Table of Contents

Falcon 4 User Interface

Falcon 4.0 Forum, Falcon 4 Home, Falcon 4 Campaign, Falcon 4 Cockpits, Falcon 4 Database, Falcon 4 File Formats, Falcon 4 SRTM Terrain, Falcon 4 Terrain, Falcon 4 Textures, Falcon 4 Tools

Falcon 4 User Interface (UI) is somewhat complicated stuff to get it right, but once done really is enjoyable to view.

Allied Force User Interface

Allied Force User Interface by PMC

AF 64 Segment

In art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_AWACS_MAP_ID.tga 2048×2048 resolution with 256 color
BIG_MAP_ID.tga 2048×2048 resolution with 256 color

In art\resource\ directory file intel.idx/.rsc

File name Image Details
BID_3FLY_DIS.tga 516×516 16b
BID_3FLY_DOWN.tga 344×344 16b
IA_MAP_TGA.tga 172×172 16b
JSTARS_MAP.tga 370×370 16b
KOREA_256.tga 258×258 16b
PAK_OUTLINE_OVERLAY.tga 256×256 256
PAK_REGION_OVERLAY.tga 256×256 256

In art\resource\ directory file theaterlabel.idx/.rsc

File name Image Details
VICTORY_LABEL_BLU.tga 99×35 16b

Additional AF info:

artBalkans\flags
OOB_FLAGS_BAHRAIN.tga - 31x53 256
OOB_FLAGS_SKOREA.tga - 31x53 256
OOB_FLAGS_NKOREA.tga - 31x53 256
OOB_FLAGS_FRANCE.tga - 31x53 256
OOB_FLAGS_CIS.tga - 31x53 256
OOB_FLAGS_USA.tga - 31x53 256
OOB_FLAGS_JAPAN.tga - 31x50 16b
OOB_FLAGS_CHINA.tga - 31x53 256
OOB_FLAGS_GERMAN.tga - 31x53 16b
OOB_FLANGE_LEFT.tga - 25x16 256
OOB_FLANGE_CENTER.tga - 25x16 256
OOB_FLANGE_RIGHT.tga - 25x16 256
OOB_FLAGS_SKOREA_HRZ.tga - 53x31 16b
OOB_FLAGS_NKOREA_HRZ.tga - 53x31 256
OOB_FLAGS_CIS_HRZ.tga - 53x31 256
OOB_FLAGS_USA_HRZ.tga - 53x31 256
OOB_FLAGS_FRANCE_HRZ.tga - 53x31 256
OOB_FLAGS_JAPAN_HRZ.tga - 53x31 16b
OOB_FLAGS_CHINA_HRZ.tga - 53x31 256
OOB_FLAGS_GERMAN_HRZ.tga - 53x31 16b
OOB_FLAGS_SKOREA_DRK.tga - 31x53 16b
OOB_FLAGS_NKOREA_DRK.tga - 31x53 256
OOB_FLAGS_FRANCE_DRK.tga - 31x53 256
OOB_FLAGS_CIS_DRK.tga - 31x53 256
OOB_FLAGS_USA_DRK.tga - 31x53 256
OOB_FLAGS_JAPAN_DRK.tga - 31x50 16b
OOB_FLAGS_CHINA_DRK.tga - 31x53 256
OOB_FLAGS_GERMAN_DRK.tga - 31x53 16b
OOB_FLAGS_SWISS.tga - 31x53 256
OOB_FLAGS_SWISS_HRZ.tga - 53x31 256
OOB_FLAGS_SWISS_DRK.tga - 31x53 256
OOB_FLAGS_BELGIUM_HRZ.tga - 53x31 256
OOB_FLAGS_BELGIUM.tga - 31x53 256
OOB_FLAGS_BELGIUM_DRK.tga - 31x53 256
OOB_FLAGS_BAHRAIN_HRZ.tga - 53x31 256
OOB_FLAGS_BAHRAIN_DRK.tga - 31x53 256
OOB_FLAGS_BAHRAIN.tga - 31x53 256
OOB_FLAGS_BRAZIL_HRZ.tga - 53x31 256
OOB_FLAGS_BRAZIL.tga - 31x53 256
OOB_FLAGS_BRAZIL_DRK.tga - 31x53 256
SMFLGS_USA.tga - 20x12 256
SMFLGS_NKOREA.tga - 20x12 256
SMFLGS_FRANCE.tga - 20x12 256
SMFLGS_JAPAN.tga - 20x12 16b
SMFLGS_SKOREA.tga - 20x12 16b
SMFLGS_CIS.tga - 20x12 256
SMFLGS_CHINA.tga - 20x12 256
SMFLGS_SWISS.tga - 20x12 256
SMFLGS_BAHRAIN.tga - 20x12 256
SMFLGS_GERMAN.tga - 20x12 16b
SMFLGS_BELGIUM.tga - 20x12 256
SMFLGS_BRAZIL.tga - 20x12 256

