Call of Duty 4: Minimap Stock Like

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Revision as of 16:30, 17 July 2009 by Zeroy (talk | contribs) (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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Advanced tutorial using Adobe Photoshop to create Minimap Images just like in COD4 Stock maps.

Visual reference

  • download the Nvidia dds Photoshop Plugin and install it
  • get a stock minimap out of an IWD, compass_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 (turn 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 a 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 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 (10-20 px i guess)
  • 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, you can create a lasso selection, fill, contract, fill 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


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