ZxBiohazardZx wrote:
for now i colored it the "normal" way, but id love a link or GOOD tutorial on how to do it..
EDIT: the wiki didnt do it for me;)
What is the step you've got problems with? If you don't use brupjes render script, you'll have to make the mask files in GIMP or Photoshop. The important thing is, that you have to convert the mask image to 8bpp (indexed, up to 256 colours), and you have to choose a colour that is within the index range 196-203. Those can be totally different colours depending on the palette you use. I've taken the liberty to make a mask file for one of your renders. See the attached image. It's important that your image and the mask file have the same image size. So if you crop the render, you also have to crop the mask file to the same dimensions (which is often quite annoying work, so rather crop or cut the render into the appropiate sprite chunks first and then make the related mask files).
To just test your render in the (fullzoom-patched!) game, rename the render to 1146_z0.png, the mask to 1146_z0m.png and then apply some offsets to the 1146_z0.png file (no offsets for the mask file).
@j0rdax: Great to see the next type of lorry coming up. Regarding your shadow problems: GeekToo already suggested more than I even know, although you might also want to check the environment (World button). If everything else fails, just finish your model and then export it into the official lighting setup file and render it there (you just have to do it once per angle, anyway). It may be not to scale, but what about just pressing "S"?
