Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Usermade Faces Data Bank
Re: Usermade Faces Data Bank[message #337590] Thu, 06 November 2014 05:10 Go to previous messageGo to next message
Hawkeye

 
Messages:1903
Registered:October 2005
Location: Australia
It's just a case of overwriting existing face sti's with newly created ones. So if you wanted to change Barry's face you need to overwrite 00.sti files in the FACES directory, you'll need all the different sized ones to work on different screens these can be found in bigfaces, 33face, and 65face.

You may have to update the face co-ordinate files too, if they use different co-ordinates than their vanilla ones.


Re: Usermade Faces Data Bank[message #337859] Wed, 19 November 2014 18:35 Go to previous messageGo to next message
Bidius

 
Messages:23
Registered:June 2013
Remade the Gasmasks, don't want to make a new thread because I don't think it was that much of a project, or effort or whatever.

I was annoyed whenever I put on a gasmask to see the red lining, ofcourse this also plagues the NVGs but to be honest, it wasn't as bad a tinge as the gasmasks were suffering from. I'll probably find a more suitable graphic and replace these aswell, but for now I think they're better than the ones currently ingame.

I was thinking of doing ones for other face masks as well, to match up with the new disease feature, or even separate NVG types.

Note: Spooky, Screw, Laura and the 2 1.13 IMP portraits I've replaced and so the new masks may be off for these characters.

http://i61.tinypic.com/2wd855s_th.jpg
Re: Usermade Faces Data Bank[message #341864 is a reply to message #215964] Sun, 26 July 2015 09:22 Go to previous messageGo to next message
Shinobi

 
Messages:142
Registered:July 2015
Location: Mexico
it's too late to comment in this? i made this portrait based in Shogo Kawada from Battle Royale (i know it does look quite shitty but i hope it does look better in the game) i was wondering how do i put it into the game now.

http://i57.tinypic.com/16kcp3b.png



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: Usermade Faces Data Bank[message #356942 is a reply to message #341864] Tue, 12 March 2019 04:02 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
I started to work on some JA2 stuff again and found an old character I worked on.
Since nobody knows how Bobby Ray looks, I thought I would create him as playable character. happy

But I can't decide if he should have a gun shop as background or a storage hall?

Original Person: Clarence Williams III

https://www.bilder-upload.eu/thumb/b7a70b-1552355789.png


I would say picture number 2 is what Bobby Ray would look like.
What do you guys think?
Re: Usermade Faces Data Bank[message #356943 is a reply to message #356942] Tue, 12 March 2019 06:55 Go to previous messageGo to next message
Hawkeye

 
Messages:1903
Registered:October 2005
Location: Australia
Bobby R. wrote on Tue, 12 March 2019 13:02



I would say picture number 2 is what Bobby Ray would look like.
What do you guys think?
Is he made out of gold?

I'd choose 1 if I had to. Though you could probably turn down the red values in his colour a bit.


Re: Usermade Faces Data Bank[message #356944 is a reply to message #356943] Tue, 12 March 2019 08:14 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
I can see what you mean.

Well the colors of picture 2 looks more like the JA2 colors I thought.

K I will get the red out and post the full .sti
Re: Usermade Faces Data Bank[message #356947 is a reply to message #356944] Wed, 13 March 2019 09:54 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
Ok, this is my first try animating a face.

The lips seem to be too active and the image color is still just at 60% JA2 color style,
but I had a lot of fun [and pain]. I am hungry for more. big grin


Bobby Ray 206.sti


Opinions?
Re: Usermade Faces Data Bank[message #356954 is a reply to message #356947] Thu, 14 March 2019 14:40 Go to previous messageGo to next message
townltu

 
Messages:340
Registered:December 2017
Location: here
Looks good, good enough for some hopefully not discouraging critique on some minor details.
(note that I am detail obsessed so ... ;)

The glasses bridge in frame 3 and 4 of the 48x43 portrait is blurred beyond recognition,
perhaps edit some pixels.

The silhouette in the 106x122 portrait could be softer around the hair,
i guess you did cut out the persons pic from somewhere and placed it on top of the shop background.
(some pixels indicate you may have tried to smoothen the transition, but if so its not enough for me;)
For a smoother transition especially around the hairs,
you could paste the cutout into a new picture, select the background, delete to transparency,
increase the selection border by 1 pixel, then use the eraser to delete ~ 50% of the outline,
so the background pic will somewhat shine through later.
For even smoother border in big portrait set eraser to 33% for 1st step,
then increase selection by another pixel and delete again by 33%.

