Sharing tips for creating new vehicles.
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Close Combat Series -> Modding Workshop

#41: Re: Sharing tips for creating new vehicles. Author: -Jager-Location: stockholm PostPosted: Wed Jun 16, 2010 12:40 pm
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i painted the tanks in Wacht am Rhein/ patch 4.50.07b
Now do they look realistic?



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#42: Re: Sharing tips for creating new vehicles. Author: southern_land PostPosted: Thu Jun 17, 2010 4:28 am
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papa_whisky wrote (View Post):
Great looking tanks, SL, why shrink in increments and why eps?


Apparently when you enlarge images you should set up an automation to do it in increments (photoshop 7 anyway) so I thought maybe the same when shrinking.  probably should have tested to see if it was so.

Eps was an attempt to use something I could scale without loosing too much info.   Realistically probably could have used jpeg format for all the good it seemed to do.

I figure you've got to try these things to see what you get. Very Happy

#43: Re: Sharing tips for creating new vehicles. Author: papa_whisky PostPosted: Thu Jun 17, 2010 1:24 pm
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Thanks SL for so clearly demonstrating using existing net images, can be used so effectively to produce vehicles. You have inspired me to get off my a*se and do some more stuff, well at least when I can find some time  Shocked

#44: Re: Sharing tips for creating new vehicles. Author: Therion PostPosted: Mon Jun 21, 2010 3:18 pm
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Does anyone have any tips for making images from scratch?

#45: Re: Sharing tips for creating new vehicles. Author: DAK_Legion PostPosted: Mon Jun 21, 2010 3:34 pm
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Hi All!

The free game WINSPMBT i extracted some vehicles......test here........

Merkava Mk.IV for CCMT


#46: Re: Sharing tips for creating new vehicles. Author: -Jager-Location: stockholm PostPosted: Mon Jun 21, 2010 3:56 pm
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Perhaps you can use the blueprints? http://www.the-blueprints.com/blueprints/
look at Orginal Close combat Normal_hull to get a idea of the size.

I find the orginal vehicle in close combat a bit to small! I Usually increase them 4pixels higher over that they will be to big.
Normal_turrets i usuall increas 2pixels.

#47: Re: Sharing tips for creating new vehicles. Author: platoon_michaelLocation: Right behind you PostPosted: Wed Jun 30, 2010 2:03 pm
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I try to find something/anything to use as a template.
Be it from the web or other games I own.I'm just not that artistic to do it from scratch.
I do agree that a larger Vehicle along the lines of what TT did with VetBoB adds a lot more in terms of detail than what comes with CC.

Currently trying my luck with screen shots from Company of Hero's.
There is a means to edit the MAX zoom out on the game I just don't have the time to find what works best yet.
Could also be useful for creating isometric houses.



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#48: Re: Sharing tips for creating new vehicles. Author: Andreus PostPosted: Thu Jul 01, 2010 6:57 pm
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Maybe screenshots taken from Theater of War 2 and Achtung Panzer's editors could work?

They have many vehicles and you can zoom quite close and rotate at will, for max details and tilted graphics...



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#49: Re: Sharing tips for creating new vehicles. Author: platoon_michaelLocation: Right behind you PostPosted: Wed Apr 06, 2011 8:15 pm
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Abdreus:
Is that game worth buying?
Does it play any good?
If not you willing to take requests?
I could use a good image for an Mobelwagon,Wirbelwind,Wesp,Hummel and Nashorn.
I also could use any and all British Tanks and vehicles

Not many Vehicles to choose from but they do have a top down view.
http://www.hobbymastercollector.com/indexpageforallgroundvehicles.html



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#50: Re: Sharing tips for creating new vehicles. Author: Andreus PostPosted: Wed Apr 06, 2011 10:49 pm
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Honestly, the game is fun the first hour, then i just came to hate it. I believe the pathfinding is even worse than CC's, at least armoured units.
On the graphic side, it's really beautiful and you can see the impacts on the vehicles/destroy buildings or fences with the tanks.

I don't have it installed anymore and don't plan to, but you can always get the demo see if you can use it for the main vehicles, and try it yourself...

#51: Re: Sharing tips for creating new vehicles. Author: platoon_michaelLocation: Right behind you PostPosted: Tue May 10, 2011 5:53 pm
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Here's a better link.
http://www.wwiivehicles.com/dragon/default.asp

Click on the Image of the vehicle/Tank you want,Some but not all have top down images of the tanks/Vehicles.
You can also click the links in RED on the upper left hand side to get to more pages.



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#52: Re: Sharing tips for creating new vehicles. Author: CaptSam PostPosted: Thu Aug 09, 2012 5:58 pm
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Hello!

I'm also a fan of the Close Combat games, especially CC3 and COI.  I also love to make top-down sprites of armored vehicles!  I'm 100% amateur and self-taught.

The CC community has been around for quite awhile, and I was hoping to find some more experienced artists to share some techniques on creating tank sprites pixel-by-pixel, rather than reducing a larger screenshot or drawing.  I cannot seem to create decent sprites simply by reducing image sizes.

