falcon4_textures
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- | ====== Texture Tutorial ====== | ||
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- | How to create your own textures (tiles). | ||
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- | Tiles comes in groups of 16. If you have more than 16, you need to divide them to other group. | ||
- | Resolution of default H tile is 128 x 128, 8bit 256 colors but you can do also [[http:// | ||
- | position 252 will turn to colour 115,171,155 (RGB values)\\ | ||
- | position 253 will turn to colour 183,127,183 (RGB values)\\ | ||
- | position 254 will turn to colour 171,179,139 (RGB values)\\ | ||
- | position 255 will turn to colour 171,171,171 (RGB values) | ||
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- | ====== Adding New Textures ====== | ||
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- | Tile information is located at texture.bin, | ||
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- | < | ||
- | resolution is as above, H, M, L, or T name is just a name - but only 4 chars. Direction is used for tiling. | ||
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- | The first two give the set, e.g., 00 for beach section etc. The next one is a HEX number 0-15 with 10=A, 11=B etc. You make this up by using the direction of the "other feature" | ||
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- | You do the following | ||
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- | Add 1 if there is a road going out of the square to the north\\ | ||
- | Add 2 if there is one going east\\ | ||
- | Add 4 if there is one going south\\ | ||
- | Add 8 if there is one going west\\ | ||
- | So - with no roads - you get 000\\ | ||
- | with a road coming from the north, but ending in this square you get 001\\ | ||
- | A road going east-west you would get 2+8 = 10 = A => 00A\\ | ||
- | A T junction pointing south would be 2 + 4 + 8 = 14 => 00D\\ | ||
- | A crossroads would be 1+2+4+8 = 15 = 00F\\ | ||
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- | Similar for coast - where land is the " | ||
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- | When we have made new tiles to add, then use tbin2txt.pl to produce the text file from default korean texture.bin like: | ||
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- | // | ||
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- | in the end of korea.txt, add your own textures like:\\ | ||
- | SET 4\\ | ||
- | HDYNE100.pcx 0 0\\ | ||
- | HDYNE101.pcx 0 0\\ | ||
- | HDYNE102.pcx 0 0\\ | ||
- | HDYNE103.pcx 0 0\\ | ||
- | HDYNE104.pcx 0 0\\ | ||
- | HDYNE105.pcx 0 0\\ | ||
- | HDYNE106.pcx 0 0\\ | ||
- | HDYNE107.pcx 0 0\\ | ||
- | HDYNE108.pcx 0 0\\ | ||
- | ENDSET | ||
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- | Now were ready to create the mytextures.bin, | ||
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- | // | ||
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- | To create M, L and T tiles we suggest you run the [[falcon4_runtiles|runtiles]] batch file we created. Inside the zip is readme.txt which should guide your tile creation process. After you have made M, L and T tiles from the original H tiles, just add your new .pcx tiles to texture.zip, | ||
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- | Thats it, good luck. | ||
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- | ====== Making fartiles.pal ====== | ||
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- | Use Paint Shop Pro to create one 16 million color image where you add one tile from every tile-set, then reduce the colors to 256 and save the palette to for example " | ||
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- | ./mkpal.pl new-fartiles.pal > | ||
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- | Now you have brand new fartiles.pal file. The new-fartiles.pal PSP palette' | ||
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- | ====== Making M, L and T tiles ====== | ||
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- | Download the Runtiles packet, unpack the Runtiles.v1.1.rar to \temp directory (any dir, we refer to \temp). Copy all your new H tiles to \temp directory, then place the fartile palette PCX file (new-fartiles.pal image) to the same dir. Rename the fartile pcx file for " | ||
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- | **4DOS EMS swapping initialized (144K)\\ | ||
- | 4DOS running under Windows 3 in 386 enhanced mode\\ | ||
- | \\ | ||
- | 4DOS 5.0 DOS 7.10\\ | ||
- | Copyright 1988-1994 Rex Conn & JP Software Inc. All Rights Reserved** | ||
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- | Of course if you already are using 4dos, you dont need to re-run it. Then run " | ||
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- | Again, if you find something wrong with this tutorial, or can provide some information to improve it... please email us! | ||
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- | ====== Word for texture creators ====== | ||
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- | When you are creating new textures, please make sure you will make full terrain type tile-sets at once, its simply too troublesome to finish just some tiles and go back to create " | ||
- | [Desert textures]\\ | ||
- | - basic terrain type tile(s).\\ | ||
- | - road/ | ||
- | - coast tiles.\\ | ||
- | - transition tiles to vegetation and mountain types, including roads/ | ||
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- | [Vegetation textures]\\ | ||
- | - basic terrain type tile(s).\\ | ||
- | - road/ | ||
- | - coast tiles.\\ | ||
- | - transition tiles to desert and mountain types, including roads/ | ||
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- | [Mountain textures]\\ | ||
- | - basic terrain type tile(s).\\ | ||
- | - road/ | ||
- | - coast tiles, if required for mountain, be very careful when checking this.\\ | ||
- | - transition tiles to desert and vegetation types, including roads/ | ||
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- | You see, you gotta be thorough with the tiles that you remember include everything, its not that simple to add tiles to the texture.bin later when you have done screw up earlier. Now that you have all textures created, you must use the Microprose " |
falcon4_textures.1181704117.txt.gz · Last modified: 2007/07/10 09:52 (external edit)