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Mapping Tips/Guides / Re: How to make a video game map. Basic Mapping Methodology.
« on: June 06, 2016, 06:26:19 pm »
Transparencies are like a horrible twisting monster version of background layers. They have to be extracted and added separately and they always have their own unique problems. Fortunately this particular level offers only one real issue as far as its transparencies go. But first let's handle extraction.
If we take a closer look at these waterfalls we see we have a problem right off the bat, they stretch. More often then not transparencies will have some kind of physical distortion accompanying their translucence. Fog transparencies can waft back and fourth, water can ripple, reflections can bend toward the horizon. This transparency is stretched from top to bottom to give it a falling water effect. Very creative design but very difficult for a mapper to duplicate, not impossible, but let's remove it. We don't want to be stuck on this map for years.
Extraction with screenshots:
So how can you accurately screenshot a distortion? With. Great. Difficulty. Fly Squaks to a nice spot that lets you view one of the waterfalls in its entirety and turn off all layers but the waterfall, then take a screenshot. Open the screenshot in your image editor and zoom in on it. If you look closely you'll see locations in which one pixel was stretched into several by the distortion, and you can cut the image apart along those lines. As you can see it's extremely complicated, but you can undo the distortion by shaving all but one line of pixels off each row, then reassembling them. Unfortunately you'll discover here that the top and bottom of the finished product don't line up, which means part of it is missing. And that means repeating this process with more screenshots until you find that part. Once you do you'll have your transparency.
Extraction with BGMapper or other tool:
Just as you did for the background, move a copy of your zst file to Piken and bring it up in BGMapper. Press 1 on the keyboard, then 0 and 2 to take your giant capture. And yes you had to leave the background in the image, it's a restriction of BGMapper that you can't get around, and it also means you'll have to modify the image BGMapper just created. Get out of BGMapper and open your new BGIMG image. Note there's no distortion, BGMapper always removes physical shape distortions. What you need to do now is separate the waterfall from the background rock. There are many ways to do this but we're going to take a shortcut.
I'm going to use Irfan View to do this.
http://www.irfanview.com/
It's a great program that's a way around the clutter of Photoshop. But you can use whatever you like as this trick works in almost any image editor. You are going to be making a cutout. Move the waterfall image into the image editor and open the menu that allows you to edit contrast. In Irfan View this is Shift+G. Increase the contrast until the image is blown out into only a few colors. Then clean it up just a little further until it's only two colors. Now erase the colors of the waterfall and drop it over the original waterfall image and you've got it. Also just like the background capture these will perfectly tessellate.
If we take a closer look at these waterfalls we see we have a problem right off the bat, they stretch. More often then not transparencies will have some kind of physical distortion accompanying their translucence. Fog transparencies can waft back and fourth, water can ripple, reflections can bend toward the horizon. This transparency is stretched from top to bottom to give it a falling water effect. Very creative design but very difficult for a mapper to duplicate, not impossible, but let's remove it. We don't want to be stuck on this map for years.
Extraction with screenshots:
So how can you accurately screenshot a distortion? With. Great. Difficulty. Fly Squaks to a nice spot that lets you view one of the waterfalls in its entirety and turn off all layers but the waterfall, then take a screenshot. Open the screenshot in your image editor and zoom in on it. If you look closely you'll see locations in which one pixel was stretched into several by the distortion, and you can cut the image apart along those lines. As you can see it's extremely complicated, but you can undo the distortion by shaving all but one line of pixels off each row, then reassembling them. Unfortunately you'll discover here that the top and bottom of the finished product don't line up, which means part of it is missing. And that means repeating this process with more screenshots until you find that part. Once you do you'll have your transparency.
Extraction with BGMapper or other tool:
Just as you did for the background, move a copy of your zst file to Piken and bring it up in BGMapper. Press 1 on the keyboard, then 0 and 2 to take your giant capture. And yes you had to leave the background in the image, it's a restriction of BGMapper that you can't get around, and it also means you'll have to modify the image BGMapper just created. Get out of BGMapper and open your new BGIMG image. Note there's no distortion, BGMapper always removes physical shape distortions. What you need to do now is separate the waterfall from the background rock. There are many ways to do this but we're going to take a shortcut.
I'm going to use Irfan View to do this.
http://www.irfanview.com/
It's a great program that's a way around the clutter of Photoshop. But you can use whatever you like as this trick works in almost any image editor. You are going to be making a cutout. Move the waterfall image into the image editor and open the menu that allows you to edit contrast. In Irfan View this is Shift+G. Increase the contrast until the image is blown out into only a few colors. Then clean it up just a little further until it's only two colors. Now erase the colors of the waterfall and drop it over the original waterfall image and you've got it. Also just like the background capture these will perfectly tessellate.