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PCM14 Daily Helmets
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| Mithrillian |
Posted on 22-09-2015 16:09
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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KenL wrote:
All is good,
Team Helmet:
Team road frame:
Giro road frame:
Tour road frame:
Vuelta road frame:
World road frame:
As for Dorsc thingy, it is on the stem and bars because it represents 3T Doric-Team Ultimate Performance
Fantastic! Glad you found a spot to sneak in your logo btw, lol (I almost felt obligated to add it to the jersey)
Was wondering, would a gloss-on-matte full black version of the team bike work or would that look terible in your opinion? (like in this video: https://www.youtu...TbXbHyLXQ) I suppose you could recreate this by changing the _S file?
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| Ad Bot |
Posted on 07-12-2025 22:05
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Bot Agent
Posts: Countless
Joined: 23.11.09
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| Deksel |
Posted on 22-09-2015 16:29
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Breakaway Specialist

Posts: 765
Joined: 05-04-2010
PCM$: 200.00
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Mithrillian wrote:
Fantastic! Glad you found a spot to sneak in your logo btw, lol  (I almost felt obligated to add it to the jersey)
Was wondering, would a gloss-on-matte full black version of the team bike work or would that look terible in your opinion? (like in this video: https://www.youtu...TbXbHyLXQ) I suppose you could recreate this by changing the _S file?
It's fairly easy to create that gloss-on-matte effect with the _S file. I've done that for a replica of the current S5 model and I think it looks pretty neat ingame.
ps. nice frames again, KenL!
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| Mithrillian |
Posted on 22-09-2015 16:38
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Deksel wrote:
Mithrillian wrote:
Fantastic! Glad you found a spot to sneak in your logo btw, lol  (I almost felt obligated to add it to the jersey)
Was wondering, would a gloss-on-matte full black version of the team bike work or would that look terible in your opinion? (like in this video: https://www.youtu...TbXbHyLXQ) I suppose you could recreate this by changing the _S file?
It's fairly easy to create that gloss-on-matte effect with the _S file. I've done that for a replica of the current S5 model and I think it looks pretty neat ingame.
ps. nice frames again, KenL!
Could you elaborate on this? I know what it does, but I can't figure out what colours indicate what etc.
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| clamel |
Posted on 22-09-2015 16:48
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Protected Rider

Posts: 1359
Joined: 13-07-2010
PCM$: 200.00
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This thread looks promising, so when do you share this fine work with all of us?
It's a damn pity we are restricted to some +-125 helmets/frames/wheels/gears/glasses in this game, with so many nice equipment around.
However your versions will surely find a spot in my DB for sure, WHEN they will become available that is.....
 ____________________________________________ 
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“We are all in the gutter, but some of us are looking at the stars.”
"If thou gaze long into an abyss, the abyss will also gaze into thee."
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| KenL |
Posted on 22-09-2015 16:57
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Stagiare

Posts: 226
Joined: 05-11-2007
PCM$: 200.00
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clamel wrote:
This thread looks promising, so when do you share this fine work with all of us?
It's a damn pity we are restricted to some +-125 helmets/frames/wheels/gears/glasses in this game, with so many nice equipment around.
However your versions will surely find a spot in my DB for sure, WHEN they will become available that is.....

My old versions are the ones in the expansion packs and many other databases already. This includes my new helmets which somehow found their way into them, albeit with my backgrounds gone?
PCM Graphics maker since 2007.
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| sgdanny |
Posted on 22-09-2015 16:59
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Classics Specialist

Posts: 3587
Joined: 18-03-2014
PCM$: 200.00
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KenL wrote:
clamel wrote:
This thread looks promising, so when do you share this fine work with all of us?
It's a damn pity we are restricted to some +-125 helmets/frames/wheels/gears/glasses in this game, with so many nice equipment around.
However your versions will surely find a spot in my DB for sure, WHEN they will become available that is.....

