Closed helderbarboza closed 3 years ago
Take care that the icon must have a native resolution of 256x256, from there we will convert it to the required formats and resolutions for Portal 2 and Beemod. Also, it´s nice to see people start contributing making/remade icons for those items that their current icons does not look good.
Personally, i´ve contributed with some icons in the past: i´ve made the one for the Cold Light Strip, Square Lights (neutral and cold versions), Thin Wall and the ones of my own items that are available on Beemod.
Oh, I've looked on packages files and found only 64x64 images. I will do it again. Can you tell me the path?
I have two pictures. I draw it myself using paint.net And I have This!
Made another one. Should I keep posting here or create individual issues?
Static Half Panel
cool
new variant of black/white wall image
Great! Just try to follow what @LautaroL20 said, icons must be 256px.
@SCIENTIST2004 - It seems you are not listen to what i pointed out, unless you provide us palette icons in native 256x256 resolution, we will not use them for beemod. The In-game Palette icons uses the mentioned resolution while beemod uses 64x64. We will take care of convert to diffrerent resolutions and formats once you provide in 256x256.
Pretty much useless having the bee´s interface icons but not the 256x256 ones for the in-game palette, we do not want to re-scale the 64x64 pixels to the one used in the In-Game palette since the quality loss is very noticeable and would look mediocre.
Just navigate to "Portal 2\portal2_dlc2\materials\puzzlemaker" and you will check yourselves that the In-Game Palette icons resolution is indeed 256x256.
I saw that the Static Half Panel has indeed the correct native resolution for the In-Game palette. You have my word that i will personally include all your icons in Beemod as long as they are good looking and once we have the mentioned resolution for the In-Game Palette.
Let me know if there is something to improve:
Nice work, yes, the .PNG format is the one we want for the icons.
cool bumbleball is amazing!
Look at this!
@SCIENTIST2004 Thats nice! Just try to make fizzler particles a bit thinner, may look better
ok
is that better?
and I also want to draw Sendificator slim
Sendificator Slim
Cube cleaner
Some variations too.
Cube Deflector:
Antline Router: ...and the sign, in case you want to make in-game model looks like the icon:
Antline Router Strip:
Cutout:
I tried to understand what Antline Magnet does, but it is unclear. If someone could give a example, I will try to draw a icon to this item.
wow
Before (with Antline Magnet)
And I dont understand what Antline Router and Antline Router Strip do?
give me an example please
Antline Router is simple, it acts like light strips, preventing antline from being generated on surface.
Thanks for the explanation about Magnet.
thanks
Draw bridge:
Conveyor Belt:
What should i use to make things like this?
Paint.net
catapult cube: human button (reacts on humans only): sticky gel(https://theportalwiki.com/wiki/Adhesion_Gel):
@xGARDYx , I am using Portal 2. It is not a joke.
First I've created a empty chamber with few light "spots" pointing to the scene:
In-game, it will look like this:
Then, to prepare the shot, I've used some commands
sv_cheats 1
cl_drawhud 0
impulse 200
To close on object: cl_fov 5
So I export to my editor, remove entire background, adjust colors, add again effects/particles removed with background, add a white background and it is done:
Why use cl_fov 5
?
Because it is the closest possible to look like a infinite perspective, like default PeTI icons style.
How to do shadow? I've had to manually draw them because some items do not draw dynamic shadows, so the simple the item, the better to make shadows.
Good work guys, however the Cube Cleanser and Sendificator Slim icons made by @SCIENTIST2004 are using the In-Game Appearance which is not what we want for the Palette Icons, they must look cartoonish as the ones from the Puzzlemaker Palette, if we did not care about their appearance we would have take in-game screenshots from the model long time ago already.
The human button needs to have the "Bendy" figure over it to identify as a true humman button icon.
@LautaroL20 there are other icons to do for further releases?
Yes, the following icons needs a good looking remake:
I will be commiting your icons to the Beemod Repository this week. I will need to do some resolution conversions and porting them to the VTF format which is the one that the game uses.
Some that would be really useful are the door ones (entrance, exit, regular door and the already-mentioned chamberlock)
Sendificator slim: Human button (with bendy): Radiative Flux Rectangle:
Glass door: took me almost one hour to make it look like PeTI glass panel.
Blocks:
Flat blocks white variation
Angled blocks white variation
Corner blocks white variation
how do you draw in cartoonish style?
or you make a screenshort in editor?
He had just answered that question a few comments above yours: https://github.com/BEEmod/BEE2-items/issues/2470#issuecomment-361744432
it is not cartoonish it is screenshort in game
I making screenshorts on editor
Well, in most cases I use the screenshot as background, then I vectorize it. screenshot used for glass doors.
Ive add checkboxes to the icons list and checked the ones you have made already.
Large observatorion room: futbol spawner/socket:
HTiago are you using a pain.net? I am using!
Icons that needs to be remade:
Trigger Button
Unexploitable Single-Player Grates.
Coop Checkpoint
Separated Coop Checkpoint
Protruding Light Bridge (from user-create-packages at Discord)
Flamethrower
Old Aperture Cube Deflector
More icons: https://github.com/BEEmod/BEE2-items/issues/2470#issuecomment-591005882
NOTE: If you think that there are more icons that needs to be added to the list, let us know!