| Page 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
Master_Key.txt... This text file
provides a key to all of the tiles used to texture Lara in the
bitmaps. It allows you to readily identify any section on Lara to
where that texture came from in the bitmap.
Lara_Color_Mesh_Pg1.jpg... You'll find
Lara_Color_Mesh_Pg1.jpg through Lara_Color_Mesh_Pg4.jpg. These are
numerous images of Lara showing a mapping of where all of the
different "tiles" are that make up her exterior. I've color coded
the images so that you can quickly identify which mesh number the
tile exists in. These mesh numbers are invaluable in using StrPix3.
They're also indexed so that you can identify where each tile's
texture comes from in the bitmap.
Mesh_Color_Key.gif... This is a list of all the
Mesh numbers from inside the StrPix3 program for the Starter.WAD
file. Each Mesh number is acts as a separate object in StrPix3 and
by using this key to identify which mesh a particular tile exists
in, you can quickly locate that tile while you're using the StrPix3
program. This is the "key" to the colors in the above mentioned
Lara_Color_Mesh pages. Without this information, locating objects in
StrPix3 can be quite difficult.
List_of_Meshes.txt... This text file lists all of
the Meshes displayed in StrPix3 and identifies what object each Mesh
is.
Lara_BW_Mesh_Pg1.gif... You'll find
Lara_BW_Mesh_Pg1.gif through Lara_BW_Mesh_Pg4.gif. These are the
same images as found in the Lara_Color_Mesh images, however, I've
removed the colors. This will enable you to print out numerous
copies of these pages and then you can use them to sketch your
outfits on them. This will make it much easier for you to tell which
tile needs to be textured in what way
Orientations_Pg1.gif... You'll also find
Orientations_Pg1.gif through Orientations_Pg4.gif. These are the
same images as those directly above, however, I've added hundreds of
colored lines to help you determine how the "square image" has been
mapped into each tile. You'll find this a valuable tool since many
of the images get cut in half diagonally when placed in triangular
tile areas and half the image is omitted. Even when a rectangular
image gets mapped into a rectangular tile section, the image is
often mirrored and/or rotated.
tut1_starter.PRJ This is a Level Editor project
file that's designed for use with our "Starter.WAD" file. You'll
have to create a few other files before you can use it. All of that
is covered in the tutorial.
Move the "tut1_starter.PRJ" file into your...
C:\Program Files\Core
Design\trle\maps\tut1
folder.
There's one final piece of software that you are going to
need and that's an image editing program. If you don't have a
halfway decent editor, you can download one by clicking the
following link.
Download
VCW VicMan's Photo Editor
You'll be using an image editor to actually modify and/or
create the bitmap tiles that will become Lara's outfits.
Printing Out The Files
Once you have your Laras Closet Toolkit downloaded, I very
strongly recommend printing out much of it. As you are designing
your outfits you'll need to continuously refer to a lot of these
pages. Many of the pages are color coded and you'll want to print
them out on a color printer. If you don't have a color printer, I
urge you to find someone who can print the pages out in color. Print
them out using your printer's highest resolution
capability.
You'll want to print out copies of all the files with a "jpg"
extension and "gif" extension. You'll also want to print out the
text files that have "txt" extensions.
I won't mandate how you organize these pages, but I will go
as far as telling you how I have mine organized in case you want to
do it similarly. I have a 3 ring binder with tabs. On each tab I've
written the name(s) of the files that are printed out in that
section. In order, they are...
My first section is a printout of "Bitmap_Pg1.jpg" through
"Bitmap_Pg3.jpg." There's also "Bitmap_Key_Pg1.jpg" through
"Bitmap_Key_Pg3.jpg." I've punched each of the pages so that when I
turn through them, the left hand page shows the color bitmap while
the right page shows the corresponding key to that page.
The next section in my binder contains "List_of_Meshes.txt."
After that is "Master_Key.txt." This is followed by
Mesh_Color_key.gif." The next section is "Lara_Color_Mesh_Pg1.jpg"
through "Lara_Color_Mesh_Pg4.jpg." After that is
"Lara_BW_Mesh_Pg1.gif" through "Lara_BW_Mesh_Pg4.gif" and finally I
have "Orientations_Pg1.gif" through
"Orientations_Pg4.gif."
I'll be referring to theses sections by the names of the
files that were used to print out their contents.
Creating the "Starter.WAD" File and The Necessary Files to
Build The tut1_starter.PRJ
Boot
your TRwest program. On the menu bar click Script... Load Script...
Maneuver to your...
C:\Program Files\Core Design\trle\Laras
Closet\Maps
folder
and select the "Starter.TWS" file. Once it loads you will see
checkmarks next to objects in the right hand window. These are the
objects that will be in the "Starter.WAD" file. Now click File...
Save Wad as... and maneuver to your...
C:\Program Files\Core Design\trle\Laras
Outfits\Starter
folder.
Key in "Starter.WAS" as a file name and click... Save. When it
finishes saving, go ahead and exit from the TRwest
program.
Next
page...
|