My old versions are the ones in the expansion packs and many other databases already. This includes my new helmets which somehow found their way into them, albeit with my backgrounds gone?
Most of the equipment is from PCMFocus database and don't know if they have deleted your watermarks
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| Deksel |
Posted on 22-09-2015 18:01
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Breakaway Specialist

Posts: 765
Joined: 05-04-2010
PCM$: 200.00
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Mithrillian wrote:
Deksel wrote:
Mithrillian wrote:
Fantastic! Glad you found a spot to sneak in your logo btw, lol  (I almost felt obligated to add it to the jersey)
Was wondering, would a gloss-on-matte full black version of the team bike work or would that look terible in your opinion? (like in this video: https://www.youtu...TbXbHyLXQ) I suppose you could recreate this by changing the _S file?
It's fairly easy to create that gloss-on-matte effect with the _S file. I've done that for a replica of the current S5 model and I think it looks pretty neat ingame.
ps. nice frames again, KenL!
Could you elaborate on this? I know what it does, but I can't figure out what colours indicate what etc.
Sure. The _S file has two aspects in it that are interpreted by PCM: the RGB layer (the 'normal' layer you can see in most programs) and the alpha layer. I usually give the RGB layer colour in the range from white to black (where black is matte and white is glossy). The alpa layer is for the team colour overlay ingame, where white parts in the alpa layer will have the team colour and grey (I think I use #9D9D9D) will neglect the team colour. The latter can also be done with other colours, e.g. green. A program I use to quickly analyse such files is DDS view.
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| KenL |
Posted on 22-09-2015 18:10
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Stagiare

Posts: 226
Joined: 05-11-2007
PCM$: 200.00
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Most of the equipment is from PCMFocus database and don't know if they have deleted your watermarks
Interesting, PCMDaily EXP packs is the only database I have worked with (2007+) and released my equipment to, so the fact that PCMFocus is where they are now starting from... I sense a disturbance in the force
Some have my watermarks, all new helmets don't, oh well, on to new stuff
PCM Graphics maker since 2007.
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| Mithrillian |
Posted on 22-09-2015 18:23
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Considering the high amount of black involved in my jersey I'd say as dark as possible without sacrificing legibility. But if you upload them all I could just try them all myself.
Awesome stuff KenL!
EDIT: Apparently the post I just responded to was deleted..
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| Mithrillian |
Posted on 22-09-2015 18:27
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Deksel wrote:
Mithrillian wrote:
Deksel wrote:
Mithrillian wrote:
Fantastic! Glad you found a spot to sneak in your logo btw, lol  (I almost felt obligated to add it to the jersey)
Was wondering, would a gloss-on-matte full black version of the team bike work or would that look terible in your opinion? (like in this video: https://www.youtu...TbXbHyLXQ) I suppose you could recreate this by changing the _S file?
It's fairly easy to create that gloss-on-matte effect with the _S file. I've done that for a replica of the current S5 model and I think it looks pretty neat ingame.
ps. nice frames again, KenL!
Could you elaborate on this? I know what it does, but I can't figure out what colours indicate what etc.
Sure. The _S file has two aspects in it that are interpreted by PCM: the RGB layer (the 'normal' layer you can see in most programs) and the alpha layer. I usually give the RGB layer colour in the range from white to black (where black is matte and white is glossy). The alpa layer is for the team colour overlay ingame, where white parts in the alpa layer will have the team colour and grey (I think I use #9D9D9D) will neglect the team colour. The latter can also be done with other colours, e.g. green. A program I use to quickly analyse such files is DDS view.
Alpha layer. Can this be modified well using Paint.Net?
EDIT: In Paint.Net Alpha seems to show as transparency, still it seems weird.
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| KenL |
Posted on 22-09-2015 18:30
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Stagiare

Posts: 226
Joined: 05-11-2007
PCM$: 200.00
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Redoing the pics to see better 
1_1_1:
5_~:
8_~:
10_~:
15_~:
20_~:
I like the 8's best, we will see
Edited by KenL on 23-09-2015 05:06
PCM Graphics maker since 2007.
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| Deksel |
Posted on 22-09-2015 19:49
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Breakaway Specialist

