falcon4:textures:tiletutrgb2pcx
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falcon4:textures:tiletutrgb2pcx [2007/07/10 09:52] – external edit 127.0.0.1 | falcon4:textures:tiletutrgb2pcx [2009/08/21 23:50] (current) – moved this page to new location. snakeman | ||
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- | ====== How to convert the RGB images back to PCX ====== | ||
- | How to convert the RGB images back to PCX and make high quality L and M tiles, so here it is: | ||
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- | Duplicate the finished image with all the layers and then flatten the image. If you get a pixelated look ingame with the finished H tile, then you can and apply a gaussian blur filter with a radius of 0.3 to prevent this. | ||
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- | Then save the image with the "Save for Web" command. Select GIF, Lossy: 0, Custom, Colors: 252 (256-4 nightlighting colors), No Dither, no Transparency, | ||
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- | Now get back to your duplicated and flattened image and convert it to indexed mode with " | ||
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- | For the M tile take your original PSD file with all the layers and duplicate it again (like for the H tile). Then resize the image to 256 and apply a sharpen filter when sharpness is lost while resizeing. Select Image-> | ||
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- | Repeat the procedure for the M tile to get the L tile only resize to 128 instead of 256. If you want to scale down the H tile from 512 to 256 or 128 then first resize, apply a sharpen filter one or more times so that the image is quite sharp. Then apply the gaussian blur to it when needed and go on with the procedure described above. |
falcon4/textures/tiletutrgb2pcx.1184061154.txt.gz · Last modified: 2009/08/21 23:50 (external edit)