Call of Duty 4: Minimap Stock Like: Difference between revisions

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(New page: Image:Nutshell.png Advanced tutorial using '''Adobe Photoshop''' to create Minimap Images just like in COD4 Stock maps. == Visual reference == *download the [http://developer.nvidia....)
 
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[[Image:Nutshell.png]] Advanced tutorial using '''Adobe Photoshop''' to create Minimap Images just like in COD4 Stock maps.
{{Note|Advanced tutorial using '''Adobe Photoshop''' to create Minimap Images just like in CoD4/CoD5 Stock maps.}}


== Visual reference ==
== Visual reference ==


*download the [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia dds Photoshop Plugin] and install it
*Download the [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia DDS Photoshop Plugin] and install it
*get a stock minimap out of an IWD, compass_mp_*.iwi
*Get a stock minimap out of an IWD (compass_map_mp_*.iwi)
*convert it to dds using iwi2dds or [http://diegologic.net/CoD/XmodelExporter.htm iwi_x_dds]
*Convert it to DDS using iwi2dds or [http://diegologic.net/CoD/XmodelExporter.htm IWI_x_DDS]
*load it in photoshop and have a look at the channels. RGB = color, Alpha = transparency.
*Load it in Photoshop and have a look at the channels. RGB = color, Alpha = transparency.
*use the stock minimap to look up and pick the Infinity Ward colors
*Use the stock minimap to look up and pick the Infinity Ward colors




== Prepare your minimap image ==
== Prepare your minimap image ==


*load your minimap screenshot and crop it (if not already)
*Load your minimap screenshot and crop it (if not already)
*adjust the colors (turn saturation down)
*Adjust the colors by turning '''saturation down'''




== Outlines ==
== Outlines ==


*use the shape tool to draw lines:
*Use the shape tool to draw lines: {{Box|Color: #bedfe7<br>Thickness: 6 px}}


color: #bedfe7
*You may turn on the arrow feature, width & length set to minimum and roundness all the way up
thickness: 6 px
*When finished outlining, reduce the line shapes to a single layer (this will rasterize and merge them)
 
*Use the fill options to create the glow effect (outer glow, looks best if you use a custom gradient with slate blue - dark green - lightgreen)
*you may turn on the arrow feature, width & length set to a minimum and roundness all the way up
*Add a drop shadow and adjust the parameters, suggestion: {{Box|Angle: 129°<br>Distance: 4 px<br>Overfill: 16%<br>Size: 6 px<br>Contour: first curve in the second row (looks like a sinus growth)}}
*when finished outlining, reduce the line shapes to a single layer (this will rasterize and merge them)
*use the fill options to create the glow effect (outer glow, looks best if you use a custom gradient with slate blue - dark green - lightgreen)
*add a drop shadow and adjust the parameters, suggestion:
 
angle: 129°
distance: 4 px
overfill: 16%
size: 6 px
contour: first curve in the second row (looks like a sinus growth)




== Inaccessable areas ==
== Inaccessable areas ==


*you can use the polygon-lasso-tool to create selections for inaccessable areas (like buildings)
*You can use the Polygon-Lasso tool to create selections for inaccessable areas (like buildings)
*fill it with a cyan-darkgreen (or any color and "overwrite" it using an overlay color in the fill options)
*Fill it with a cyan-darkgreen (or any color and "overwrite" it later using an overlay color in the fill options)
*turn the layer opacity down and go thru the blending modes to find a good looking one
*Turn the layer opacity down and go thru the blending modes to find a good looking one




== (non)playable area ==
== (Non)playable area ==


*use the lasso tool to select the playable area. smooth the selection and add feather (10-20 px i guess)
*Use the Lasso tool to select the playable area. Smooth the selection and add feather (something like 10-20 px)
*click the vector mask button for a smooth transition from opaque (playable area) to transparent (non-playable area)
*click the vector mask button for a smooth transition from opaque (playable area) to transparent (non-playable area)
*create a new layer underneath the feathered minimap and fill it with color: #4d4d4d
*Create a new layer underneath the feathered minimap and fill it with color: '''#4D4D4D'''




