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The A Channel #2
By Bunny Wuffles
This
tutorial consists of several steps, all hopefully easy to follow, and
I am assuming you followed all the previous tutorials. If you didn't,
you really should go back and take a look because I will be making assumptions
and using terminology of steps and processes learned in those first lessons.
I use Photoshop 5.5, but I think the
basics are pretty much the same (if not easier) in PSP. I am assuming
that you may not be too familiar with many of the Photoshop tools I am
using - so forgive me in advance if I sometimes sound a little too basic
;o)
During the course of all this,
you will learn more about what the A channel does and how it can make
objects appear see-through in the game.
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Alpha
(or "A") channels (or A Sprites) do a few different things to
your object as you will find out during the course of this set of tutorials.
For this next look at this new topic, we will look at using them in making
part of an object transparent.
The way
I am going to show you here is the method I am starting to use, which
I have learned from a combination of tips, trial & error, experimenting
and reading other tutorials on Alpha Channels. To start with, there is
one here on my very own site:
And
as Raveena is the undisputed Window and Door pinnacle to aspire to, let's
give her something to worry about. We are going to do a nice stained-glass
window. I am trying to keep this section of my site mercifully free of
the history of architecture, so I won't go into all the different types
of stained glass there are. But I am sure you know for yourself there
are three main types: one where the picture is made of lots of little
bits of coloured glass all held together by strips of black lead; one
where the picture is painted on the glass with coloured translucent paint,
and ones where the image is etched on the glass with acid and looks grey/white
against the window. We are going to tackle the middle type for this tutorial.
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So,
first find your picture!
The one
I am going to use is a Raphael Tuck Christmas card design from 1880, from
a series called "Angel's Heads" by Rebecca Coleman, which I
acquired in a job lot of licenced images. OK, OK, no more historical facts.
Not on this page anyway :o)
If you
want to use it as well (which I am assuming for the sake of this tutorial)
the picture is a high-resolution .jpg file, which you can right-click
and Save Picture As in your usual images folder.
For the
sake of simplicity, we are going to use a plain framed window from the
game, and I thought we could use the Plate Glass window from the original
game.
So open
up Photoshop and Transmogrifier. Find the object you are looking for which
is under windows / Window - Plate Glass, select it, press Clone Object
File, check that your cookie number
is there (if you have one), hit
the ok button
and give your window
a new name.
And as
usual, TMog
will now clone the object & once it's done, you get the usual nice
green message "Transmogrifier Successfully Finished Cloning!"
Now it is time
to export the sprites.
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This
time we are changing the sprite shape of the object as we have done in
previous tutorials (as we are adding a picture to areas that are normally
invisible in the game) but this time we now need to uncheck the "Just
Change Colors" box and export
using the setting "One Zoom One Channel". For the moment, we
are going to let TMog generate our newly created A channel for us which
we will alter later on.
Hit
the ok button on the Export Whizzer, and choose the folder you normally
use in the "Save As" window that pops up. Once you've found the folder
in the list, click "save".
Once
again you should get a whole load of gobbledegook with the "Transmogrifier
Successfully Finished Exporting!" message at the bottom, with an ok button
which you can click now.
We are now finished with the
TMog for the moment, so you can minimise it (or close, depending on the
performance & speed of your compy). We are now ready to play in Photoshop
:o)
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In Photoshop, go to File, Open
and find the folder you made. You should then be presented with a huge
amount of options, looking something like this:
There
are lots of folders here because it is a window and has custom wall cut
out sprites. But we can safely leave those alone as the window image itself
lies within the folder marked
sprite0500.
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A familiar
looking sight! Once you open both sprites, you will see that one has an
image, and the other one doesn't. We can safely ignore the empty sprite,
and just leave the plate-glass-window_large_back_p.bmp sprite open. You
should also now open your angelhead picture as well.
As
always, you need to convert the P sprite to RGB colour, so go to the action
bar and select Image / Mode / RGB Color.
Now you
can select your angelhead image, using the action bar Select / All, and
Ctrl_C copy the angel and Ctrl_V paste it on top of your yellow window
image.
Which
will end up looking like this (well, I hope not exactly like this as this
is a low-quality GIF file to help preserve bandwidth):
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As
you can see from the Layers palette, we have created a new layer on top
of our P sprite. We now need to resize and skew the angel picture to fit
inside the frame of the window, which I will leave you to do as you by
now must be very experienced in this.
