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Posts posted by Urnemanden

  1. This tutorial had some interesting results I could experiment with, ending up with this:


    As I had to re-size the logo down to 300x50 for website purposes though, I saw that the details made the text frustrating and hard to read. So after giving it outline, shadow, remove the shadow, remove the outline and anything else I ended up with this result. And I'm quite pleased with it!


    Thank you very much, the tutorial learned me a lot.

  2. I am using most of my energy on making textures out of real pictures as I've got the best results that way. And well - sometimes I forget my tripod and is taking the pictures handheld resulting in that some pictures gets a quite weird size and cannot be rotated right like the example below.


    If it is somehow possible to make the object stretch to the canvas, so I could use it for 3D Modelling purposes, you are very welcome to reply to this topic. Thanks in advance for the help!

  3. - Add a new layer :AddNewLayer:

    - Select the Line/Curve tool :LineTool: and disable Anti-Alias in the menu :AntiAliasingDisabled:

    - Draw the line at the edge and move the nurbs till you find their location satisfying.


    - Ctrl+I to invert the selection and go back to the layer where your banner is. Press delete to delete the edge and make the curved.

    If you simply want round edges, I will suggest that you use the plugin named Rounded Rectangle on a new layer and then do step 4.

  4. iWood

    Good quality and very realistic wood pieces! I wonder how you do them?

    The picture is implemented very well into the wood, but I find the head's outline a little too sharp.


    In contrast to the wood's dark and soft surface, the light spots on her face looks a little bit aliased from long distance. Of course, this is a minor issue, overall I like that picture a lot - especially the big head, due to its not as transparent skin.

  5. In my humble opinion, it would make more sense for the developers of Re-Volt to make the game use .bmp, as it is a recognized standard.

    Re-Volt supports bmp, but you cannot have 2 bitmaps of the same name in the same folder. Therefore the Re-Volt Developers has chosen to call the mip-map version of each texture *.bmq instead of *.bmp, since it's quite easy to overcome the individual levels folder, which aleready have other filetypes containing geometry and such.

    Well, I'll continue hoping then. Thanks for replying me tho, and I'm also glad to see someone who have been playing Re-Volt :)

  6. Hello,

    Since the game called Re-Volt, uses *.bmq as bitmap mipmap pictures, I often need to open these and edit them. Paint does the job fine opening them as were they bmp (they are), but Paint.NET tells that the image type isn't recognized. Is there a way around that? It's easy to save them as bmq's since I just need to rename the extension, but when it comes to opening them again, I have to rename the file name and extension, to open it again (texture and mipmap texture is called the same with the exception of the extension).

    I think a plugin would do the job and to me it sounds like an easy job, sine bmp support already is added. Any tips on this would also be very welcome :)

  7. The image's size is fixed, so you cannot work Outside the image. I suggest that you save the whole image separately and then move it. Remember that as long as you don't finish the moving, the image is still available outside the borders. You can always decline finishing an image, but if you already finished it a long time ago, import a new image and move it to a location you like. I find it quite annoying myself as well, but I've got used to it.

    An alternative would be making the canvas extra big and then add a semi-transperant layer filled with a color you like, to define being "outside the image". Then in the end when flattening, remember to crop down to the actual image size.


  8. Nice tutorial! The way you explain everything step by step, makes it easy to give extra touches to the results. What started with being a planet ended up as a "Monstor" from a golden black hole. I call my picture "Gold-dust"


    The structure of the basic output is also very easy to create a seamless skymap of. For the future I think I'll use it if I'm going to create a outer-space track someday. Thank you!

  9. Even though it might not be possible, I'll vote for that idea. Usually when I am doing something in Paint.NET, I always end up experimenting with everything. When I then in the end has got a result that satisfy me, I save it in a numbered folder inside Pictures\Paint.NET\. It could be nice if I at later observance also could see How I actually did.

    I'm not thinking that Paint.NET should save all used settings for every single plugin, basically just a list that looks quite the same as in "History". XML would be nice, but simple TXT's would be less hard to implement. Right now a Screenshot of the history window is alright, but unfortunately my history log is too long - I can't have it all on a 1280x1024 screen.

    For an example, I created this button


    out of this photo (16%),


    and I still have no idea how I did, kinda. I even forgot to save it as .pdn, because all the history was flattened after I accidentally saved it as .gif for upload and afterwards did a Ctrl+A.

  10. Useful tool! It was easy to cut out the background, and keep the anti-alias, when I used Printscreen in Gmax, which can't do renders.


    The only problems I had was when using the Green Screen function, since some of the yellow color got dis-colored after use.


    Perhaps that's because yellow doesn't go that well with a green background - I didn't have any problems with other colors, that I know of. I've often been looking for this kind of tool, that removed other color backgrounds as well, but now I feel fine with Green & Blue only, since they work quite good for me.

  11. Hello,

    I am member of the Re-Volt Community and using Paint.NET to do all kinds of textures. Recently a new guy appeared up and created a new patch that makes me and other track- and car makers use 512x512 textures for our stuff. Now, the only problem we currently seem to have is that there already is 2000 tracks and cars available on our community site, all using the previous standard dimensions, 256x256 (bmp).

    We've been working hard on figuring out how to re-size these old textures to the new 512x512 standard, without creating black borders (the alpha, 0 0 0, is build-in to the textures) around our textures. Until now we are separating the black layer from the rest of the textures, but the fact is that using bilinear and bicubic re-size parameters, overshootings will still get caused.

    Today I managed manually to split up all textures from each other and then copy the original textures to a 512x512 bitmap to re-size them up :MoveTool: the double size using the smooth parameter. Below you'll see a compare between a bicubic re-sizement (0 0 0 has been re-sized using nearest neighbor) and a smooth re-sizement, where each object still has got it's shape.



    As we got huge amounts of level- and car-textures we need to do a similar re-sizement using either a program created for that or an easier progress in Paint.NET. If any information could tell us, which parameter "Smooth" uses to re-size, that would be great. Any other suggestion into how you can re-size and keep the shape fastly would also be appreciated.

    Thank you for reading.

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