| Page 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
Using Windows Explorer, go to your...
C:\Program Files\Core Design\trle\Laras
Closet\Starter
folder
and copy the following files into your "Laras Closet\Preview"
folder.
Starter.SAM Starter.SFX Starter.SWD Starter.WAD Starter.WAS
Next,
go to your "Laras Closet\Preview" folder and rename the file names
from "Starter" to "tut1" leaving the extensions as they
are.
While
you're at it, go to your...
C:\Program Files\Core
Design\trle\graphics\wads
folder
and copy all of your "tut1" wad files into your "Laras
Closet\Original" folder. When you've finished this go to
your...
C:\Program Files\Core Design\trle\Laras
Closet\Preview
folder
and copy all of the "tut1" files into your...
C:\Program Files\Core
Design\trle\graphics\wads
folder.
How
to Create a "Starter.bmp" File
In the
event that you should accidently alter or lose the supplied
Starter.bmp file, I'll take a moment to show you how to create one
from scratch.
Boot up
your StrPix3 program. The program displays 2 windows, one of which
will be grayed out until the program has a bitmap to display. On the
menu bar click on File... Open. In the next window navigate to
your...
C:\Program Files\Core Design\trle\Laras
Closet\Starter
folder
and select the "Starter.WAD" file. Once opened, the left window will
display a portion of the bitmap that we want. Although it may be a
temptation, for the time being don't click on anything except what's
mentioned here. Now click Textures... and select "Export to Bitmap."
In the next window navigate again to your...
C:\Program Files\Core Design\trle\Laras
Closet\Maps
folder
and save the file giving it the name "Starter.bmp." That's all there
is to it. Go ahead and exit from the StrPix3 program.
A
More Serious Look at Texture Mapping
I am of
the belief that if you have a good understanding of objects and how
textures are mapped onto them, the simple logic of how it's done
will answer many of your questions later on.
In Tomb
Raider, all objects that are displayed on the screen have their
exterior surface textured. The surface of the object is divided up
into small polygon sections that I like to refer to as "tiles." We
normally think of Lara as being one object, however, when creating
outfits for her, it is better to think of her as a collection of
objects. Each of these objects is covered with what's referred to as
a "mesh" of polygons or "tiles." Each of these tiles is covered with
a texture that's actually a bitmap image. If, after creating all of
the images needed to cover all of the objects in our wad file, we
were to group all of these smaller images into a larger image, we'd
end up with an image that looks similar to the "Starter.bmp" image.
This "group" of images is stored in the wad file with the rest of
the object information.
If you
take a look at the pages in your "Lara_Color_Mesh" section, you'll
see that each drawing of Lara has been color coded. Each group of
tiles that are of the same color are part of the same
mesh.
The process of keeping track of which texture is covering
each tile is referred to as "mapping." If you look at the first page
in your "Lara_Color_Mesh" section you'll see that Lara has a yellow
colored tile on her tummy with a "158" printed on it. The "158" is
the index number that can be used to quickly locate the small
texture used on this tile within the large texture map. If you turn
to the "Master_Key" section and look down the left side of the page
until you come to a line that begins "158" you'll see that its
coordinates on the bitmap are "2-2D" and that it is her "tummy." The
first number indicates which of the 3 pages of bitmap images we'll
find the tile on and the last two characters are where on the page
we'll find it. In this case, turn to page 2 of your "Bitmap"
section. Now, using the last two characters, go down to "D" and then
across to "2." (These are displayed on the left and bottom margins.)
You should see the numbers "158" in one of the nearby squares. This
square shows you which section in the bitmap on the left that the
tile is "mapped" to. In this case it's the 4th small image in from
the left which contains Lara's belt buckle.
You
should now have a basic understanding of how textures are mapped
onto Lara's exterior as well as an idea of how to use some of the
supplied pages or "tools." Mapping will get a little more involved
later when we learn more about how textures are rotated, mirrored,
and clipped when they're placed in the tiles. A quick observation
reveals that all of the texture images are rectangular, but many of
the tile sections are triangular -- kind of like putting a square
peg in a round hole.
Next
page...
|