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Post by splodem on Apr 9, 2020 4:40:44 GMT
I have the steam version and PS4 version of the game. I wonder if there is a way to port over steam creations to fpw.net. Those abs that were just posted on the steam workshop are perfect. Way better than those crappy anorexic ones they put in the game.
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Post by sdss9462 on Apr 9, 2020 4:41:11 GMT
In Steam, click your username -> content -> workshop items and it should be in there
I was eventually able to see them. Thanks.
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Post by Zealot on Apr 9, 2020 4:41:50 GMT
The crafting has begun. credit to wackydeli on the Workshop.
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Post by Fuee on Apr 9, 2020 4:49:37 GMT
The crafting has begun. credit to wackydeli on the Workshop.
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Post by Zealot on Apr 9, 2020 4:52:36 GMT
In Steam, click your username -> content -> workshop items and it should be in there
I was eventually able to see them. Thanks.
Your six pack is much appreciated.
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Post by sdss9462 on Apr 9, 2020 4:56:15 GMT
I was eventually able to see them. Thanks.
Your six pack is much appreciated. Thanks. I may upload the rest of them just so people can use them if they want. But I think they, like the rest of my stuff, look much better and game accurate with the availability of the highlight layer. I took the time to create the highlight layer for all of the parts I did, and I still have all of my original PNG files, so I hope at some point we're able to add the highlights as well.
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Post by bifflog on Apr 9, 2020 5:00:23 GMT
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Post by splodem on Apr 9, 2020 5:05:26 GMT
Is this a situation where a Steam creator could email their creation files to a user that has access to fpw.net for the PS4 and upload their creation there? Steam is going to have so much great content, Iām sure. Iād love to have them on the PS4 as well.
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Post by splodem on Apr 9, 2020 5:07:18 GMT
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Post by Fuee on Apr 9, 2020 5:21:30 GMT
Your six pack is much appreciated. Thanks. I may upload the rest of them just so people can use them if they want. But I think they, like the rest of my stuff, look much better and game accurate with the availability of the highlight layer. I took the time to create the highlight layer for all of the parts I did, and I still have all of my original PNG files, so I hope at some point we're able to add the highlights as well. Could you explain how you created the highlight layer? I would assume isolate the highlights that are already there, brighten them by (??)%, and lower the opacity to 25%, but iono if that's right
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Post by sdss9462 on Apr 9, 2020 5:45:04 GMT
Could you explain how you created the highlight layer? I would assume isolate the highlights that are already there, brighten them by (??)%, and lower the opacity to 25%, but iono if that's right
Sure. This is how I was doing it when I was using the mod suite back when, (this assumes you're using photoshop)... 1) In photoshop, open your completed custom part png. 2) Add a new layer, and position it beneath the the layer with the custom part. 3) Fill the new layer with black. 4) Go back to the custom part layer. 5) Use the magic wand tool and select a pixel of the brightest white. (I use "point sample" and tolerance of "0" generally.) 6) Once you've selected a white area, then right click and select "similar." Now you've selected every bright white area within the custom part png image. 7) Right click again and "select inverse," so that now you've selected every area of the part png that ISN'T brightest white. 8) While all of the non-bright-white areas are still selected, go to the top ribbon and choose "select-->modify-->feather." I find a radius of "3" gives the right result. 9) Go again to the top ribbon and select "edit-->clear." Now you've erased everything from the custom part png except the bight white areas, with a nice soft feathered edge around them. 10) Save is as a new png, using the same name as you would use for the part, but with adding "_h" at the end to denote it as a highlight, (ie. "m_bo_Vest Stripes_m_1_h" for example.) Make sure both layers are turned on, so in the saved png, the background appears black, as opposed to clear like with a regular part png. 11) When doing the tex file creation in unity, add both the original part png and the highlight png as assets and follow the rest of the process as normal. You don't have to add anything extra to the partlist text file beyond what Carl's instructions call for.
That's it. And it creates a highlight that's very close to what the default parts use.
A few additional notes... If your original part png doesn't have much of a bright white area, you can try selecting the lightest gray and using a tolerance of 10-20 to get it to ultimately select the brightest two shades, (pure white and lightest gray,) when selecting "similar," which will give you a larger highlight area. And/or when you get to the feathering step, you can also try a radius of "2" as opposed to "3" will also leave a larger highlight area visible after clearing the rest. I've had to do either or both a few times with smaller parts like the boot trims and pieces.
It sounds like a lot of steps, but it honestly doesn't take more than a minute or two if done while you're creating the parts png themselves. Even if you don't use the highlights, (and I generally keep them to 25% unless I'm doing shiny boots,) it really does make a difference in how they look in game and how well they match the default parts, especially when colored black.
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Post by sdss9462 on Apr 9, 2020 5:54:20 GMT
With the mod parts, the original parts and highlight layers were all extracted from the original game and shared among the community. Most of the parts I made were largely just edits of the exiting parts. I thought I had written up a tutorial for that too, but that might've been at the old forum. Essentially, what I would do would be to load an original part png in photoshop, create a new layer on top of that, then draw in solid red whatever design or element I wanted to add. (Like, when I did the trim for the western boots calf part, I just drew a red trim in a separate layer on top of the existing western boot part png.) Then I would select the area outside of the red, (so basically everything other than the trim I had drawn,) and delete that from the layer containing the original western boot graphic. So you'd be left with just the trim or whatever else you had drawn. That way you have an element that matches exactly with the part it's designed to sit over. I always figured that was how the game devs did it as well, as you'll notice that when you put a pattern on top of a given part and make the same color, the pattern more or less vanishes. The patterns are just sections "cut out" from other parts.
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Post by Fuee on Apr 9, 2020 5:59:55 GMT
Yeah, that's about how I've been going about doing my parts so far, too
Thanks a lot for the highlight tutorial, man. That'll come in handy
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Post by sdss9462 on Apr 9, 2020 6:04:55 GMT
Yeah, that's about how I've been going about doing my parts so far, too Thanks a lot for the highlight tutorial, man. That'll come in handy Sure. You're welcome.
I was looking forward to getting back into this, but the lack of the highlights is a complete let down. My thing was creating parts that were more-or-less indistinguishable from the default parts in the base game. Can't do that without the highlights.
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Post by OrochiGeese on Apr 9, 2020 6:14:56 GMT
Wow, you guys hit the ground running but I'm not surprised! š There's some awesome parts already made before I even got a chance to get the DLC! BIFF!! Welcome to the C!C šāāļø It's been a really long time. How have you been? š P.S. Geese's edit still has the scars from when Biff tried to flambe his face š„
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