OK, I
realise some of you may have just jumped straight into here without doing
the past tutorials.
So at
this point if you don't know how to resize and skew, I would advise you
to go back and look at the Easel tutorial which gives full illustrated
instructions on how to go about doing this.
I have
done mine now, and she is a little thinner than in the original picture,
but even with the distortion, I think she still looks lovely (despite
the poor quality screenshot below) so I won't go back and do any alterations
to the picture:
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If you
would rather have a chubbier little angel head, you could always go back
to the original picture and play around with resizing the head and wings,
or adding more sky - whatever you would be happy with. For me, I am very
happy with this new slimline version, and can only hope that when it is
MY time to ascend to the realms of the heavenly host, I will lose as much
weight as quickly as she did.
As we
are happy, we can convert her back to indexed mode so TMog can read her,
so go to your action bar and select Image / Mode / Indexed Color.... then
choose Selective. Somewhere in this process as usual you will be prompted
to flatten the image, which is fine. Save her under the same name as before
- plate-glass-window_large_back_p.bmp - and we can now import her back
into TMog.
DON'T
close the image in Photoshop - leave it open, as we are going to be using
the history palette in our next stage. As you may know, the moment you
close the image, we lose the steps in the history palette which will make
things a bit tricker in our next steps to say the least. You can minimise
the image if you like, but do NOT close it.
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Now we
have imported her back into TMog, our angelhead will now look like this.
If you
like, you can actually leave her like this. The
object will still behave like a window, will still let light into your
simmies' rooms.
It looks
like a perfectly respectable object, and no doubt we have downloaded similar
in our time. No doubt we will make others which would be better left like
this.
But as
we are skilled object makers now and especially as this is a tutorial
on the Alpha Channel, let's go on to improve our window as we go on to
make our angelhead semi-transparent.
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To
do this, we need to export the
sprites again, but this time we want to export the Alpha channels so we
can edit them.
In order
to pull out the A channels from the object, we now need to uncheck the
"Just Change Colors" box and check the "One Zoom, All Channels"
box.
As you
can see from the description, this will export the largest zoom, the Z
buffers and the Alpha channels. TMog will handle the others which is just
fine.
Hit
the ok button on the Export Whizzer, and choose the folder you normally
use in the "Save As" window that pops up. Once you've found the folder
in the list, click "save". This time should take a little longer than
last time as we are exporting more sprite images.
Once
again you should get a whole load of gobbledegook with the "Transmogrifier
Successfully Finished Exporting!" message at the bottom, with an ok button
which you can click now.
We are now finished with the
TMog for the moment, so you can minimise it (or close, depending on the
performance & speed of your compy). We are now ready to play in Photoshop
:o)
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In Photoshop, go to File, Open
and find the folder again. Again, there are lots of folders here because
it is a window and has custom wall cut out sprites. But we can safely
leave those alone as the window image and its Alpha Channel lie within
the folder marked sprite0500.You
should now be presented with a lot more files than last time, looking
something like this:
A look inside that
folder will tell you that we now have three different .bmp files for the
front view and three for the back view. When we just made our angel window
above we only had files ending in _p.bmp but now we have files of the
same name but ending in _a.bmp and _z.bmp which you will recall are the
A Sprite / A Channel / Alpha Channel and the Z Sprite / Z Channel / Z
Buffer.
In this
particular tutorial we are not interested in the Z sprites but we do need
to alter the A sprite of the P sprite we just added our angel to, so open
the file plate-glass-window_large_back_a.bmp which should look like...
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...this.
As you
will recall from the first A Channel tutorial, strictly speaking, this
ISN'T the window from the game. The A Channel is actually a storage area
in the image's file for non-visible picture elements. The white areas
are the areas that are visible in the game. The black areas are the areas
that are invisible in the game. And the grey areas are, as the phrase
implies, a little bit of both - in other words, transparent. Or fuzzy.
If we
had looked at the A sprite of the window before we put the angel on and
imported it into TMog, it would have just been a white frame on a black
background with a black hole in the middle. As the angel is not at all
see-through at the moment, the whole window, frame AND angelhead picture
are a solid white with a grey edge.
