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FPSC Classic Models and Media / Gimp blood tutorial

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Nilloc
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Posted: 20th Mar 2010 18:38
i was wondering where i can find a good blood tutorial for gimp ive searched everywhere and found nothing(i need to be able to get it fpsc ready in thee tut
wizard of id
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Posted: 20th Mar 2010 19:28 Edited at: 20th Mar 2010 19:29
www.gimpusers.com/tutorials/blood-splatter-texture.html

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Nilloc
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Posted: 20th Mar 2010 19:38
thanks
Nilloc
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Posted: 20th Mar 2010 19:56
well i didnt tell me how to get it transparent cause i dont want that grey behind the blood i want it to be a transparent background so i can load it up to fpssc
starmind 001
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Posted: 20th Mar 2010 20:16
Kravenwolf
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Posted: 20th Mar 2010 20:17
Before you start making the blood, right click on the layer, add an alpha channel, and delete the background. Or, after you create the blood splatters on the grey background, add an aplha channel, use the wand tool to select the grey around the splatters, and delete it.

Kravenwolf

Nilloc
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Posted: 20th Mar 2010 20:19
k thanks guys ill post the blood when done
Nilloc
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Posted: 20th Mar 2010 20:28
one thing gimp dosnt suppot .dds so what should i save it as?
Nilloc
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Posted: 20th Mar 2010 20:32
i saved it as a png what should the script be?so that its fpsc ready?
starmind 001
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Posted: 20th Mar 2010 21:18
Gimp does support .dds. You have to download the plugin.

.dds plugin
http://nifelheim.dyndns.org/~cocidius/dds/#download

And just in case you want it here is the normal map plugin for gimp.

Normal map plugin
http://nifelheim.dyndns.org/~cocidius/normalmap/#download

AaronG
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Posted: 20th Mar 2010 21:27
An "alpha channel" is merely a black background right? Or is it a transparent background?

starmind 001
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Posted: 20th Mar 2010 22:02 Edited at: 20th Mar 2010 22:03
Here is the meaning of an alpha channel so to not create confusion.

In graphics, a portion of each pixel's data that is reserved for transparency information. 32-bit graphics systems contain four channels -- three 8-bit channels for red, green, and blue (RGB) and one 8-bit alpha channel. The alpha channel is really a mask -- it specifies how the pixel's colors should be merged with another pixel when the two are overlaid, one on top of the other.
Typically, you wouldn't define the alpha channel on a pixel-by-pixel basis, but rather per object. Different parts of the object would have different levels of transparency depending on how much you wanted the background to show through. This allows you to create rectangular objects that appear as if they are irregular in shape -- you define the rectangular edges as transparent so that the background shows through. This is especially important for animation, where the background changes from one frame to the next.

Rendering overlapping objects that include an alpha value is called alpha blending.

Here is a quick tutorial for you.


Nilloc
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Posted: 20th Mar 2010 22:42
thanks guys one more thing how do i get it fpsc ready with its script?
starmind 001
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Posted: 20th Mar 2010 22:55
Are you using it as an overlay or decal? If you are using it as an overlay then I would goto your files and find an already made overlay and copy and paste it into another folder so that you can find it. Change it's name and it's texture to the new texture and you are ready to test it.

Do the same thing for a decal. As long as it is in .tga, .png or .dds you should have no problems seeing it in-game.

Nilloc
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Posted: 20th Mar 2010 23:03
overlay
starmind 001
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Posted: 20th Mar 2010 23:18
Then just do it like I said and you should be fine.

Nilloc
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Posted: 21st Mar 2010 00:39
i tried but it didnt work

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