Posts: 765
Joined: 05-04-2010
PCM$: 200.00
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Mithrillian wrote:
Deksel wrote:
Sure. The _S file has two aspects in it that are interpreted by PCM: the RGB layer (the 'normal' layer you can see in most programs) and the alpha layer. I usually give the RGB layer colour in the range from white to black (where black is matte and white is glossy). The alpa layer is for the team colour overlay ingame, where white parts in the alpa layer will have the team colour and grey (I think I use #9D9D9D) will neglect the team colour. The latter can also be done with other colours, e.g. green. A program I use to quickly analyse such files is DDS view.
Alpha layer. Can this be modified well using Paint.Net?
EDIT: In Paint.Net Alpha seems to show as transparency, still it seems weird.
Basically you can make all tubes the same colour (black in this case) in the _D file and make the glossy/matte difference in the _S file. Unfortunately this can only be seen ingame or in the cyclist viewer, as far as I know. This makes editing more difficult than working with e.g. NifSkope.
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| Mithrillian |
Posted on 22-09-2015 19:58
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Deksel wrote:
Mithrillian wrote:
Deksel wrote:
Sure. The _S file has two aspects in it that are interpreted by PCM: the RGB layer (the 'normal' layer you can see in most programs) and the alpha layer. I usually give the RGB layer colour in the range from white to black (where black is matte and white is glossy). The alpa layer is for the team colour overlay ingame, where white parts in the alpa layer will have the team colour and grey (I think I use #9D9D9D) will neglect the team colour. The latter can also be done with other colours, e.g. green. A program I use to quickly analyse such files is DDS view.
Alpha layer. Can this be modified well using Paint.Net?
EDIT: In Paint.Net Alpha seems to show as transparency, still it seems weird.
Basically you can make all tubes the same colour (black in this case) in the _D file and make the glossy/matte difference in the _S file. Unfortunately this can only be seen ingame or in the cyclist viewer, as far as I know. This makes editing more difficult than working with e.g. NifSkope.
Well, the tubes can't be as black as the team colour, because you'd want them slichtly grey. Besides, the glossy part would Be white and would activate team colour right?
As far as I van see, putting 255 transparancy/alpha on 100 Will deactivate the team volouring, but Will make a difference in the glossy thing.
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| Mithrillian |
Posted on 22-09-2015 19:58
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Deksel wrote:
Mithrillian wrote:
Deksel wrote:
Sure. The _S file has two aspects in it that are interpreted by PCM: the RGB layer (the 'normal' layer you can see in most programs) and the alpha layer. I usually give the RGB layer colour in the range from white to black (where black is matte and white is glossy). The alpa layer is for the team colour overlay ingame, where white parts in the alpa layer will have the team colour and grey (I think I use #9D9D9D) will neglect the team colour. The latter can also be done with other colours, e.g. green. A program I use to quickly analyse such files is DDS view.
Alpha layer. Can this be modified well using Paint.Net?
EDIT: In Paint.Net Alpha seems to show as transparency, still it seems weird.
Basically you can make all tubes the same colour (black in this case) in the _D file and make the glossy/matte difference in the _S file. Unfortunately this can only be seen ingame or in the cyclist viewer, as far as I know. This makes editing more difficult than working with e.g. NifSkope.
Well, the tubes can't be as black as the team colour, because you'd want them slichtly grey. Besides, the glossy part would Be white and would activate team colour right?
As far as I van see, putting 255 transparancy/alpha on 100 Will deactivate the team volouring, but Will make a difference in the glossy thing.
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| Mithrillian |
Posted on 22-09-2015 19:58
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Deksel wrote:
Mithrillian wrote:
Deksel wrote:
Sure. The _S file has two aspects in it that are interpreted by PCM: the RGB layer (the 'normal' layer you can see in most programs) and the alpha layer. I usually give the RGB layer colour in the range from white to black (where black is matte and white is glossy). The alpa layer is for the team colour overlay ingame, where white parts in the alpa layer will have the team colour and grey (I think I use #9D9D9D) will neglect the team colour. The latter can also be done with other colours, e.g. green. A program I use to quickly analyse such files is DDS view.
Alpha layer. Can this be modified well using Paint.Net?
EDIT: In Paint.Net Alpha seems to show as transparency, still it seems weird.
Basically you can make all tubes the same colour (black in this case) in the _D file and make the glossy/matte difference in the _S file. Unfortunately this can only be seen ingame or in the cyclist viewer, as far as I know. This makes editing more difficult than working with e.g. NifSkope.
Well, the tubes can't be as black as the team colour, because you'd want them slichtly grey. Besides, the glossy part would Be white and would activate team colour right?
As far as I van see, putting 255 transparancy/alpha on 100 Will deactivate the team volouring, but Will make a difference in the glossy thing.
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| KenL |
Posted on 22-09-2015 20:00
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Stagiare

