Lights and dark areas


(Orange) #21

I use Photoshop 7.0 and the changes aren’t so big but since you’re a beginner, every small difference between PS 7 and PS-CS may bring us to confusion and misunderstanding.
So I recommend you to download this:
http://www.photoshopsupport.com/ib-pdf/vqs-chapter01.pdf
and read it through
Then maybe go on over a few of this tutorials:
http://www.photoshopsupport.com/tutorials.html#80four-photoshop-tutorials
Just so you’ll get familiar with Photoshop and understand the basics.
I’ll begin writing the tutorial now and when you’ll be ready, just PM me and I’ll post it here so other people can also use it in the future…


(Lock Ness Monster) #22

ok, cool, thanks for this, im thinking about making a tutorial on all ive learned so if by any chance there is a person that knew less then i did when i started this would have a chance now lol

Edit: if u dont mind could u go ahead and post the tutorial when ur done so i can copy it, im losing my internet but i dont know when they will come cut it off


(Lock Ness Monster) #23

could u go ahead and post it when ur done so i can copy it before i lose my internet


(Orange) #24

You didn’t tell me what exactly you want so I’ll tell you how to combine the “travel in space” with the space.
Hold tight, here we go:
Part 1 - Creating the Envelope

  1. Open Photoshop and click File>New…
    Enter 8 pixels for both width and height, resolution isn’t really important, but 72 pixels per inch is a standard screen resolution.
    Click Ok.
  2. Choose black as your foreground color and fill your image with black using the Paint Bucket Tool.
  3. Click File>Save As… and save the file as sky_bk.tga (type sky_bk in the File name box and choose Targa in the Format box) in your Enemy Territory\etmain extures\yourmapname\ folder.
  4. Repeat step 3 five more times, replace bk with ft, lf, rt, up and dn (each time different one)
    You should have now 6 files called sky_bk.tga, sky_ft.tga, sky_lf.tga, sky_rt.tga, sky_up.tga and sky_dn.tga.

Part 2 - Creating the Moving Stars Layer

  1. Still in Photoshop, click File>New… and type 256 pixels for both width and height.
  2. Fill the image with black using the Paint Bucket Tool.
  3. Click Filter>Noise>Add Noise…
    Amount: 20
    Distribution: Gaussian
    Monochramatic: Checked (v)
    Click ok.
  4. Clck Filter>Noise>Median…
    Radius: 1
    Click ok.
  5. Click Image>Adjustments>Threshold…
    Type 60 in the box and click Ok.
  6. File>Save As…
    Type nearsky.tga in the File name box and choose Targa in the Format box, click Save.

Part 3 - Creating the Second Layer
Here you can do one of the following:
I) Search through http://images.google.com for nice (seamless maybe) space images (galaxies and stuff) or textures and use that as your far space texture.
Then save it to your computer, open it in Photoshop, click Image>Image Size… and round the height and width to the closest number in the power of 2 (8,16,64,128,256,512,1024…) with “Constrain Proportions” unchecked.
Then save it to your Enemy Territory\etmain extures\yourmapname folder as farsky.tga

OR

II) Create your own texture:

  1. Click File>New… and put 512 pixels for both height and width. click ok.
  2. Repeat steps 2-5 from part 2, only this time, type 50 instead of 60 in step 5.
  3. Click Filter>Render>Lens Flare and put some nice lens flare somewhere.
    Repeat this step a few times with different Brightness values, different types of lens flares and different locations.
  4. Click Layer>New>Layer… and click ok.
  5. Choose two “space colors”, say dark blue for foreground color and purple for your background color.
  6. Click Filter>Render>Clouds
  7. In the bottom right are of your workspace you should see the small Layers window with two layers named Background and Layer 1.
    Little above where it says Layer 1 there’s a select box saying Normal.
    Click on it and choose Screen.
  8. Click Layer>New>Layer… and click ok.
  9. Click D to turn your colors into black and white again.
  10. Click Filter>Render>Clouds
  11. Click Filter>Artistic>Plastic Wrap… play with the parameters a bit to make it not to much and not to less. Click ok.
  12. Click Filter>Sketch>Water Paper…
    Again, play with the paramaters until you get something nice and click ok.
  13. In the Layers window, click the box that says Normal and try some options until you find something that looks nice to you.
    I found Overlay and Hard Light pretty good for this task.
  14. Click Layer>Flatten Image.
  15. Now, to make this thing seamless, click Filter>Other>Offset…
    Type 256 in the two boxes, select Wrap Around and click Ok.
  16. You can see now the ugly seams, to make it less annoying, we’ll use the Smudge Tool.
    Select the Smudge Tool from the Toolbox, select a 19 pixels brush and type 20% for Strength.
    Start moving your mouse from side to side along the vertical and horizontal edges of the seams with your left mouse button pressed.
  17. When you finsih, using the Recentagular Marquee Tool (Selection tool), make a selection from the top to the bottom of the vertical edge of the seam, make it just wide enough to include your smudges along that edge.
  18. Click Filter>Blur>Gaussian Blur… and type 1 for the radius and click ok.
  19. Repeat the last two steps (15-16), only this time along the horizontal edge.
  20. Click Filter>Other>Offset… and just click Ok to turn your image into it’s original state.
  21. If you’re not satisfied with the colors, click Image>Adjustments>Hue/Saturation… and play with the three sliders (Hue, Saturation and Lightness) until you’re satisfied, then Click Ok.
  22. Cilck File>Save As… and save it as farsky.tga in your textures/yourmapname folder.

Part 4 - Creating the Shader
I’ll just post here a basic skybox shader and after that I’ll tell you what more can you add to your shader.

textures/yourmap/sky
{
	skyParms textures/yourmap/sky - -

	q3map_noFog

	surfaceparm sky
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight
   
	nopicmip
	nomipmaps

	qer_editorimage textures/yourmap/sky.jpg //this can be any jpg image that will only be used by gtkRadiant.
	{
		map textures/yourmap/farsky.tga
	}
	{
		map textures/yourmap/nearsky.tga
		blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
	}
}

I haven’t tested it actually but I think it should work…
(If someone sees any mistake here please let me now.)
You may probably want to add a sun and skylight to give an overall light to your map.
You can read about q3map_sun and q3map_skyLight here:
q3map_sun
q3map_skyLight

That’s it, I think, good luck, and I’ll be here if you need anything else.

Just for the record:
It took me about 3 hours to write this tutorial…
And that includes about hour and a half just to play with Photoshop to find a way to create something that looks like space.


(Lock Ness Monster) #25

thanks, ill save it now so i can use it when i lose my internet, things really suck for me right now. i cant wait till everything is back up and running, thanks again


(Tru$T) #26

lol,im so nooby i dont even know what a skybox is :S
can u explain??:S:S:


(Tru$T) #27

a problem 4 me 2: well i put some lights in my room andthey all work fine but: one wall is totally black:S it all looks fine in radiant but now it turned black:S
thx for reading
Tru$T


(Orange) #28

I don’t know about the lights problem but you can read about skyboxes here:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7685
Check Drakir’s post