Photoshop :: Any Plugins Designed To Mimic Old 8-bit Video Game Graphics?
Mar 17, 2013
I know you can pixelate with Filter / Pixelate / Mosaic, but for some reason images I put through this filter don't look like old 80's/90's video game graphics. Not sure if it's the pixelating itself, or - more likely - the number of colors being used.Is there a plugin out there specifically designed to make an image look like it came straight out of an old video game?
I'm trying to make a texture for a model in a video game, and I want some of it to be transparent. This is done by editing a text file that tells the model to use the textures alpha channel. things in the alpha channel that are white are transparent and things that are black aren't.
But I don't really know how to edit the textures alpha. Here is a video I've seen that explains how to make one in photoshop: [URL]......
How to do exactly what he does in gimp? whenever i duplicate one of the rgb layers, it isn't black and white like it is in ps. i'm also not sure how to have it turn into the alpha.
I am designing simple graphics work for a mouse mat and am trying to transfer a logo which I created in Macromedia Flash MX 2004. Now I can export this file in whatever formats i want but the problem arises when I copy the image into Photoshop 7.0. As the [printing company has specifically asked for a PSD file I have to obviously design something in Photoshop. So when I copy the logo across to photoshop as a JPG, Tiff, GIf or whatever file format, it copies across perfectly. But the problem occurs when i try to resive the image to half the original size. It becomes extremely pixelated.
I've got an image of a lightning strike on a black background. I want to remove the black background, so that only the lightning itself remains.
By setting the layer to Screen blending mode, it accomplishes exactly what I want -- but only when atop other layers. I need to export just the lightning with an alpha channel to use in a Flash movie I'm creating, so that doesn't do me any good!
So the question is -- how do I get the effect of Screen blending without any underlying layers???
I've tried a few "remove black" filters, but they always take away too much of the lightning, and leave what's left with a dingy grey halo...
I think that I have tried everything from .png to jpg, bilinear to bicubic sharper, still to no avail.how to make type created using Photoshop appear crisp and clear for the web?I am currently using CS6...
I really don't like the new workspace / palets layout in PS CC. Is it possible to reset the workspace / palets / interface look to mimic the older, classic PS look that we've all been using for so long?
If it is possible to see in Photoshop what an image will look like when it is out in the un-colour managed world?I can see how you can do it if you are saving for web because you can preview it in a browser, but is it possible to do this with TIFs and PSDss ?
I have a wide color gamut display and even with it set to sRGB color mode emulation, sRGB tagged images that look correctly saturated in Photoshop look over saturated once out of it and in an uncolour managed environment - particularly the reds. If I can replicate this environment in PS I can edit the colors to make them more neutral looking.
I want to know what the best and quickest method would be to knockout images of people from a background ? I've heard CS5 has a built in tool for this. I've also heard the plug in "Knockout 2" from Corel is useful. So what is the best tool to use ? Also, is the plug-in "Knockout 2" designed for CS5 ?..or only earlier versions of PhotoShop ?
I have created a nice banner in Photoshop and I would like to add hyperlinks within the banner can I do it in Photoshop or there a special software for that?
So I import a Xref Object CATrig and try and animate and pop - either numerous Maxscipt errors or a straight crash. Again, am I being forced to use the equally buggy Containers feature...
ANNOYED BECAUSE ALL MY OLD AREA SETTINGS, SIGNATURE, FORUM POSTS etc ARE ALL *GONE*. AND NOW I HAVE DUMB LONG USERNAME INSTEAD OF MY OLD ONE.
So far what I have found in this forum and TheSwamp the best way is to use DeepClone of BlockTableRecord but the objects in original BlockTableRecord need to be DeepCloneObjectes into new block. Otherwise new block will have all objects with ObjectId from old BlockTabkeRecord.
I would like to export images from Lightroom into a folder structure LR creates based on the images keyword tree. I have noticed that this might be possible if LR uses collections as a basis for the folder hiearchy it creates but not based on Keword Hierachy.
What or how the discipline folders where designed to be used with the program. Are they actually used in the program some way or just there for you to manual save things to.?
I scanned a logo that was designed with a pen. I've cleaned up most of the 'spots' from the paper, being not pure white.
Now, I would like to change the color. It was black, how do I change it to red or blue? I can't flood fill as you would imagine, because not every pixel has the same brightness.
