As promised, here is a lil' tutorial to do it aproximetely like Capcom did, is quite easy BTW and you don't need to know a lot about coding or using Photoshop.What do I need?- Photoshop (any version) or Paint Shop Pro (Above version 5) or even Corel Photo Paint (above version 8)- Knowing about how to manage palletes (a lil' is OK)- A bit of coding knowledge. (10%)- WinMugen (No DOSMugen supported)- A char to add this stuff (optional)- That you want to do it XDGetting Started:First you need an image of your char to do the hyper portrait, I decided to use Iori as an example, I have a portrait from CvS2 that can do the workNow the next step is to remove the background color, first convert the image into a layer and set the name you want. then select the background color and remove it with del key. Note that you MUST work on RGB mode to do all this.And now we create a new image (RGB) of 306x480 pixels size (use 72 p/inch as deph)Then, select yellow and orange (less red) as foregound and background colors, and go to Filter -> Render -> Clouds, once you did it, Image -> Adjust -> Brightness and Contrast and in there set contrast value to +30, you should get something like this:We are almost done, now the next step is to add the Iori's image into the background we have just created, just drag him into it. and resize to get something similar to this:Looks nice I guess the last part now if to set the background color for Mugen so it can render it as a transparent color, you can use your pallete colors, but is better to use the portrait's own colors, so you don't loose quality too dramatically. Well, Use the Poligonal Laso to set the areas that will be "transparent" (don't forget to uncheck the Soft edges, if not you'll get "pinkish pixels" in Mugen) and fill them with your defined transparent color (in this case is pink) in a new layer. Now it will look like this:Now we return into the layer in which is Iori, then we aply a Blur effect, go to Filter -> Blur -> Gaussian Blur with a value of 0.7, then we create a new layer over everything with a color dodge layer option, press ctrl + click on the layer that has the transparent color to load a selection based on it, press Ctrl+Shift+I to invert selection ad then fill that with black and go to Filter -> Render -> Lens Flare, and set the following parameters:- Shine: 166 %- Lens Type: Prime of 105mm- Position: Top, Right of the black color.Example:Now go to Image -> Adjust -> Hue and Saturation and set this parameters:- Colorize: Yes- Hue: 35- Saturation: 50- Lightness: -15Then you should get something like this:Finaly! Now the last step on creating this first save this as PSD format so you can use it as a template for other chars, when you have saved your copy in PSD format, Go to Layer -> Flaten Image to get a single layer of all. Then go to Image -> Mode -> Indexed Color and first select Exact (if not avalilable select Selective (Perceptual)) but don't click OK yet, now select custom and a new window will appear, then if you see the pink color along with the others, use Ctrl+click to cut it and click the very last box in the right bottom, then in the pick color window set the RGB values:- R: 255- G: 0- B: 255And click OK you should get a window like this:Click Ok to everithing, your BG color is set now. Now just save your image as PCX and that's all.CodingThis part is pretty simple, you only need to add the new sprite, an anim and 2 Explod Scontrols triggered in the exact moment, here are 2 ways in which you can do it, but first add your sprite in group 9000, number 20, position 0, 0, if you decided to use the explod pallete, uncheck "Shared Pallete" on Fighter Factory, or set the corresponding value in any other tool, if you are using your char's pallete check the option. Then create an animation (you can use any number you want but I recoment 9103 or any other above 9099) with only 1 tick of time, once you are done with this you can follow any of the following ways:- Way 1: Look into your char's Hyper move states (generally 3000 or 4000) and look for the super pause Scontrol, then add this:; Super Portrait (Thanks to One Winged Angel and Wuwo)[State 3000, Explod]type = Explodtrigger1 = Time = [0,13] ;Set this value acording to the time in wich;the Super pause Scontrol is triggered, if it is triggered 3 ticks after;you should add 3 ticks to each value (0 and 13)anim = 9103 ;Use your own animation numberpostype = backsprpriority = -3supermovetime = 1 ;Nesesaryremovetime = 1 ;Nesesarysupermove = 1 ;not nesesaryscale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled;for double respos = 0,60-time * 5[state 3000, Explod]type = Explodtrigger1 = time = 14 ;This will appear 1 tick after the last tick;shown in the other Xplodanim = 9103 ;Same anim as the otherpostype = backvel = -.1, 0 ;Vel for portrait after showing itsprpriority = -3supermovetime = 40supermove = 1removetime = 34pos = 0,0scale = 0.5, 0.5For this to work propoerly, you should set a value of 50 or greater in movetime in the superpause Scontrol, otherwise this won't work...- Way 2: Use a helper like this:[StateDef "Any number you want greater than 9099"]type = Aanim = "any blank anim you should set to get this working properly"ctrl = 0sprpriority = -3; Super Portrait (Thanks to One Winged Angel and Wuwo)[State 3000, Explod]type = Explodtrigger1 = Time = [0,13]anim = 9103postype = backsprpriority = -3supermovetime = 1removetime = 1supermove = 1scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5)pos = 0,60-time * 5[state 3000, Explod]type = Explodtrigger1 = time = 14anim = 9103postype = backvel = -.1, 0sprpriority = -3supermovetime = 40supermove = 1removetime = 34pos = 0,0scale = 0.5, 0.5[State 9133]type = DestroySelftrigger1 = root, stateno != "Hyper stateno of parent"trigger2 = time >= 50and call it like this:[State 3000, 2]type = helpertrigger1 = Time = 0 ;Set the value acording;to the time in which the player activates;the super pause, you can even call it with;an animelemID = "any number greater than 9099"name = "Hyper Portrait"postype = backpos = 0, 0stateno = "State no of the helper"ownpal = 1supermovetime = 500pausemovetime = 500Just after the super pause scontrol.Note that this is a Hi Res compatible Hyper Portrait so you can view it better on that resolutionWell I'm done, if you have problems just tell here! See ya!!!!
FerchogtX said, October 03, 2007, 11:01:27 pmWell, Use the Poligonal Laso to set the areas that will be "transparent" (don't forget to uncheck the Soft edges, if not you'll get "pinkish pixels" in Mugen) and fill them with your defined transparent color (in this case is pink) in a new layer. How do you set the areas transparent?
Sonoku said, November 07, 2008, 01:38:53 amHow do you set the areas transparent? The last(in PS)/first(in PSP) slot in the palette is always the transparent color.Example here.I'd also like to add that this is a very outdated tutorial. The dimensions are wrong for the transparent areas and modifying the picture itself is a terrible way to make it blend into the background, which is also terrible because its the Clouds filter.