In graphics
in general - and not just in TMog because Photoshop and other graphics
programs use Alpha channels as well - the A Channel is a portion of each
pixel's data that is reserved for transparency information. Different
parts of the object have different levels of transparency depending on
how much we want the background to show through.
Last
time you will recall we harnessed this transparency effect to stop the
edges of our objects from being fuzzy, and this time we are going to use
it to make our angelhead transparent as well.
As last
time, the first thing to note
is when you look at the colour mode on the A sprite, it is indexed.
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With
our P sprites, we changed the colour mode to RGB. With the Alpha Channel,
we are using a different method of working, and this time we need to change
the colour mode to Grayscale. Tick the Grayscale option and......
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.....
this message should pop up.
Yes,
it is ok to do this, there is no colour information as such in the Alpha
Channel so click OK.
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Have
both your sprites open now and place them exactly side-by-side. You will
see why we are doing this in a moment. You can see that the P sprite has
its full history palette still intact from our work in putting the angelhead
on the window, but the "Indexed Color" action is selected.
If you closed the image
when I told you not to, we would have lost this history palette, but because
you are a good little bunny and always do what Bunny Wuffles tells you
to do, you just left it alone.
Didn't
you.
Yes bun.
Good.
Because
now we are going to go back on our history palette and turn the image
back into an RGB one with layers by clicking the history action "Move".
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You can
now see from the picture below that our angelhead is back to her two layered
state before we indexed the colour prior to importing her back into TMog.
Don't worry, this won't affect our image in TMog unless we save the image
again - which we won't be doing.
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Now comes
the reason why I asked you to have both your sprites open and place them
exactly side-by-side.
With
Layer 1 on your P sprite highlighted, place the Move tool on your angelhead,
and while holding down the Shift key, move the angelhead picture onto
your A Sprite. Watch in amazement as she snaps exactly into the right
place!
If you
tried this without holding down the Shift key, you would have had to move
her into place manually, same with if you had just selected the image
and done copy / paste. Don't believe me? Go back and try it for yourself.
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Now you
can see we have two layers on our A Sprite as well as layers on our P
Sprite.
And lots
of shades of grey on our angel.
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How much
we want our angelhead to be see-through is entirely up to personal choice
coupled with experience in choosing the exact grey which itself comes
through many attempts of trial-&-error. You will recall that in the
A Sprite, the white areas are the ones that are visible, the black areas
are invisible and the grey areas are transparent. It stands to reason
that the darker the grey, the more transparent the image is, and the lighter
the grey, the more opaque it is.
We now
need to select the area behind the angel to make it transparent. Make
sure that Layer 1 is highlighted, and with our Magic Wand tool, click
anywhere in the A sprite. Now right-click and choose "Select Inverse".
Our busy little ants should now be running around the edge of our angel
image like so:
And
with your Eyedropper tool, and bearing in mind what I said about the darker
the grey the more transparent the image is & the lighter the grey
the more opaque it is; select a sample of one of the greys from the angel.
Now,
highlight the layer marked Background on your A Sprite.
Using
your Pencil tool, scribble away with your newly selected grey anywhere
you like on your sprite.
Anywhere,
Bunny Wuffles?!
Yes.
Anywhere.
You will
see that nothing seems to be happening....
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....Until
you click the little eye symbol next to Layer 1, which will make Layer
1 invisible from view, where you should then see something like this:
Layer 1 is still there, we just can't see it or edit it for the moment.
Clicking
the little eye next to a layer temporarily renders that layer invisible
to see. It will stay invisible until you click in that box again to bring
back the little eye. The layer is still there all this time, but we have
moved it out of the way so we can see what we are doing to the layer underneath.
And what
we can see is that we have coloured in part or all of the window behind
the angelhead.
Which
is what we wanted to do! Hurrah!
Continue
scribbling (it's fine to leave Layer 1 invisible) until you have finished
the area inside the running ants. You could even use the Paint Bucket
tool if you want.
However
you do it, it is important that all of the area inside the running ants
should be grey.
Once
it is, using the Marquee tool, deselect the running ants. You can now
select Layer 1, right-click and Delete Layer, as we don't need this anymore.
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And now
we are left with this:
which is our picture frame in white, and our transparent window in grey.