I've made lots of sprites for the free game Armored Brigade, and the sprites in Armored Brigade are around the same scale as CC:  In AB they are slightly smaller at 6.4 pixels/meter and CC I think around 7 pixels/meter.  In the upcoming "Panthers in the Fog," it looks like around 10 pixels/meter.  This is very exciting because at 10 pixels/meter, sprite artists will have more pixels to make very good-looking sprites!  Hopefully the new game will be easily modded for Cold War or modern mods with larger/better sprites!

I'm far from a professional artists, but I do make my sprites from the ground up, pixel-by-pixel.

I have posted an example of 10 pixels/meter T-72 tanks and some that look like metal miniatures.  Anything less than 10 pixel/meter this doesn't look right.  Also,  I'm posting an example of some of my sprites at 6.4 meters/pixel: (at different zoom levels, so they are not all at the same scale.)


I think there is probably already a tank graphic available right now for about every single vehicle (modern or WW2) already created for CC and ready to be added to any mod, so there's really not much use in making a bunch of new sprites, but what about 10 pixels/meter??

I would love to share ideas and different approaches for creating sprites with some CC artists!



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#53: Re: Sharing tips for creating new vehicles. Author: platoon_michaelLocation: Right behind you PostPosted: Sat Aug 11, 2012 2:51 am
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I don't see anything Capt.

#54: Re: Sharing tips for creating new vehicles. Author: CaptSam PostPosted: Sat Aug 11, 2012 3:52 am
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Strange--They were here earlier.  Here is a re-post:

Basically, I'm hitting a wall in my sprite development.  I figure CC has been around so long there must be a few top-down sprite experts to get some ideas from.



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6.4 pixel/meter sprites at various zoom levels
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T72 and T72 with ERA. 10 pixels/meter. The metallic effect is a bit overdone, but with some refinement, it should be quite nice at this scale.
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#55: Re: Sharing tips for creating new vehicles. Author: CaptSam PostPosted: Sat Aug 11, 2012 4:01 am
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Also, I found this free sprite online and re-painted it.  I cannot find the original sprite artist, but I would love to ask him how he made the sprite look so metallic!

Anyone here have an idea how it was done?  I would love to make a set of sprites that look like metal miniatures!



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#56: Re: Sharing tips for creating new vehicles. Author: CaptSam PostPosted: Sun Aug 12, 2012 7:36 pm
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I don't know what resources the CC community uses for making images, but here's something I find useful:

http://www.juniorgeneral.org/load.php?Period=10#World

I get a pic of a Panther, use edge-detect and invert colors in GIMP, then I reduce size to 200% in-game for a guide.

Then I paint grayscale layers over the blueprint, make a bumpmap, then reduce to in-game size and add small details,and then I paint a camo overlay layer.

This is just how I'm currently doing images.  Just wanted to share and I wonder if someone has a better way?



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#57: Re: Sharing tips for creating new vehicles. Author: CaptSam PostPosted: Sun Aug 12, 2012 9:05 pm
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This didn't turn out as well as I hoped, but took me about 45 mins...The roof area is too small and the gradients are too rough, but I'm needing some more practice at the larger scale images for when the new CC comes out . . .


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#58: Re: Sharing tips for creating new vehicles. Author: southern_land PostPosted: Mon Aug 13, 2012 2:16 am
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you could always touch that up a shade manually

#59: Re: Sharing tips for creating new vehicles. Author: CaptSam PostPosted: Mon Aug 13, 2012 4:09 am
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southern_land wrote (View Post):
you could always touch that up a shade manually


You're right, I can always touch it up.  But in this case I used the wrong grayscale values in my sloping gradients, so that when I made the bumpmap, it came out too rough.  I suppose I could pretend it is zimmerit paste, but I really didn't mean for it to look that way.  It should be smooth slopes.

This one will have to be re-done.  But I really love doing the camo.  Not sure if others here already know this, but here's a great set of colors for painting German vehicles.  

For me, I would love to waste money on 1/72 miniatures, but I'm too cheap for that.  In a sense, making little sprites and painting them is a lot of fun for me.  I actually get my pixel colors from websites that sell paint for models!  It is so much fun for me.  I was hoping to find a few metal miniature collectors that also make sprites!

Also, someone at this GIMP forums suggested I use the curves dialog to make the vehicles look more metallic.  I'm experimenting with some of that strange German camo patterns and I've increased the curves to look more metallic, but really, this sprite must be redone eventually.  Still, it is lots of fun to paint it!

When the new CC comes out, we will see if there are 32 bit vehicle sprites.  If so, then we can expect extremely high quality vehicles!



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#60: Re: Sharing tips for creating new vehicles. Author: platoon_michaelLocation: Right behind you PostPosted: Mon Aug 13, 2012 12:32 pm
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I would love to see/use the .TGA for this tank if possible.

Your idea seems to be something I could get into.



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Close Combat Series -> Modding Workshop


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