AF 128 Segment

All these following images are flipped vertically, they are upside down.

In art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_AWACS_MAP_ID.tga 4096×4096 resolution with 256 color
BIG_MAP_ID.tga 4096×4096 resolution with 256 color

In art\resource\ directory file intel.idx/.rsc

File name Image Details
JSTARS_MAP.tga 370×370 resolution with 256 color
KOREA_256.tga 512×512 resolution 256 color
PAK_REGION_OVERLAY.tga 512×512 resolution 16bit color
PAK_OUTLINE_OVERLAY.tga 512×512 resolution 16bit color
BID_3FLY_DIS.tga 512×512 resolution 256 color
BID_3FLY_DOWN.tga 344×344 resolution 256 color
IA_MAP_TGA.tga 172×172 resolution 256 color

In art\resource\ directory file select.idx/.rsc

File name Image Details
CAMP_SCENARIO_1.tga 224×86 resolution 16bit color
CAMP_SCENARIO_1GREEN.tga 224×86 resolution 16bit color
CAMP_SCENARIO_2.tga 224×86 resolution 16bit color
CAMP_SCENARIO_2GREEN.tga 224×86 resolution 16bit color
CAMP_SCENARIO_3.tga 224×86 resolution 16bit color
CAMP_SCENARIO_3GREEN.tga 224×86 resolution 16bit color

In art\resource\ directory file theaterlabel.idx/.rsc

File name Image Details
VICTORY_LABEL_BLU.tga 99×35 resolution 16bit color

Red Viper User Interface

Red Viper User Interface by PMC

RV UI TGA color bitdepths are in real life 16bit not 256. Make sure you re-check them from fresh RV grabbed rsc files and correct the wiki page. Update: campmap contents are 256 color? :)

RV 64 Segment

In art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_AWACS_MAP_ID.tga 2048×2048 resolution with 256 color
BIG_MAP_ID.tga 2048×2048 resolution with 256 color

In art\resource\ directory file intel.idx/.rsc

File name Image Details
JSTARS_MAP.tga 370×370 16b
KOREA_256.tga 258×258 16b
KOREA_512.tga 516×516 16b
PAK_OUTLINE_OVERLAY.tga 256×256 256
PAK_REGION_OVERLAY.tga 256×256 256

In art\resource\ directory file main.idx/.rsc

File name Image Details
BID_3FLY_DIS.tga 344×344 16b
IA_MAP_TGA.tga 172×172 16b

kneemap.gif in campaign dir is 1024×1024 256

RV 128 Segment

All these following images are flipped vertically, they are upside down.

In art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_AWACS_MAP_ID.tga 4096×4096 resolution with 256 color
BIG_MAP_ID.tga 4096×4096 resolution with 256 color

In art\resource\ directory file intel.idx/.rsc

File name Image Details
JSTARS_MAP.tga 370×370 resolution with 16bit color
KOREA_256.tga 258×258 resolution 16bit color
KOREA_512.tga 516×516 resolution 16bit color
PAK_REGION_OVERLAY.tga 512×512 resolution 16bit color
PAK_OUTLINE_OVERLAY.tga 512×512 resolution 16bit color

In art\resource\ directory file main.idx/.rsc

File name Image Details
BID_3FLY_DIS.tga 344×344 resolution 256 color
IA_MAP_TGA.tga 172×172 resolution 256 color

