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trooper

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Everything posted by trooper

  1. I like the work on the template. Everything blends well, very clean.
  2. Thank you, Oma. Grab the .pdn file. I know you like pink, there's a flower blossom in there with your name on it. It would give you something to practice your manipulation skills on.
  3. Go to File-->Save As. When the dialog box comes up, there should be a pull-down menu toward the bottom that is defaulted to .pdn. Just click on the arrow on the right of the pull-down and select your preferred file type. Save. Rinse, lather, repeat as needed. BTW -- I think this is the appropriate place for this kind of thing -- it's a general question. Now, my answer... :wink:
  4. Took the family to the zoo today and was lucky enough to arrive right after a rather heavy storm. Wet shoes aside, the animals were playful and the kids loved it and all the flowers had those wonderful water drops on them. I had a digital camera. Here's a quick manipulation I whipped up tonight before heading off to bed: I was trying for a subtle effect on the flower, don't know if I achieved that. The background was from another pic taken today, blurred and muted to help the flower stand out. The actual .pdn is linked on my site. As with most .pdn's, it's big (~3mb). It does however contain another pink flower, who along with the blue one shown, was not harmed in the making of this manipulation.
  5. I don't mind in the least, and I really like that pic.
  6. Man, I like that. It reminds me of some fantastical, vaulted, water-filled catacomb.
  7. I've never thought about it quite like that. Excellent!
  8. Hi, oma! Skinning is the act of putting "skins" on game character models. I think that would be the best way to describe it. See, the game characters are 3d entities generated, or modeled, in programs such as 3ds Max, Maya, or Blender, et al. Once they are generated, they're usually done so in a bland, generic way (grey scale) and you use colored "skins" on the model to differentiate them. The colors you see on the humanoid model in my post are the character's "skin"; which I did in PDN and imported into the game using the game's native editor. Oh, and UT99 stands for Unreal Tournament, a game; the 99 part is the year the game was released as there are multiple versions of it. [edit] fixed verb tense
  9. Ok, here is the (near) final results of the UT99 clan skin I've been working on. As I've stated, the only problems I've had with it has been when the game itself down-converts the 32-bit .bmp's to 16-bit indexed .pcx's. Overall, however, I'm happy. I must say, this has been my first skinning project in PDN and I'm *much* happier using it vice GIMP. Native tools rock. Oh, and I've fixed the comment system on my site. :oops: You can now leave comments without having to be logged in as a member. Please feel free to drop by. There's a small, not very informative write up on them at the site that was done off the cuff. :wink: I'll get a little deeper if I get the OK on this version of the skins or get the final product done.
  10. Once I get the skin finished I will. Unfortunately, it's UT99 and everything gets broken down to 16bit color, so I still need to find a way to work with that to keep the skin looking good after UnrealED converts the .bmp's to .pcx. Hmm. Does anyone know if maybe I need a special palette? Been doing this for years and just now thought of that...
  11. In what way? Can you show us an example or describe the idea?
  12. Here's what I've been working on lately: PDN works very well for creating textures for skins. I'd previously been using the gimp for this, but PDN has gotten to the point that there is no reason why I can't use it (and no reason not to!). The magic wand tool is excellent in PDN; much better than what I'd been using previously. The only things I've found that I really would like to see in PDN is multi-color gradients and the ability to shrink and grow selections. I think both of these issues have been previously brought up, so not complaining, just sayin'. [EDIT] -- I can't claim most of the artwork here. Most of the intricate stuff was done by the excellent texture artists of the game developer!!
  13. Ash, I really like what you're doing with this plugin. This is something I've haven't seen outside the 3d realm. Great job.
  14. Are you having trouble saving your .pdn's to different file types?
  15. Jeez. Not as good? The photoshop version must have been bloody great. That's sweet.
  16. I LOVE using CSS. It makes it so much easier... honestly. I would recommend going to W3C and checking out their CSS tutorials. Agreed. They have some great stuff there and their tutorials are easy to follow. I think you'll find CSS is/are very flexible and powerful.
  17. Playing around with abstractions again and came up with this image: It's along the fractal lines again, but this one seems a bit more "3-D" to me and a lot less chaotic due to fewer colors.
  18. Excellent work. She is indeed talented. I'm hoping my little girl's interest in "painting" will give her a good intro into computers and interfaces. She loves PDN. Note on the PDN interface: So far my 3 y/o has managed to "get" most of the default interface. 'Nuff said. Good job PDN developers.
  19. If yours picks up CodeLab, I'm sending mine over to play. Something's got to rub off....
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