Besides, to make the set complete the 31x27 sized portrait (in \65faces) for auto resolve is missing,
along with camo portraits if it should be 1.13 compatible.

[Updated on: Thu, 14 March 2019 14:41]

Re: Usermade Faces Data Bank[message #356956 is a reply to message #356954] Thu, 14 March 2019 19:11 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
Great input. thumbs up

Yeah the blurred areas come from 'warping' the mouth and eyes areas,
so I get the desired mouth and eyebrow movements, because copy / paste
would destroy the light reflections on the skin. It looks good until hit the save button.

Is there another, better way to get the eyebrows and mouth in motion?

I will apply what you pointed out and work on the three camo's and \65's.

Good stuff.
Re: Usermade Faces Data Bank[message #356957 is a reply to message #356956] Thu, 14 March 2019 20:39 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
OK, here is the hair smoother and image 3 and 4 updated glasses.
The linked webside has a zooming option.

https://www.bilder-upload.eu/thumb/e9f7bf-1552588638.png

[Updated on: Thu, 14 March 2019 20:40]

Re: Usermade Faces Data Bank[message #356958 is a reply to message #356956] Thu, 14 March 2019 20:42 Go to previous messageGo to next message
townltu

 
Messages:340
Registered:December 2017
Location: here
I also mostly use the Gimps "warp" function to create the eye&mouth movement,
unfortunately it merges some┬┤pixels and changes their color so they may "drop out" of the range present in palette,
and I guess that is what also happens to you.
(the game respectively .sti files appear to tolerate a deviation from an indexed color of up to 03 in one of the 3 values
before the pixels color effectively changes and may appear "wrong" in stiEditor and game, thats valid for my XP system, ymmv)
Therefore I start with pasting what will be the 1st frame of the biggest animated portrait in 90x100
into one template pic of 360x200 so the single pic fits exactly 8 times,
create the variations of the 1st frame in the 7 other parts, save the big pic as 8bit r5g6b5 .bmp and create the portraits palette from that pic,
then use that as template with grid lines placed for eye&mouth parts to copy and paste the 8 frames into stiEditor,
then copy&paste 58x65 cutout of 1st pic into frame#0 of the 90x100 sti and save with adjusted offsets for E&M
(the 90x100 portrait usually has a generous distance from head to pic border and the head should fit well for the 58x65 without scaling;)
Then i use duplicates of the big pic to scale each down to one of the required sizes for animated portraits, and repeart the above process.
For camo I manually select desired areas, create duplicates to place different camo layers over selected areas in each.

Note that some downscales will result in uneven pic height, so that scaling may slightly move the pixel positions in the 2nd line of 4 pics
I use 2 by 4 because 8 in one line gives me bad oversight (still working on a 4:3 sreen :p),
so I prefer to manually set the height to even number in scaling dialogue if required.
And, scaling down also shifts colors unless you select no adaption at all,
so each downscale may require to be saved as .bmp for an individual palette import.
Re: Usermade Faces Data Bank[message #356962 is a reply to message #356958] Fri, 15 March 2019 03:56 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
wow, so much to look out for.

I made a texture out of the greens from the wooden camo images of imp 206
and copied snippets of (white to alpha) camo over each other into new image,
to get the random greens texture. Then you can select any shape from that texture
and use it as the shape of the brush tool. Spray speed to 15 or 20.

This way all my characters will have the same color camo, but a template would be
better like you mentioned with the cutouts for the eyes and mouth, but also for the
different camos.

K, here are four Bobby R. Wooden Camo versions with the original picture beside for
better comparison and with numbers for better association.

Click and Zoom
https://www.bilder-upload.eu/thumb/b7ea54-1552614040.png

Re: Usermade Faces Data Bank[message #356963 is a reply to message #356962] Fri, 15 March 2019 05:32 Go to previous messageGo to next message
Bobby R.

 
Messages:44
Registered:September 2016
I am not quite happy with the snow camo but the urban and wooden camo's are looking good.

I think I could get away with the desert one as well ;D


https://www.bilder-upload.eu/upload/6d8cdd-1552620301.png
Re: Usermade Faces Data Bank[message #357014 is a reply to message #356963] Tue, 19 March 2019 06:51 Go to previous message
Bobby R.

 
Messages:44
Registered:September 2016
The name is Ray, Bobby Ray [0.5]

#206.STI
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