== Alpha channel ==
== Alpha channel ==


*go to the channels window, add new (Alpha 1)
*Go to the channels window, add new (Alpha 1)
*fill it with color: #464646
*Fill it with color: '''#464646'''
*create a gradient from #595959 (non-playable area) to #acacac (playable area) in the shape of the outer outline
*Create a gradient from '''#595959''' (non-playable area) to '''#ACACAC''' (playable area) in the shape of the outer outline
*this is a bit tricky, you can create a lasso selection, fill, contract, fill etc.
*This is a bit tricky, but there are several ways to do this. Here are two recommendations:
**You can create a lasso selection, then fill, contract, fill, contract etc.
**or use the brush tool and paint with hardness set to 0% (smooth border)
**or use the brush tool and paint with hardness set to 0% (smooth border)
*hold Ctrl and click on the thumbnail of the outline layer to create a selection
*Hold {{Key|Ctrl}} and click on the thumbnail of the outline layer to create a selection
*you might have to contract it by 1-2 px
*You might have to contract it by 1-2 px
*go back to the channel window and select the alpha channel
*Go back to the channel window and select the alpha channel
*fill the selection with white (#f9f9f9); you don't have to use the color bucket, but hit the delete key while having the background color set to white
*Fill the selection with white ('''#F9F9F9''');<br>you don't have to use the color bucket, but hit the delete key while having the background color set to white/the color you want




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''By CodemanX''
''By CoDEmanX''

Revision as of 16:48, 17 July 2009

Advanced tutorial using Adobe Photoshop to create Minimap Images just like in CoD4/CoD5 Stock maps.

Visual reference

  • Download the Nvidia DDS Photoshop Plugin and install it
  • Get a stock minimap out of an IWD (compass_map_mp_*.iwi)
  • Convert it to DDS using iwi2dds or IWI_x_DDS
  • Load it in Photoshop and have a look at the channels. RGB = color, Alpha = transparency.
  • Use the stock minimap to look up and pick the Infinity Ward colors


Prepare your minimap image

  • Load your minimap screenshot and crop it (if not already)
  • Adjust the colors by turning saturation down


Outlines

  • Use the shape tool to draw lines:
    Color: #bedfe7
    Thickness: 6 px
  • You may turn on the arrow feature, width & length set to minimum and roundness all the way up
  • When finished outlining, reduce the line shapes to a single layer (this will rasterize and merge them)
  • Use the fill options to create the glow effect (outer glow, looks best if you use a custom gradient with slate blue - dark green - lightgreen)
  • Add a drop shadow and adjust the parameters, suggestion:
    Angle: 129°
    Distance: 4 px
    Overfill: 16%
    Size: 6 px
    Contour: first curve in the second row (looks like a sinus growth)


Inaccessable areas

  • You can use the Polygon-Lasso tool to create selections for inaccessable areas (like buildings)
  • Fill it with a cyan-darkgreen (or any color and "overwrite" it later using an overlay color in the fill options)
  • Turn the layer opacity down and go thru the blending modes to find a good looking one


(Non)playable area

  • Use the Lasso tool to select the playable area. Smooth the selection and add feather (something like 10-20 px)
  • click the vector mask button for a smooth transition from opaque (playable area) to transparent (non-playable area)
  • Create a new layer underneath the feathered minimap and fill it with color: #4D4D4D


Alpha channel

  • Go to the channels window, add new (Alpha 1)
  • Fill it with color: #464646
  • Create a gradient from #595959 (non-playable area) to #ACACAC (playable area) in the shape of the outer outline
  • This is a bit tricky, but there are several ways to do this. Here are two recommendations:
    • You can create a lasso selection, then fill, contract, fill, contract etc.
    • or use the brush tool and paint with hardness set to 0% (smooth border)
  • Hold [Ctrl] and click on the thumbnail of the outline layer to create a selection
  • You might have to contract it by 1-2 px
  • Go back to the channel window and select the alpha channel
  • Fill the selection with white (#F9F9F9);
    you don't have to use the color bucket, but hit the delete key while having the background color set to white/the color you want


What it looks like

RGB View


ALPHA View


ALPHA+RGB View (transparency in 50% red)


Closer look at the cyan lines with green glow and black drop shadow


Picking the base line color


By CoDEmanX