Author Topic: Paint Shop Pro 7.0 plugins ?  (Read 4579 times)

Offline Roarkes

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Paint Shop Pro 7.0 plugins ?
« on: November 10, 2014, 09:50:49 AM »
I use Paint Shop Pro 7.0 for texture. Can please someone tell me where to get some plugins ?
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Re: Paint Shop Pro 7.0 plugins ?
« Reply #1 on: November 10, 2014, 11:38:39 AM »
Plugins? What kind of plugins? I'm not familiar with it, but it has "Pro" in the name, which would lead me to assume it has all the bells and whistles already with it. What is it you're looking to do?

You might consider trying another program. PhotoShop is pretty easy work with. I'm still using an old version of PhotoShop CS3 that I snagged on PirateBay years ago. It does anything and everything I need to do. Basically, if you're gonna be doing lots of image editing, it's sometimes a good thing to have more than one image editing program. One program may do one specific thing better or different or more efficiently than another. I still keep GIMP and plain old Windows Paint handy for just that reason.
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Offline [BTF] Reflex

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Re: Paint Shop Pro 7.0 plugins ?
« Reply #2 on: November 11, 2014, 03:01:06 AM »
Shouldnt need any plugins to get going..  quake2.pal i think it is so you can have the right colors.
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Re: Paint Shop Pro 7.0 plugins ?
« Reply #3 on: November 11, 2014, 03:26:28 AM »
Shouldnt need any plugins to get going..  quake2.pal i think it is so you can have the right colors.

Yeah, you'd need a quake2 palette file I guess, but you can completely bypass the need for that if you're making content that's designed to work with newer clients with updated video that support the use of jpg and png images, which I would highly recommend anyway. Sticking strictly to the stock Quake2 palette means you're extremely limited in the number of distinct colors you can use. If you use a color that's not on the palette and then convert the image TO that palette, it'll completely uglify your textures by changing colors to the program's best guess as to what color it may be closest to on the Q2 palette and ruin your work.



For example, here's a skin for a +25 health box I made. This is the result of making a regular sized PCX version of it with the Q2 palette applied:


And here is the 4x sized PNG version of it (for higher resolution in-game) with no Q2 palette applied:


As you clearly see, converting it to the Q2 palette has completely ruined the colors on it because the Q2 palette simply doesn't have the proper colors or number of colors.
« Last Edit: November 11, 2014, 04:00:13 AM by |iR|Focalor »
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Re: Paint Shop Pro 7.0 plugins ?
« Reply #4 on: November 11, 2014, 04:19:34 AM »
wouldn't the q2 engine itself limits the color?

wtf are those beer hp real? where can I get those?
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Re: Paint Shop Pro 7.0 plugins ?
« Reply #5 on: November 11, 2014, 05:02:37 AM »
wouldn't the q2 engine itself limits the color?

The particular video driver (vid_ref) you're using would. The stock openGL drivers that came with Q2 will only allow you to use PCX and TGA images, PCX for software mode, and TGA for openGL 3D accelerated mode.

But if you're using a newer driver like r1GL or aprGL or any number of others, those drivers allow the use of PNG and JPG images which will have nothing to do with the color palette if I'm not mistaken.

I'm almost positive that the use of PNG and JPG textures in updated Q2 video drivers also completely circumvents the usage of the stock colormap in pak0 also. And this might be a little confusing, but I'll try to explain it anyway, maybe it'll come across as something other than gibberish... Whereas before with the stock openGL vid-ref, if you were to modify the colormap.pcx in pak0 for one of those railgun trail color "hacks", it would've also changed any similar blue colors on map textures to whatever color you were attempting to change the railgun trail color to. So walls that were supposed to be colored in different shades of bright blues might now have red or green or purple splotches in certain places where that particular blue color was SUPPOSED to be. Although... I'm not sure if the gl_coloredlightmaps variable would be based off the colormap... maybe it is? Probably it is. In which case, if you were using a newer vid-ref that can use PNG's and JPG's, the lightmap using that colormap.pcx would bathe certain textures in certain parts of maps with a specific color tint. And depending on whatever other video settings you're using, it might not be instantly so noticeable. But if you open up your game and start typing in "gl_coloredlightmaps 0" then "vid_restart" then "gl_coloredlightmaps 1" then "vid_restart" (effectively turning it off and then back on again), you're gonna see a difference in colors all over any map. And like I said, I'm "thinking" the lightmap thingy is based off that colormap.pcx in pak0. PCX and TGA images will all run the images using that colormap as a basis for all the various colors in the game. But PNG and JPG images do not use it at all and simply display whatever color is on the image itself.

wtf are those beer hp real? where can I get those?

No. They're imaginary. You're dreaming this right now. ;)

Yes, they're real. I made it several months ago. I also have a 6pack of cans for a +10 health pack model. I have those skinned up to look like cans of Miller Lite. I have several other unique models, as well as some re-skinmapped and hi-res retextured stock models (rebreather, power shield, envirosuit, etc). None of them are "available" currently. I was working back in July and August on putting together a new pak featuring a ton of new models, but at some point in August I got fed up with it and stopped. I do hope to finish it one of these days, but I can't say exactly when that will be. I was kinda hoping to get it posted up at least at Christmas time, but that probably won't happen. It just depends on when the mood hits me again to resume work on it. And then it also depends on how fucking nuts I wanna go with the models. I wasn't planning on doing any 1st person in-hand weapon models, but I was kinda wanting to do the weapon pickup models, and I anticipate that weapon models will be very very labor intense to complete. Gotta think of an idea of what I want it to look like, then actual design it, and while I'm designing I gotta think about how I'm doing it to make it easiest to map for skinning, and then I gotta make the fucking skin in a way that won't look like complete garbage. Could end up taking me several hours of work everyday for a week or two just to turn out one single model... and there's like 9 different gun models, so that's a big pain in the ass. Dunno if I really wanna go through the trouble of re-making ALL the weapons.

And whenever I put the pak out, I'm pretty sure the beer health packs will be popular interest items (buncha fuckin' drunkies around here :D), so I may end up creating several different skins for different brands and tastes of beer. Either that or I could just take individual requests and make custom skins for people that want them, I dunno. I don't imagine too many people around here are shitty Miller Lite drinkers. And the +10 canned beer and +25 bottle beer box models go good with my health pickup sounds of pop-top cans for the small health pack and bottle caps getting pried off for the large health packs.
« Last Edit: November 11, 2014, 05:32:06 AM by |iR|Focalor »

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Re: Paint Shop Pro 7.0 plugins ?
« Reply #6 on: November 11, 2014, 05:43:37 AM »
cool.
Looking forward when its done!
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Offline Roarkes

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Re: Paint Shop Pro 7.0 plugins ?
« Reply #7 on: November 12, 2014, 01:42:38 AM »
Thank you all very much !!!!!!!!
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