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Posted: Mon Dec 20, 2010 6:05 pm
by DaddyHoggy
Gibbon wrote:Seeing as it's xmas,
As to the McD query, i only did it like that as the original slogan is in lower case. If i do it in uppercase then all the words will need to be done like that, i can see what it looks like but not sure of the outcome
I like the Christmas Ad - nice.
re: McD's - don't go to town on it - it's fine as it is - twas just a suggestion..
Posted: Mon Dec 20, 2010 6:44 pm
by Smivs
Love the ad, but just a word of caution, Trumble Pies should not be over-heated
Posted: Tue Dec 21, 2010 11:31 pm
by DaddyHoggy
For the Scottish descended Human Colonials...
Posted: Tue Dec 21, 2010 11:53 pm
by Smivs
Keeping them coming...
...even if it is a recycled Asp
Posted: Wed Dec 22, 2010 2:12 pm
by Disembodied
DaddyHoggy wrote:For the Scottish descended Human Colonials...
Here's a go at making a pseudo-glowy store brand board:
Posted: Wed Dec 22, 2010 2:27 pm
by JensAyton
Disembodied wrote:Here's a go at making a pseudo-glowy store brand board
Come on, people. Glow maps are easy!
Posted: Wed Dec 22, 2010 2:55 pm
by Disembodied
Ahruman wrote:Come on, people. Glow maps are easy!
Riding a bike is easy, too, but it can be surprisingly tricky if you've only got the vaguest idea of what a bike is for, what it does and how it does it ...
It's a slow day, I'm killing time until I can phone someone in California. I'll hit Google and try to learn. But if I skin my knee I'm blaming you.
Posted: Wed Dec 22, 2010 3:50 pm
by DaddyHoggy
Ahruman wrote:Disembodied wrote:Here's a go at making a pseudo-glowy store brand board
Come on, people. Glow maps are easy!
True, but these 2 Frame ads work with the shader Griff already modded for the Constore...
Posted: Wed Dec 22, 2010 3:52 pm
by DaddyHoggy
Disembodied wrote:DaddyHoggy wrote:For the Scottish descended Human Colonials...
Here's a go at making a pseudo-glowy store brand board:
Lovely two-frame brand ad Disembodied - exactly what we were looking for!
Thought you might appreciate "CarryOot"
Posted: Wed Dec 22, 2010 4:03 pm
by Disembodied
Cheers, DH! In any case, here's an attempt at a version with what might, for all I know, be a glow map:
Posted: Wed Dec 22, 2010 5:55 pm
by JeffBTX
Is there a good post somewhere that definitively describes how to make these ads? I tried searching... = overwhelmed. I use Paint Shop Pro 5.03 (registered).
I have a few ideas... I'd like to contribute as time permits.
Or heck, here is the IDEA for one, if someone (good at making the ads) wants to put it in:
Grab an image (portrait style) of Doctor Sanjay Gupta off of the internet. PREFERABLY in doctor-clothes, rather than business-suit. I don't know about internationally... he is something of an icon in the USA. "Doctor for the people", etc. If he is unknown elsewhere, use some other doctor. Or a generic doctor.
Manipulate the image... very YAW-ish, make his skin green or purple or something.
Make a trumble.... stuck on his shoulder... "chomping". Maybe animate it... chompin' and shoulder bleedin' (just a little)
Text: (use centering, different sizes, colors, etc):
Dr Soonjay Goopta (black?)
advises: (black? smaller?)
"Does it HURT?" (green / bold)
"So RIP IT OFF!" (red / bold)
... then take two aspirin and call me in the morning. (purple / small)
Posted: Wed Dec 22, 2010 8:23 pm
by DaddyHoggy
Hi JeffBTX - criteria for ads is very simple - 256x128 png format. Nothing "real" (parodies are fine - as you can see - game related - like your idea - very welcome)
As for animated, that's also fine - Ahruman wrote a "shady billboard" sometime ago - which has been modified for use inside YAH as the Asteroid Billboards - for this take your single 256x128 frames and stack them on top of each other in a single 256x512 image with the first frame at the top of the image, the 2nd frame underneath that, the 3rd frame underneath that and the final frame at the bottom. The shader with then step through each of the frames by moving down 128 pixels and displaying the next 256x128 image, when it's displayed the final frame it steps back to the top.
I hope that helps?!
Posted: Thu Dec 23, 2010 2:24 pm
by JeffBTX
Daddy Hoggy;
Yes - thanks - and what about "glowiness"? In general, how do we "light up" the ad?
About neon... lets say a section will ALWAYS be lit up, and then there are animated neon-things? (I.E. isolate areas per-frame that are NOT particularly brightly lit, as opposed to those that ARE lit, as opposed to those that are MAXIMALLY lit, like neon-toobies).
(EDIT)
Actually it sounds like I should track down and study "Shady Billboard"; it couldn't hurt, and I will probably learn something.
Posted: Thu Dec 23, 2010 4:27 pm
by DaddyHoggy
The glows are done somehow by making the Alpha transparency channel of the PNG into a greyscale - the "whiter" the pixel the more it glows in the game (if the shader is written to do so) - if you download one of the YAH Sets look at the GlowAds 256x256 texture in something that can separate your RGB from your alpha, and then look at the corresponding shader fragment code in the same oxp. If that doesn't help we may have to relight the Griff-Signal...
Posted: Thu Dec 23, 2010 5:33 pm
by JeffBTX
Ah.... (don't QUITE understand... 1 alpha channel for each frame?!?? ... anyway)...
Unfortunately I have had no luck with that technique. I am presently adding emission, shininess and specular to the DeepSpace ships (10 objects done so far... I have a PM in to DeepSpace about release... he hasn't been on the board much lately).
I tried Griff's 1st method (of two) posted in the DeepSpace Ships thread (1st = a grayscale alpha). Results always come out horrible, so I have to use the 2nd method (an additional PNG for each object, subscripted with "E" for emission_map).
I suspect that it is the application I am using (Paint Shop Pro 5.03). Tried real had to get the alpha-thing to work for emission, but it just never works well from PSP.