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Found 10 results

  1. Anyone else disappointed to see (or not see?) that these camos like 'Sci-Fi Space' and 'Back-2-School' don't appear when you mount them? Effort was put in to win these, and the benes are great, but it sure would be nice to see what they look like. As it is, I'm having to burn through them and will never know. Bummer.
  2. It's not easy if you do not have experience working with pixels and layers. But I will try to make it really simple to help anyone get right into it. We will start by choosing a ship. The USS Sampson (DD-63) is the ship of choice for this example. First step on our journey is locating the texture files used to paint the Sampson in game. We will open the World_Of_Warships folder and continue deep into the directories. Make your way to the TEXTURES folder. ..\World_of_Warships\res\content\gameplay\usa\ship\destroyer\textures\ Location of the default textures successful. Notice there are 5 files with the Sampson name. ASD002_Sampson_1917.mfm ASD002_Sampson_1917_a.dds ASD002_Sampson_1917_ao.dds ASD002_Sampson_1917_mg.dds ASD002_Sampson_1917_n.dds We will be skipping some really advanced stuff which will exclude 4 of the files. All that is needed is in the _a.dds file. Make a copy of the ASD002_Sampson_1917_a.dds to your desktop. Install and run DDS Converter. Convert the DDS file to a BMP. Install and run GNU Image Manipulation Program. Open the BMP with the GIMP. We could get into more advanced graphic techniques and separate the ship components into layers. But let's keep it simple as intended. We are going to add a basic decal to the hull. For this I found a HD transparent PNG image of a bumblebee. Save Bob the bee to your desktop. Drag and drop the bumblebee image into the GIMP Layers window and move it to the top. With that same "bee" layer still highlighted. Select on the main menu the following: Layer -> Scale Layer... Change it to 50% and scale. Lets move Bob closer to the front of the ship. On the Toolbox window select the Move Tool (4 arrows point out icon). Grab the bee and move him into place. We could blend him in using the Mode options for the layer (look for Mode: Normal drop down menu on the Layers window). But we will keep it simple and continue. Right click on the Layers window and select Flatten Image at the bottom. Go to File on the main menu and select overwrite ASD002_Sampson_1917_a.bmp. Install and open Easy2Convert BMP to DDS. Convert the BMP back into the DDS. Add the new DDS to your res_mods folder in the correct place and tada! If you get a black ship then you need to open a FRESH bmp from the original DDS with GIMP. Copy the flattened skin you created and paste as new layer over the FRESH bmp. Flatten Image and OVERWRITE. The format settings and variables are kept in check so the game doesn't get confused reading it. If you have a word or image that is upside down or backwards you will have to reverse the effect in GIMP by Layer -> Transform options. If you have any other problems reply.
  3. Is there any way you guys can start working on the ramming of ships. I've about hit my limit on instant death from paint scraping, and when I say paint scraping; I mean that I can literally see the air gap made from the hit box when the ship was built in-game. I feel like some basics are long overdue. Two passing ships hitting sides should not equal death. Is it really hard to program some basic impact zones? Like side to side = little damage, nose to nose= death, nose to aft= more damage to the rammed opposed to the rammer...ect... You could even piggyback off the armor layouts you have already as the hall is already separated into nose, side, and aft sections.
  4. My signature image yesterday Visit their website if you haven't yet today. They are making everyone a Potato. Heheheheheheheh...
  5. I bought the Shokaku last night and I was absolutely delighted to find that camouflage is applied over the flight deck: This was a pleasant surprise because the previous carriers didn't have this feature. Are there any other carriers in the IJN tech tree and the USN tech tree (I'm currently grinding through the Independence) that feature camouflaged flight decks? Can I look forward to camouflaged flight decks on the Taiho and Hakuryu?
  6. I am currently working on trying to reproduce, or find a way to introduce the 'fire' glow that occurs after you take a hit as an initial state of the paint for a ship. Currently I have had some very limited success layering the reflective (chrome) pixel by pixel under a paint which is crossing a boundary set by the contours mapping file. This makes an interesting effect of 'moving' lights, however the color is limited to the use of the 'chrome' color (which you can get by using yellow in your mg.dds file) and is hard to get to look right in general. What I am trying to do is find a way to basically use the 'fire' glow effect as a paint for some interesting effects, however I can not find a way to introduce either: 1) animations 2) damage effects as initial states to specific locations 3) color changing effects outside of chrome Has anyone else looked into this, or is anyone else interested in this? ------------------ UPDATE ----------------- I have uploaded my Aurora Lighting Demo that I was working on, you can find it here: https://mega.nz/#!6E1ASABS!Os_86mq_U17SXQhZz63-Zk76_I5_QsNt9lkXXoO-Kkw I have still not gotten it all to work, however I am testing several different lighting effects, such as turning objects into shadows (guns), chrome, mixed glow colors, etc. I would appreciate any feedback / thoughts on how to expand the effects from anyone. Overview: I am testing shadows as well, such as I turned the cannons into shadows which is only partially working so far..... If you want to try the entire ship as a shadow, replace the "russia/cruiser/RSC001_Avrora_1917.mfm" with "russia/cruiser/RSC001_Avrora_1917 - shadowship.mfm" which will show you an interesting shadow effect (the ship turns into a shadow that can be seen on background objects / buildings). Glow in funnels (tried to look like there was glow from under water in flooded funnels): I tried to add an oil shine to the side of the ship, to experiment with that: As well, as if you take the ship to the Yokosuka port, and you look at the sunlight on the side of the ship, you can see some of the effect I was talking about - moving lights - that I am trying to modify and capture for use in other areas. Anyway, Have fun with it guys, and let me know what you all think
  7. Don't finish the fight with nearly full health and no consumables used. Nobody expects you to charge headlong into the fray, but please bring your considerable armor and health to the front. CA's need you there, the team needs you there The credits you earn will help you to pay for the scratched paint! Note the Fuso, compared to both NC's and the Colorado.
