TrollSims



Tutorial rug

Here you find tutorials.
Her finner du oppskrifter.


Making a rug

When making objects I use Transmogrifier (T-mog.) and Paint Shop Pro 7 (PSP).

You can also download the program at TSR.

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How to make a 6 tiled rug



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I want to have a winter neighbourhood and using floor tiles under shrubs is not an option. This tutorial will show how to make this rug into a six tiled one. We have to make it a bit larger then the lines so there is no gap when we place several rugs next to each other.
Clone the rug in T-mog., uncheck Just change colors and export it choosing One Zoom, One Channel (the second option). Close T-mog. and open PSP.

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In PSP make sure you make the size a little bit bigger then 6 tiles, then cut it up into 6 parts. Make a new image (about 500x500 pixels large). Mark one of the part of the rug so it has running ants around it. Click on your new image and choose paste as new layer. Do so with the 5 other parts of the rug. Make sure the bits line up perfectly. (Click l for the layer palette box if you don't already have it on your workspace).

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The last layer - the 'top' one is the new snow. Now is a good time to save. Don't mind the different colours I have on the background, I made several versions.;)

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This is the magic of layers. First mark all the glasses exept one of the backgrounds ones. Click on it so the blue line is on it, then click on the tile itself so it gets running ants around it. Then mark the 'top' layer - the blue line as shown on the picture. Copy (CTRL + c).

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Open up the P-channels and increase the colours to 16 Million (24 Bits) (CTRL+SHIFT+0). Mark the P-channel by clicking on the image to highlight it then go to Edith - Paste - As new selection. Use the mover tool to place it on top of the base.
When you are pleased with the location click one time on the yellow with the magic wand. The running ants is now around the whole image. Use the Dropper-tool on the yellow to get the correct colour, then use the bucket. The background base-object is now gone. Click CTRL+d to make the running ants go away. Lower the colours back to 256 Bits then save.

When finished with all the 6 parts of the back wiev - mirror all the different layers on your snow image so you can use the same for the front P-channels, saves a lot of work.

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When making a multi tiled object it is important that the different parts is placed at the correct location. For the back view: 1 - F, 2 - C, 3 - E, 4 - B, 5 - D, 6 - A (For the front view mirror).

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When you are done with all the 12 P-sprites import the object back into T-mog. It looks like a mess now but don't start to line up the different parts just yet.

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Export the rug one more time, but this time choose All Zooms, All Channels (the last option).

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Open up all the A-buffers (do not change the colour resolution).
There is two things to be gained here. First making the different parts of the rug close together and also making the outline of the rug smooth.

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Make sure you have the true white colour (255), eighter by clicking on styles with the dropper tool and choose the right low corner in the pop up window, or by clicking on the white part in the a-buffer.

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Change the paint brush to square and one pixel in size (click o for the tool option box).

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Keep the location of the part of the rug in mind, paint white on all the parts where the rug meet a different part of the rug (where it was cut up). When this is done use the magic wand on the black background and invert (CTRL+SHIFT+i) so only the object has running ants around it.

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Go to Noise - Edge Preserving Smooth and max out to 30 in Tolerance.
Click CTRL+d to make the running ants go away and then use the paint brush again to paint over all the light grey pixels the smoothing added where the rug parts meet. Do this with all the 36 a-buffers. Save and import back in T-mog.

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Here I've made a blue one so it's easier to see. ;) Use the pull down menue to choose a part, then use the arrows to move the x- and y Offset. This must be done in all four rotations and all three zooms.

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If there is one or more pixel missing most likely you need to open up the a-buffer on that tile and add a white pixel on that spot.

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You might want to test the rug in the game now. Most likely you will see that when sims are walking on the rug the feet sink into the rug. This means we must lighten the z-buffers (think push away).

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Lower the Tolerance on the magic wand.

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Export the rug again using All Zooms, All Channels. Open all the z-buffers (do not change the colour resolution). Use the magic wand and click on the background then invert.
This next part is kind of trial and error, go to Colour - Brightness. First I tried with 8, that was too little, then with 15 that was too much so I ended up with using 12.
The problem with z-buffers is that if lighten the z-buffers too much the object will dissapear under the floor-tiles, and if making them too dark the object will not be 'solid'. The best is to use a Maxis one and use the clone-brush in PSP, but that is not always an option.

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The end result. :)

Bar


All the downloads on this site is made with self-extracting exe.files, this mean that you do not need a zip - program to unzip them.

OBS! For å unngå mailer fra engelske brukere har jeg benyttet 'Program Files' i self-extracting linken, bytt det ut med 'Programfiler' før du klikker ok så legger objektet som du har lastet ned seg i riktig folder. :)



Please do not take any of the downloads and put on another site.

31. January 2002 Troll

My first webpage!

Some see at the sky after shining rocks, others after UFO's.

Have fun downloading and playing the fabulous game The Sims