Re: Crashday Indir (Full PC)

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Rivka Licklider

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Jul 11, 2024, 3:20:39 PM7/11/24
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As a last step, the whole of the texture needs to be transparent to be paintable, which means giving it a fully black alpha layer. For an explanation of the alpha channel, visit the Paint.net tips and tricks page.

This page will cover the creation of a livery, both in creating a texture, and placing said livery ingame.
This guide will assume that you already have a basic knowledge of your choosen image edtior, and can follow the more technical terms used.

Crashday Indir (Full PC)


Download File >>>>> https://picfs.com/2yM8LN



With all these in mind, and some experience, similiar logos for your (lore-friendly) cars can be created aswell!
You can see some examples on the right side of the image, all of which tried something slightly new, with still being honest to the tecniques above:

This guide mainly shows the limits of these textures, but I ultimately encourage anybody to get familiar with the lore and style behind it, and with enough creativity, try and push the style a bit more, for nice variety.

Everyone can help in filling crashdaycenter with useful modding info. If you have something to contribute, contact @wurunduk#0001 in official CD discord and ask for access.
When you have access, goto Admin Panel and add your articles. But be sure to follow the guidelines!

This site uses markdown for content, here is a cheat sheet if you need one: Github markdown cheatsheet
The admin panel also provides a visual editor, so you dont need to edit any markdown if you want.

These will correspond to the Opacity values in an image it gets applied to, so the Black will be 0 Opacity a.k.a. fully transparent, Grey 127 Opacity, so half transparent, and White part 255 Opacity, so not transparent at all. The gradient part will just demonstrate it smoothly.

Note that you can use even colored images as the alpha maps, but the plugin will always see it black and white, since the alpha layer can only work with greyscale colors. For this reason, if you are using a colored image as alpha mask for whatever reason, apply a Black and White from the Adjustments menu so you can see what you are using better.

If you want to just slightly adjust the feel of the existing ambience, feel free to open the day_lut.tga with your image editor. But if you want to make new and precise look, replace day_lut.tga with the neutral_lut.tga we downloaded, and open it.

What you are looking at now, is our color Lookup Table. As you might notice, the image has a resolution of 16x16x16. Wait what? Yes. This is actually a color cube, where each axis represents a basic color channel (red, green and blue). After that the cube was sliced on the blue axis and the slices were stacked to the right.

Now import the best reference shots into your picture editing project and create an image of all the useful portions of the reference shots. After doing that, I recommend putting the LUT layer in there in the top-let corner, so we can easily grab it later.

Please refrain from using tools or plugins that only affect a limited range. This can quickly cause artifacts that will be noticeable in-game. Brightness, Contrast, Hue, Saturation are all great tools. You can also adjust color curves if you wish.

Now save the LUT over the old day_lut.tga and test your ambience in-game! If you still want to make some adjustments, just undo a few steps until you have your reference images back and adjust some more from there.

You only need this step if you are uploading a mod. Head to your user/mod_testing folder and find the mod you want to publish. Now you want to put the contents of that folder into a .zip archive. This step is different depending on what archiver you have, but make sure you are packing into .zip archive. After you have done that make sure that when opening, the only folder there is content. After that rename the extensions of the file to .cpk instead of .zip. Now we are ready to publish it.

Launch Crashday tools from Steam or cdwstool.exe from Crashday/tools folder. After the tools are loaded, click Publish Workshop Item. The new window will appear, where you need to fill the mod or map name, description and picture.

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