Differences
This shows you the differences between two versions of the page.
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arma:terrain:mask [2011/06/30 14:25] – created mask initial page. snakeman | arma:terrain:mask [2024/08/01 11:40] (current) – links added. snakeman |
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====== Mask Creation ====== | ====== ArmA 1 Satellite Mask Creation ====== |
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How to create visitor 3 mask image. | [[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] |
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| **ArmA 1** aka Armed Assault (ArmA) |
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| How to create visitor 3 satellite mask image. |
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First I open up the satellite texture in Photoshop, then I go to the Hue/saturation tool and adjust/correct the individual surface types hue and saturation with single colors like green for grass to make them more prominent if need be. After that I go set saturation on max with the master. Then I turn contrast to max with legacy on and usually I should have a usable mask made, but in most cases there are more than 4 colors so I use the hue/sat and/or color replacement tool to remove small bit of undesired colors until I an left with 4 primary surfaces. Now I can determine which detail texture suits best for each surface type, read their RGB value and then smack that into the layers.cfg. | First I open up the satellite texture in Photoshop, then I go to the Hue/saturation tool and adjust/correct the individual surface types hue and saturation with single colors like green for grass to make them more prominent if need be. After that I go set saturation on max with the master. Then I turn contrast to max with legacy on and usually I should have a usable mask made, but in most cases there are more than 4 colors so I use the hue/sat and/or color replacement tool to remove small bit of undesired colors until I an left with 4 primary surfaces. Now I can determine which detail texture suits best for each surface type, read their RGB value and then smack that into the layers.cfg. |
- Convert colors Image -> Mode -> Indexed. | - Convert colors Image -> Mode -> Indexed. |
- Image -> Mode -> Color Table... | - Image -> Mode -> Color Table... |
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