Posts: 226
Joined: 05-11-2007
PCM$: 200.00
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Made the bambino helmets for the grand tours, the world one tomorrow.
PCM Graphics maker since 2007.
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| Mithrillian |
Posted on 22-09-2015 20:04
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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KenL wrote:
Made the bambino helmets for the grand tours, the world one tomorrow.

Nice! Just asking KenL, hoe van I put these on? I cannot pick one in pcm14?
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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| Deksel |
Posted on 22-09-2015 20:19
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Breakaway Specialist

Posts: 765
Joined: 05-04-2010
PCM$: 200.00
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Mithrillian wrote:
Deksel wrote:
Basically you can make all tubes the same colour (black in this case) in the _D file and make the glossy/matte difference in the _S file. Unfortunately this can only be seen ingame or in the cyclist viewer, as far as I know. This makes editing more difficult than working with e.g. NifSkope.
Well, the tubes can't be as black as the team colour, because you'd want them slichtly grey. Besides, the glossy part would Be white and would activate team colour right?
As far as I van see, putting 255 transparancy/alpha on 100 Will deactivate the team volouring, but Will make a difference in the glossy thing.
No, I think you misunderstood me. The white/black on the RGB layer determines the glossy/matte effect. The white/grey on the alpha layer determines the team colour. I'm sorry but I don't know how this is displayed in Paint.NET or any other program but Photoshop.
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| KenL |
Posted on 22-09-2015 20:23
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Stagiare

Posts: 226
Joined: 05-11-2007
PCM$: 200.00
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Forgot about the helmets being dropped from the equipment screen in 14 and 15. Haven't played the game for years
That'll stop me making the worlds one then
PCM Graphics maker since 2007.
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| Mithrillian |
Posted on 22-09-2015 20:24
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Domestique

Posts: 421
Joined: 05-07-2012
PCM$: 200.00
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Deksel wrote:
Mithrillian wrote:
Deksel wrote:
Basically you can make all tubes the same colour (black in this case) in the _D file and make the glossy/matte difference in the _S file. Unfortunately this can only be seen ingame or in the cyclist viewer, as far as I know. This makes editing more difficult than working with e.g. NifSkope.
Well, the tubes can't be as black as the team colour, because you'd want them slichtly grey. Besides, the glossy part would Be white and would activate team colour right?
As far as I van see, putting 255 transparancy/alpha on 100 Will deactivate the team volouring, but Will make a difference in the glossy thing.
No, I think you misunderstood me. The white/black on the RGB layer determines the glossy/matte effect. The white/grey on the alpha layer determines the team colour. I'm sorry but I don't know how this is displayed in Paint.NET or any other program but Photoshop.
In Paint.Net, if I add transparancy it no longer recognises the colour as solid white preventing team colouring.
I understand You fairly well, except there is no such thing as an alpha layer in paint like there is in gimp or photoshop.
I should het the DDS plugin for gimp though, but I can't seem to be able to het hoe To install gimp plugins
EDIT: sorry for my bad writing, typing on my phone atm.
''The thing I love about PCM is that no other game requires a guide where the sentence "Acceleration does not mean acceleration" is used.'' - cactus-jack
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