In art\resource\ directory file select.idx/.rsc

File name Image Details
CAMP_SCENARIO_1.tga 224×86 resolution 16bit color
CAMP_SCENARIO_1GREEN.tga 224×86 resolution 16bit color
CAMP_SCENARIO_2.tga 224×86 resolution 16bit color
CAMP_SCENARIO_2GREEN.tga 224×86 resolution 16bit color
CAMP_SCENARIO_3.tga 224×86 resolution 16bit color
CAMP_SCENARIO_3GREEN.tga 224×86 resolution 16bit color

Please note that the GREEN named files are for Allied Force, you don't need them in OF/RV but they cause no harm and since they are so small files you can include them there and make universal select.rsc for all Falcon versions.

Open Falcon User Interface

Open Falcon User Interface by PMC

OF 64 Segment

In art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_MAP_ID.tga 2048×2048 resolution with 256 color

In art\resource\ directory file intel.idx/.rsc

File name Image Details
JSTARS_MAP.tga 370×370 16b
KOREA_256.tga 258×258 16b
PAK_OUTLINE_OVERLAY.tga 256×256 256
PAK_REGION_OVERLAY.tga 256×256 256

In art\resource\ directory file main.idx/.rsc

File name Image Details
CAMP_SMAP.tga 344×344 16b
IA_MAP_TGA.tga 172×172 16b

In art1024\resource\ directory file mainbg.idx/.rsc

File name Image Details
MAIN_SCRN.tga 1024×768 256

In art1024\resource\ directory file campbg.idx/.rsc

File name Image Details
CB_MAIN_TGA.tga 1024×768 16b

This above was weird one?

In art\resource\ directory file select.idx/.rsc

File name Image Details
CAMP_SCENARIO_1.tga 224×86 16b
CAMP_SCENARIO_2.tga 224×86 16b
CAMP_SCENARIO_3.tga 224×86 16b

In artkorea\art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_AWACS_MAP_ID.tga 2048×2048 256
BIG_MAP_ID.tga 2048×2048 256

OF 128 Segment

In art\resource\ directory file campmap.idx/.rsc

File name Image Details
BIG_MAP_ID.tga 4096×4096 resolution with 256 color

In art\resource\ directory file intel.idx/.rsc

File name Image Details
JSTARS_MAP.tga 370×370 resolution with 16bit color
KOREA_256.tga 258×258 resolution 16bit color
PAK_REGION_OVERLAY.tga 512×512 resolution 16bit color
PAK_OUTLINE_OVERLAY.tga 512×512 resolution 16bit color

In art\resource\ directory file main.idx/.rsc

File name Image Details
CAMP_SMAP.tga 344×344 resolution 16bit color
IA_MAP_TGA.tga 172×172 resolution 16bit color

Campaign Buttons

FreeFalcon 5.5

Campaign buttons relations to the lcktxtrc.irc file text strings.

The usual three campaign selection buttons consists of the graphical image and text strings linked to specific image button. The images are located in the art\resource\select.rsc (and idx) file. The text is located in art\main\lcktxtrc.irc file.

Here is the example of how the buttons and campaign texts are setup in lcktxtrc.irc file:

[ADDTEXT] TXT_ROLLING_FIRE "Scenario 1"
[ADDTEXT] TXT_IRON_FORTRESS "Scenario 2"
[ADDTEXT] TXT_TIGER_SPIRIT "Scenario 3"

[ADDTEXT] TXT_SCENARIO_1 "Scenario 1"
[ADDTEXT] TXT_SCENARIO_2 "Scenario 2"
[ADDTEXT] TXT_SCENARIO_3 "Scenario 3"

[ADDTEXT] TXT_SC_1 "Scenario 1"
[ADDTEXT] TXT_SC_2 "Scenario 2"
[ADDTEXT] TXT_SC_3 "Scenario 3"

TXT_SCENARIO string is what appears in near the squadron selection box as campaign name.

TXT_SC string is what describes the campaign victory conditions or rather overview for the campaign story / design.

TXT_ROLLING_FIRE top most campaign button name string.

