base is made by you, so don't feel offended... you are making a great job anyway, thanks!
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#1031 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah, there are plenty of other textures that need doing. I wish I had more free time, otherwise I would be going full force.
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#1032 |
Re: Enhancing Duke's Spritely Apearance part 3
I've always said let the better tile win. I'm still enjoying the challenge. It keeps me at the computer and out of trouble. Plus the last month or two has been a good learning experience since I hadn't ever done this before.
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#1033 |
Re: Enhancing Duke's Spritely Apearance part 3
Last roundup, boys!
If you still got anything, transmit soon. In 16-20 hours, I will close additions and send "RTM" (release to "manufacturing") signal to Parkar. Oh Danny boy, the pipes, the pipes are calling... ![]() |
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#1034 |
Re: Enhancing Duke's Spritely Apearance part 3
I'll take a look at the Wiki to-do list and see if there is anything I can come up with tonight.
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#1035 |
Re: Enhancing Duke's Spritely Apearance part 3
Here is tile 444. I wish I would have looked at the original in the game first before creating this one. I would have chosen a different one to be my last entry for this HRP version.In the 4 identical places it is used, the texture is mis-aligned. It kind of bummed me out.
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#1036 |
Re: Enhancing Duke's Spritely Apearance part 3
As a quick fix I chopped the tile and pasted it back together so that it is still mis-aligned in the game but at least it is now centered.
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#1037 |
Re: Enhancing Duke's Spritely Apearance part 3
That is a mapping error. The texture should stay centered as the original. =/
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#1038 |
Re: Enhancing Duke's Spritely Apearance part 3
Yeah. Don't blame it on the tile!
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#1039 |
Re: Enhancing Duke's Spritely Apearance part 3
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#1040 |
Re: Enhancing Duke's Spritely Apearance part 3
the borders need a little more definition, but the rest is good...
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Tags |
retexturing, sprites |
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