  8. Blue, Red & White Skin The Murmansk back in the USA... or still in Russia. Not sure since the colors are the same...hmm. Similar to the USS Milwaukee but with all the physical Russian modifications. Chose the copper-based anti-fouling paint (blue) instead of the lead belly (red). Use "Invisible camouflage" to keep skin visible when using camouflage. INSTALLOpen game folder -> open res_mods folder.Select which version you are running (latest).Extract package in version folder. Example:C:\World_of_Warships\res_mods\VERSION\content\gameplay\russia\ship\cruiser\textures Add DDS files to the TEXTURES folder.If no folders create and name accordingly. http://www.mediafire.com/download/on94rigxnaxri9b/Prehistoric_Blue_Red_White_Murmansk_Skin.rar http://www.mediafire.com/download/e23uquf922kk3d0/Prehistoric_Blue_Red_White_Murmansk_Skin.zip http://www.megafileupload.com/95sV/Prehistoric_Blue_Red_White_Murmansk_Skin.rar http://www.megafileupload.com/95sU/Prehistoric_Blue_Red_White_Murmansk_Skin.zip DARK DAZZLED SKIN The Murmansk with a dusk themed repaint replacing the red deck with a mild camo. Notice the famous dazzle along the hull. Use "Invisible camouflage" to keep skin visible when using camouflage. INSTALLOpen game folder -> open res_mods folder.Select which version you are running (latest).Extract package in version folder. Example:C:\World_of_Warships\res_mods\VERSION\content\gameplay\russia\ship\cruiser\textures Add DDS file to the TEXTURES folder.If no folders create and name accordingly. http://www.mediafire.com/download/i2qus8sifa8b9kb/Prehistoric_Dazzled_Murmansk_Skin.rar http://www.mediafire.com/download/7sla61e5d3ramvd/Prehistoric_Dazzled_Murmansk_Skin.zip http://www.megafileupload.com/dh4j/Prehistoric_Dazzled_Murmansk_Skin.rar http://www.megafileupload.com/dh4k/Prehistoric_Dazzled_Murmansk_Skin.zip
  9. This is my first time sharing my work and my first ever skins. I will be doing more as time permits. I hope you all enjoy and let me know if anything is off with them. I would like to also thank Tanz and Destinys_Sword for all their help. Arkansas First skin is the Arkansas. I painted her to represent the Great White fleet which she just missed being part of by three years. Murmansk I painted the Murmansk in U.S. Navy measure 33/2F modifying the colors to go along with the Russian Arctic camo.
  10. While messing around, trying to find a good way to add camo patterns to our favorite game, I came across a fairly good technique, that I thought I'd share. I use Paint Shop Pro, but I'm sure this technique will work in Photoshop or other similar packages. - convert the texture DDS file to your favorite standard graphic format (I prefer PNG). - open the image in your favorite editor. - add two new raster layers to the image (you can save it in your editor's native format), and group those layers together. - add a "show all" mask to the group with the new layers - set the upper layer in the group to "dodge" mode, and the lower layer to "multiply". - paint your camouflage pattern on the lower layer in the group. - sample the color in an "average" area of the background image (the original texture). The sampled area should have a minimum of highlight, shadow, weathering, or other details. - fill the "dodge" layer with the color you sampled in the previous step - paint the mask layer black in ares where you want to preserve the background color - export a "flattened" version of the file, and convert back to DDS - install it in the appropriate location in Res_Mods, and enjoy. The "Multiply" layer combines the new color pattern with the background. The "Dodge" layer subtracts the base color from the result. The above image illustrates the result. The upper quarter of the image is the unaltered texture (from the Clemson, 1930 file). Below that is the the result of the "Multiply" layer, next is the combined "Multiply" and "Dodge" effect. At the bottom are the original colors I wanted to reproduce, which I painted into the Multiply layer. I masked out the portholes, to keep them identical to the original texture. Now I need to start on painting APD "Green Dragon" skins for the Wickes and Clemson!