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[EO(Origins)] Exvayate's Paperdolling Tutorial. (Pic heavy!!)


Exvayate
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Please know that this tutorial will online apply for Eclipse Origins.

;D First tut evar! Hollaback!  ;D

Okay let's get started!

1) First off, we need to find/make a template. Which is a very simple task.
We're going to have to find the picture, 1.bmp which can be found in

[Eclipse Origins Folder]/Client/data files/graphics/paperdolls/1.bmp

Go to your client folder:

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/1-1.png?t=1292880809)
Click data files:

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/2.png?t=1292880809)
Click graphics:

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/3-1.png?t=1292880809)
Click paperdolls:

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/4-1.png?t=1292880809)
Open up your 1.bmp file:

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/5-1.png?t=1292880809)

And you should find an image containing a bunch of axes in an odd order with a green background.

2) Open that image (1.bmp) in paint.

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/6-1.png?t=1292881303)

3) Zoom in as close as possible to the very first axe you see on the left.

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/7-1.png?t=1292881354)

4) Set your brush to the straight line tool, with the smallest brush width, along with a other than green.
    [For this tutorial we will be using the color [color=red]Red.]

5) Begin drawing lines from top to bottom so that the line TOUCHES, not overlaps, the very fist few pixels of the axe handle. [Repeat this step to all axes on the image.]

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/9-1.png?t=1292881354)

Be careful with the 4th axe! You'll need to move that axe over 1 column to the right :o

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/8-1.png?t=1292881354)

6) Begin drawing lines from tor to bottom so that the line TOUCH, and not overlap, the few pixels on the axe's edge.
(You should end up with something like this)

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/10.png?t=1292881354)

7) Save this image as '1tmp.bmp' so you can use this for future uses!

From here you can choose to draw your own weapon of choice, or use items that have already been given to you in the Eclipse Origins Package.

8) Now lets say you want to make a sword paper doll using the sword icon found under

[Eclipse Origins folder]/client/data files/graphics/items/5.bmp

Open it in paint, then select it, and copy it to about the same size shown here:

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/11.png?t=1292881354)

9) Open up your axe template that we earlier named 1tmp.bmp

10) Paste the sword according to the axe's position.

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/12.png?t=1292881354)

11) Erase all red lines and save it as #.bmp (Let # = whatever number besides the number files found under your paperdolls folder.) (So for you, you can name it to be 2 or higher.)

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/13.png?t=1292881594)

12) Create a new item in your game and give it whatever name you want. For this tutorial I named it 'Iron Sword'. Then give it whatever abilities you want it to possess, then choose the pic.

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/14.png?t=1292881594)

13) Now go down to paperdoll in the item editor and save it.

If you did all the steps correctly, you'll be able to use the sword image for your paperdoll!

>! ![](http://i1235.photobucket.com/albums/ff422/Exvayate/15.png?t=1292881594)
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Terrible tutorial. The axe I shipped was just a quick thing I pulled up in Photoshop.

The proper way to make a paperdoll item is to load the character sprite into Photoshop, make a new layer, copy & paste the weapon where you want on the character then delete the original layer. There you go, paperdoll.

The way you're doing it is just… weird.
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@Robin:

> The proper way to make a paperdoll item is to load the character sprite into Photoshop, make a new layer, copy & paste the weapon where you want on the character then delete the original layer. There you go, paperdoll.

This is true, it's how I've always done paperdoll. It's the easiest and most intuitive method for making a lot of paperdoll graphics if you have the program (any image editing program with layers will work).

Also, you really do not need seperate images to tell people to go to: "[Eclipse Origins Folder]/Client/data files/graphics/paperdolls/1.bmp", because if they don't know how to do basic navigation of their OS, they should even be attempting this stuff to begin with.
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@Robin:

> Terrible tutorial. The axe I shipped was just a quick thing I pulled up in Photoshop.
>
> The proper way to make a paperdoll item is to load the character sprite into Photoshop, make a new layer, copy & paste the weapon where you want on the character then delete the original layer. There you go, paperdoll.
>
> The way you're doing it is just… weird.

He's doing the old way. Back when Photoshop and Gimp weren't around. Or atleast, not known how to be used correctly.

Also, "Please know that this tutorial will online apply for Eclipse Origins."?

Isn't that supposed to be "Only"?  :huh:
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@Toshiro:

> He's doing the old way. Back when Photoshop and Gimp weren't around. Or atleast, not known how to be used correctly.

Old way? lolwut.

He's creating a grid over something which isn't aligned at all. If you look through the tutorial it's completely wrong, even for something done in MSPaint.

If you create a paperdoll in MSPaint you can just create a grid the size of the sprite, in this case 64x32, then create the paperdoll based on that.
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@Robin:

> @Toshiro:
>
> > He's doing the old way. Back when Photoshop and Gimp weren't around. Or atleast, not known how to be used correctly.
>
> Old way? lolwut.
>
> He's creating a grid over something which isn't aligned at all. If you look through the tutorial it's completely wrong, even for something done in MSPaint.
>
> If you create a paperdoll in MSPaint you can just create a grid the size of the sprite, in this case 64x32, then create the paperdoll based on that.

I completely agree. But that's only one way of doing it. Another is by drawing an incomplete grid. (Just top-down or across lines. Not both.). In the end, obviously a grid is the better way.
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You can list as many ways of doing it as you want. The point is that he's basing his grid positions based on something I just threw together when I released it.

Basing your paperdolls on grids, character sprites or arbitrary positioning is fine, but _don't_ base it on the position of that bloody axe.

I also really should go sleep. I've said 'basing' faaar too many times.
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  • 7 months later...
@jacob12334:

> i dont under stand how to use things like this : :mad: :mad: :mad: :mad: :mad:

Those kind of paperdoll sheets aren't used anymore. Each paperdoll graphic is individual and dynamic. You can get rid of that image unless you're using EE or ES, which is strongly discouraged.
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@solarius:

> Is this old paperdolls? mine doesn't look like that :O

That's a sheet of paperdolls. Each paperdoll is one file. Read the post robin made:

@Robin:

> Terrible tutorial. The axe I shipped was just a quick thing I pulled up in Photoshop.
>
> The proper way to make a paperdoll item is to load the character sprite into Photoshop, make a new layer, copy & paste the weapon where you want on the character then delete the original layer. There you go, paperdoll.
>
> The way you're doing it is just… weird.
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