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Now let's create a WAD file that contains these changes.
Click File... Save as... and maneuver to your "Laras Closet\Preview"
folder. Double-click the name "tut1.WAD" and confirm overwriting the
existing file. Now exit from this program and use you Windows
Explorer to copy all of the files from your "Laras Closet\Preview"
folder into your "trle\graphics\wads" folder, overwriting the
existing files. From here boot up your Level Editor and load in the
"tut1_starter.PRJ." Output a tut1 wad as usual. Use the Level
Converter to build this level and then boot up the Level Editor
game. Select the "Playable Tutorial Level" and take a look using the
fixed cameras.
Second Method: Modifying The Bitmap by Loading The Entire
Starter.bmp File
As
mentioned earlier, I'll now mention how to do the above example by
loading in the entire bitmap rather than by doing it one small image
at a time.
You
should have a pretty good handle now on the mechanics of what it
takes to modify Lara's outfits. If you can load in the entire bitmap
into your image editing program things will go a little
differently.
First,
just like we did above, load the "Starter.WAD" into the StrPix3
program. Then, using the File menu, click Save as... and save this
as a wad named "tut1.WAD" in your "Laras Closet\Preview"
folder.
The key
here is to realize that in the above example we went through a lot
of steps to save a group of small images out of the large image.
Then se modified them, and then brought them back into the large
image. All of this can be done by simply modifying the large image.
The only difference now is that where each small image was saved out
as a separate file, you'll now simply click on the Textures menu at
the top and select... "Export to Bitmap" to save the entire bitmap.
I usually save this into the "Laras Closet\Workspace" folder and
give it the same name as I plan on giving to my new
outfit.
From
here, load this bitmap into your image editor and make all of the
desired changes to each of the smaller images all at once. I like to
set my grid spacing to 2 pixels and then turn on the "Snap-to-grid"
feature. When you've finished making your changes save the file back
onto itself.
The
next step is to boot up your StrPix3 program. First load in your
"tut1.WAD" file from your "Laras Closet\Preview" folder. Then, using
the Texture menu, select... "Import from Bitmap." Load in your
bitmap from your "Laras Closet\Workspace" folder. Then use the File
menu and select... "Save as." Save the new changes back into the
"tut1.WAD" file in your "Laras Closet\Preview" folder. Notice that
we did not overwrite files in our "Laras Closet\Starter"
folder.
Doing A Bit of Re-mapping
The
next thing we're going to do is what was at one point impossible to
do. We're going to increase the length of Lara's pants down into an
area of her legs that's all mapped back to a single 4x4 pixel image
in our bitmap.
Before
doing this, however, I think this is the perfect time to show you
how to go about determining the "orientation" that a texture goes
through as it's mapped into a tile on Lara. We'll be doing this by
exporting a single small image at a time, however, those of you with
programs that can load in the entire bitmap image may feel free to
do so.
Go
ahead and boot your StrPix3 program. Click File... Open.... and load
in the "tut1.WAD" file from your "Laras Outfits\Preview" folder. In
the right hand side of the bitmap that's shown in your window you
should be able to see two lines of rather small square images. Open
to the "Bitmap" section of your notebook and take a look at the
first page of the "Key" on the right side. You'll see these small
images. One strip contains the 167 image. It's only 4x4 pixels in
size. This image is currently mapped to numerous tiles on Lara,
including her arms, parts of her face, the back of her neck, and her
legs. We're going to change this a bit. In the process you'll also
learn how to determine the orientation of an image that's mapped
into a tile.
There's 4 different small images that we're going to be
working with. You'll be able to see them in your notebook in the
"Bitmap" section, and I'll help you identify them in the StrPix3
window.
Click
the text window containing the texture numbers and scroll down and
select "Texture#63." In the bitmap image above you'll see that this
is an eye that's in the bottom right corner of Page#0. It's not the
eye used for Lara in the levels you'll be building so we can get
away with using it. Locate the same rectangle in the right hand Key
of the first page of your Bitmap section. Use a pencil to circle the
number 63 in that square. This way you can find it when you want
it.
Now
click on the text window for the textures and select "Texture#64."
You'll see that this is just a little above the last selection. In
your Key, locate this rectangle and circle the number 64. Now select
Texture#31. As far as I know this section is also not used in levels
you build. Note its location in your key and circle the number 31
there. Finally select Texture#35. This is another leg section.
Locate it in your key and circle the number 35 in there.
We'll
eventually change some of the tiles on Lara's legs that are
currently mapped to the 167 texture so that they are instead mapped
back to these four textures. But first we need to find out how
they'll be oriented.
One at
a time select each of the small images ( 31, 35, 63,and 64) and save
them in your "Laras Closet\Workspace" folder. Remember to use the
"Export" button to do this. When you have them saved, go ahead and
exit from StrPix3.
Boot up
your image editor and load in the "Text31.bmp" file that you just
created.
What we
are going to create is a totally white image with a green 3 pixel
wide line across the top, a red line down the right side. A blue
line across the bottom, and an Orange line down the left
side.
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