TXT_TIGER_SPIRIT middle campaign button name string.

TXT_IRON_FORTRESS bottom campaign button name string.

Here is complete example from FF 5.5:

[ADDTEXT] TXT_IRON_FORTRESS "OPERATIONAL UPDATE:FF5.5 IRON FORTRESS"
[ADDTEXT] TXT_ROLLING_FIRE "OPERATIONAL UPDATE:FF5.5 ROLLING FIRE"
[ADDTEXT] TXT_TIGER_SPIRIT "OPERATIONAL UPDATE:FF5.5 TIGER SPIRIT"

[ADDTEXT] TXT_SCENARIO_1 "Rolling Fire by FF5.5"
[ADDTEXT] TXT_SCENARIO_2 "Iron Fortress by FF5.5"
[ADDTEXT] TXT_SCENARIO_3 "Tiger Spirit by FF5.5"

[ADDTEXT] TXT_SC_1 "Victory Conditions: Allies; Control P'Yongyang or Wonson, OPFOR; Control Seoul or Pusan. Campaign Length 15 days."
[ADDTEXT] TXT_SC_2 "Victory Conditions: Allies; Recapture Seoul, OPFOR; Control Pusan. Campaign Length 14 days."
[ADDTEXT] TXT_SC_3 "Victory Conditions: Allies; Control P'Yongyang or Wonson, OPFOR; Control Seoul. Campaign Length 12 days."

Theater Selector Logo

The theater selector logo image is <theatername>.TGA - 300×375 resolution 16bit colors. Its usually called the same name as the theater, like for example:

Theaters\Balkans\balkans.tga
Theaters\Libya\libya.tga
Theaters\Vietnam\vietnam.tga
And so on…

FreeFalcon 5.5

FF55 changed this file resolution, now its same TGA format but 1024×768 resolution 16bit colors.

Main UI Background Screen Tutorial

following tutorial is “bit” obsolete in RV/OF/AF times…

by Widowmaker

Requirements:

Perl
tga2res.pl
procidx.pl
irc2res.pl

UI's are all 800×600 256 colors TGA 8 bit uncompressed and flipped (turned up side down) be sure to name the tga files the same as here:

Main screen - mainbg.tga
Dogfight screen - dgftbg.tga
Tactical Engagement screen - tacengbg.tga
Campaign screen - campbg.tga

use the following lines to produce the idx/rsc files

./tga2res.pl mainbg.tga MAIN_SCRN
./tga2res.pl dgftbg.tga DGFT_SCREEN
./tga2res.pl tacengbg.tga TAC_SCREEN
./tga2res.pl campbg.tga CB_MAIN_TGA

Perl script has now created the following files:

mainbg.idx
mainbg.rsc

dgftbg.idx
dgftbg.rsc

tacengbg.idx
tacengbg.rsc

campbg.idx
campbg.rsc

Copy the newly produced files into art/resource folder. You're done!

Credits Tutorial

How to build your theaters own Credits file which is shown at exit from sim.

Grab a copy of default Korean credits.idx and credits.rsc files from art\resource directory. Use the Perl

./procidx.pl credits.idx

And you'll get ENGLISH_CREDITS.txt file, now edit there your own credit information and then use cred2res.pl to create new credits files, like this:

./cred2res.pl credits.idx ENGLISH_CREDITS.txt

Perl script just produced you a credits.idx and credits.rsc files which you need to place to terrdata\Theater.name\files directory so TSwitch.exe can swap them when you change theaters. That's it.

Photoshop

To make 256 color BMP image in photoshop, you need to load the Terrainview saved BMP, use Save As… and save it to TGA format. Then load this new TGA image and then use menu Image → Mode → Indexed Color, to set it up for 256 colors.

F4AF lcktxtrc vs theater.irc

F4AF related info on lcktxtrc.irc and theater.irc files.

lcktxtrc.irc was split into 3 files.

Theater.irc which contains all theater related TXT strings.

Units.irc which contains all units (aircraft) TXT strings (located in art/main).

UIstrings.irc, the remainder of lcktxtrc.irc and these are the global UI strings non theater or units related.