I am writing a program that allows the user to select hatched areas in a drawing and return the quantity, area, and the weight for the equivalent areas covered by tread plate.
My goal is to insert the data with text at a point of the user's choosing, so the end result is a text object in model space that looks like this:
Total Objects: 2 Total Tread Plate Area: 20.83 sq ft .125 AL Tread Plate Weight: 40 lbs .125 Steel Tread Plate Weight: 128.33 lbs
How to do is to have the text appear on multiple lines, instead of all across one line. Is there a way to mimic the enter key to enter the next line of text, just like when you use the text function in AutoCAD, instead of using multiple text commands and having to position each one using code.
(defun c:tread (/ cnt tot ss p sqft alwt stwt) (vl-load-com) (setq cnt 0 tot 0
My i1/X-Rite shows a table, after profiling, of the color numbers set in RGB, the color numbers expected in LAB, and the color numbers measured after profile/cal, again in LAB. One of the numbers with the greatest difference between Expected and Measured out is pure Red, set as 255,0,0 in RGB. The measured error value is, in percentage, 1.14%. Now here's where it get curious.
When I open PS and set a Color fill for 255.0.0 RGB, the resulting LAB is nowhere's near the one's indicated in the table as “Expected” as below:
X-Rite Table RGB= 255,0,0 LAB Expected: L 56 A 80 B 66
Photoshop Fill RGB set to 255,0,0 LAB Numbers L 61 A 127 105.
If I set the Expected LAB values, in Photoshop, of course, RGB is not 255,0,0 and to see what the differences are, I did both sets of LAB values, set one image as a layer over the other and went to Difference. The result was a muddy green, like old pea soup.
In case you are wondering why I am doing this, it's because on a particular image with ample dry grass in the image, the difference between the print and the screen is noticeable, if on the subtle side, so I make a correction using Selective Color, Picking the middle gray and moving the Cyan slider -3, which then produced a print extremely close to the screen; -2 would be better.
It would be nice if all I had to do is to save this Selective Color setting and use it when I print on my basic paper. It may also simply mean I should profile the printer as well, and I will do so. But it nags me to see what X-Rite calls pure Red and Photoshop shows as pure Red, both set at 255,0,0!
I have a small site where i've essentially designed a storage pond. I've cut 3.0m off the original ground at a 2:1 slope and built a berm at a 2:1 fill slope to a designed elevation. I've managed to balance the site to zero. The contour drawing I have shows elevations - which is great - however the client has asked to see the contours showing a Fill or Cut label from the original ground.
I'm trying to make some textures for a 3d game with a digital camera.
If you look straight at a wall, and take a picture of it, it will be most likely that the edges of the wall won't all have the same color, because of lighting.
I have no problem getting the perspective and size of the texture right - my problem is getting the shades of the texture even, so that the final texture is seamless (i.e. if you place them next to / above each other, you get the illusion of looking at one image, and not a bunch of squares which don't fit together nicely).
Do some of you have some tips on what I can do to get rid of my problem? Is there some way to "even out" a specified color range? Do some of you maybe know some tutorials on the web which discuss this (I haven't found any )?
I am trying to create a keyboard layout sheet for a game. I already sliced a blank keyboard image and now I want to add text to each button. I tried to do this with dreamweaver by converting the hole image to a html table, but this didn't work out. So I started dragging text boxes which snap to the slices. This seems to be a good solution but how align the text vertically into the box? I want to put the text exactly in the middle. I would also like to create a margin all around the box. I can post an image clarification would be necessary. Did anybody do this before, could you post a picture?
The pic on the right shows what I'd like to change. Problem is the borders can be tedious to do one line at a time. That is brush set at 1 pixel wide-dark gray. Then draw one map line. Then change to light gray to do center of line then draw right next to other line without messing alignment up. Then finally going back to dark gray to draw once again to other side of border line.
What would take a pro 5 minutes because he would know the shortcuts would take me hours to do these map changes. So could anyone tell me how to create a custom brush 3 pixels wide that would have the center pixel be lighter gray while the outer 2 pixels of line would be darker. I know how to use color picker to match with what's already in the game so you could skip that. I would just like to know how to create a custom brush that could do multiple colors in one stroke. I'm using XP and CS2 BTW. If anyone would like the targa files that make up these 3 regions in the game to mess around with I will send them.