Because
we are great object makers now, we are going to defuzzify our edges (and
as we are working in the Alpha Channel, we may as well because it will
only take a moment). If you don't know why we are doing this, take a look
at tutorial 6, the first Alpha Channel tutorial. Compare those zebra seats.
And tell me which was made by a great object maker and which one wasn't.
Now you
are convinced of the need to do this, it's time to make sure our tools
are configured in the way we want them to work. We are only going to use
the Magic Wand tool in this exercise, and it is going to look different
again to how we used it in our first Alpha Channel tutorial.
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Previously,
our Magic Wand has looked like this:
And in
our last tutorial we changed it to look like this:
Can't
remember how to bring this options box up? Double-clicking any tool in
the display bar will bring up its Options palette if it is not already
shown on your screen.
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Contiguous
was the Bunny Wuffle Word Of The Day in the previous A Channel tutorial,
and I gave the definition from Merriam-Webster's online dictionary. The
key phrases from their definition which are important to using our Magic
Wand tool in this exercise are "being in actual contact : touching
along a boundary or at a point" & "touching or connected
throughout in an unbroken sequence". Which was not a desirable
property for our last object, as it had holes in the middle which we needed
to defuzzify, but in this case is essential as we don't want to alter
our angelhead transparency while we are defuzzifying* the outside edge
of the window frame.
*A word
which you will NOT find in Merriam-Webster. Or any other dictionary. But
you know what I mean.
So now,
check the Contiguous box again. The tolerance you can leave; it makes
no difference here.
And now
it's time to get up close and personal with our image. I am using a zoom
of 200% but you use whatever you need to be able to see that there are
three distinct colours in our image - black, white and grey.
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We
are going to use our magic wand to select the grey around the edges of
the frame, as this is the bit which you will recall controls the fuzziness
of the image.You will remember that we need to make the grey areas lighter
so that they are still visible in the game but not too visible that they
have the jagged edge that our two-pixel stepped angle creates.
So with
the magic wand tool set at Contiguous, click anywhere in the outer grey
edge so that the running ants go round the outside.
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Go to the action bar, select Image / Adjust / and Brightness/Contrast...
which should
bring up an options box like this:
Make sure you have
the Preview option ticked, as this will allow you to see what you are
doing in real time to the image you are doing it to. You can either use
the slider bars with this facility, or type in predetermined levels. You
can play about with this to your heart's content to find the perfect looking
A channel grey for your particular preference, or you can just move the
slider bar to 75 / type 75 in the Brightness box which is what I am going
to do.
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I am leaving the Contrast
box at 0.
Press OK, then deselect
the running ants from your image, which now looks something like this:
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Can
you see the grey outer edge looks a little lighter than it did before?
Just to compare the two, here below is what it looked like a moment ago:
That difference in
the shades of grey might not look a lot here, but believe me it will make
a GREAT difference in your game.
We are
not finished just yet; if we left it like that it would look "stepped".
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Click somewhere in
the black, right click and "Select Inverse" so that you select
the whole window image.
Go back to your action
bar, select Filter / Blur:
& once you deselect, it should look like this:
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Can
you see that the edges are now not quite as defined as before? This will
give a nice smooth edge to your object without looking fuzzy in the game.
And the
very good news is that we are almost done now!
Back
to your action bar, and select Image/Mode/Indexed - where you will find
there is no Indexed option for you to select - which is normal for this
channel.
Now you
can Save your image, and now it is time to import our object back into
TMog as usual!
Once
you have imported it back into TMog, change the description & price
if you like, and take a look at the object by selecting "View Object".....
which should look something like this:
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Oh
now aren't you proud of your achievement? By golly by gum you SHOULD be.
That is beautiful, and very professionally made. The transparency is transparent,
the edges are nice and sharp without being blocky, and the whole thing
is a quality object.
Which
you should be proud to share with the community on your very own sim site.
Why?
Because
Bunny Wuffles NEEDS quality objects to download for her game.
That's
why! :o)
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Just one little housekeeping
point before we move on - you can close the P sprite in Photoshop without
saving it - because we saved it earlier. Unless you want to keep the separated
image, which you can do as a .psd file, but I see no reason to do that and
usually don't bother unless I intend going on sometime in the future to
make a matching set or other items using the same image. |
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