Step 1.
Load PSP or whatever your image processing package is (this
tutorial is based on how I do it in PSP 4.14, so you may
have to adapt it a bit if you don't use PSP, or usea later
version). You will then want to load a source image that
is 24bit depth or higher (if its not at this depth, change
it using the "Colours" menu > "Increase colour depth"
> 24bit. It also hlp if you image is at a resultion which
is a multiple of either 64x48 or 60x48 (then end result
is 60x48, but TS icons are 64x48 and most things here can
be used to make non-ts style icons for TS). The image I
provide is 320x240 and at 24bit already, it is "anticon
base image.png" (I use png for the compression it offers
on 24bit images).
Step 2.
Resample your image down to either 60x48 if you can using
the maintain aspect ratio, or with my example down to 64x48.
Resample provides better quality resize with less blockiness
but only works on 24bit images in my version of PSP. Its
found in the "Image" menu. The result should look like "anticon
example 1.png"
Step 3.
If you have an image of 60x48 already, skip this step. Otherwise
you need to choose 4 coloumns of pixels to remove to give
you a 60x48 image. I suggest taking them from the sides
of the image since the unit image should be in the middle
of the image with background showing toward the sides. For
my ant example made in the above step, I chose to remove
the first 4 coloumns from the left so I didn't remove any
ant hill. I use the box selection tool and starting from
the top right pixel selected down the whole image (48 rows
down) but only 60 rows across to the left leaving 4 coloumns
unselected. Now go to the "image" menu again and select
"crop". This will remove the unselected pixels and you now
have a 60x48 image like "anticon example 2.png"
Step 4.
Now you need to add a darkened strip where your unit name
text will go. Use the box selection tool again and starting
at one of the bottom corners select up 7 rows for one line
of text (or 13 rows for 2 lines) and select all the way
across to the opposite side of the icon image. This selection
means that only the selected area of image will be edited
so long as that selection remains in PSP. Now select the
retouch tool from the tool bar and set the option to "Darken",
the size to "20", the shape to "Circle", the Opacity to
"90" and the texture to "none". Then you want to use the
tool in the selected area by swiping across from one side
to the other in a smooth motion. If the bar doesn't look
dark enough for your liking repeat the swipe. Now cancel
the selection box and your image should look like "anticon
example 3.png"
Step 5.
Now you want to put your text onto the darkened bar. All
you need to remember is to keep the size to 5 pixels high
(look at other RA2 icons to see how you should make each
letter look). A bit of experimentation will get your positioning
right (keep a back up of the icon with just hte blakc bar
incase you mess up and save a crappy looking text position).
Also you want to put black pixels to the right of every
far right pixel on your white characters (again look at
other RA icons to see what I mean). Now go to the "Colours"
menu and select "load pallet". I the open file window find
the racameo.pal file and load it using the nearest colur
matching option. This will decrease the bit depth down to
8bit and apply the cameo pallet. Your image should look
almost like "anticon example 4.png" except for a few touch
ups to be consistent with other RA2 icons.
Step 6.
To be consistent with other RA 2 icons, you need to put
pallet index 0 (a blue colour in the ra2 cameo pallet) in
each of the corners as in my example 4 file. You also want
to add some shading to your BOTTOM line of text (your only
line of text if your following the examples). Do this by
copying the colours from either my final example file, or
from other RA2 icons extracted to .pcx, using the colour
picker tool and then painting carefully (keep a backup)
over the white in the applicable row. You image should look
exactly like my example 4 file now.
Step 7.
Save the image as a .pcx file and makesure its named XXXXicon
0000.pcx where XXXX is the unit identifier or a shortened
version of it if the name is longer than 4 characters. Now
you can use XCC to convert the pcx file to a TS shp file
(TS and RA2 .shp file formats are the same) and its ready
to be added to the game.
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