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First Method: Modifying The Bitmap One Tile at A
Time
This
method involves using the StrPix3 program. The program is designed
to load a WAD file and then make changes from there. We won't
deviate from this. Some key features of the program are its ability
to load an alternate bitmap file and the ability to save the entire
bitmap file. Along with this you can select any of the small
sections and export them as new bitmap files. You can also import a
bitmap into a single section. If you import an image into a single
small section, I suggest that it be of the same dimension in pixels
as the existing image that's in that section. If you don't the
program will distort what you load.
An
overall picture of what we are going to do in this method is to load
our "Starter.WAD" into StrPix3. The same bitmap as the "Starter.bmp"
file is already part of this wad and it will load with the
Starter.WAD file. We'll then be saving out all those images that may
need to be altered, as separate smaller bitmap files. We'll then
alter the appearance of these images in our image editing programs.
Next we'll use StrPix3 to bring the altered bitmap images back into
the entire large bitmap file. From there we'll save the large image
containing our changes, out as a new WAD file. The final step in
this method is to use the altered WAD file in a level to see how we
like the new look we've created.
So,
let's go ahead and boot up the StrPix3 program. Click on File... and
select Open. In the new window maneuver to your...
C:\Program Files\Core Design\trle\Laras
Closet\Starter
folder
and load in the "Starter.WAD" file. When it loads you'll see several
new things on your screen. I'll take a moment and explain some of
these things.
First
I'll talk about the left half of the StrPix3 window. Along the top
is the menu bar. It contains the words "File," "Textures," and
"Help." You won't really find very much information in the Help
files. Below this is a window that shows part of our large bitmap
file. It's the same bitmap as our "Starter.bmp" file. Had we wanted
to just modify some of the tiles in the large bitmap, we could have
just used our "Starter.bmp" file.
Below
the bitmap is a small window that reads "Page#0." Click this text
window and you'll see that it contains 4 pages that are used to
display all of our bitmap. These pages DO NOT correspond to our 3
pages of bitmaps. Select Page#3. Your window now shows the bottom of
the large image file. Notice the large black area. This is the area
that gets clipped off when you load the large bitmap file into
VicMan's Photo Editor.
Below
this is another text area that contains a list of all the textures
in the file. Click on the text window and scroll to Texture #232.
Select it. Several things just happened at once. The top view of the
bitmap automatically went back to Page#0 where this texture exists.
You will see a white line around Lara's eye in the top left of this
image window. A white line always shows you what the currently
selected smaller image is. The small window to the left of the text
box now shows you that image. Click on the large blue square in the
very upper corner of the image window. A white line now surrounds
that image to show that it is the current image. It is also shown
below and the text windows tells you that this is Texture#378.
Notice that you can not select a random area. You can only select
predetermined areas. This is why you can not simply add a texture to
the bottom of this file. It wouldn't be selectable.
Below
this are two buttons. They are used to "Export" the selected smaller
image out as a separate bitmap file or to "Import" an image into the
selected area. We'll be using these shortly.Now let's take a look at
the right half of the screen. There's a window that contains a
"wireframe" image of something that perhaps isn't easily identified.
Below this window is a text box that reads "Mesh#0." Now all of our
data on meshes will pay off. In your notebook, turn to the
"Mesh_Color_Key" section and look at the page there. You'll see that
Mesh#0 is Lara's "Legs & Pistols" and that the mesh is light
green in color. Flip to the "Lara_Color_Mesh" section and at the
bottom of the first page are two meshes colored light green. The
right one looks almost exactly like the image in our window. Thus we
are looking at one of Lara's upper leg meshes.
In this next part it is extremely important not to click on
or inside any of the object that's inside the window. Unless told
otherwise, always click outside of the object. Let's take a look at
Lara's leg with the textures applied to each of the tiles. Click in
the text window that's inside the image window. Select "Textured."
You'll now be looking at Lara's leg with its textures applied to it.
Carefully use your RIGHT mouse button to click in the window's
bottom right corner. Don't release the mouse button. Hold it down
and drag the mouse from right to left. When you do, you'll rotate
her leg about the vertical axis. It's easy to see that this is her
left upper leg. If you move the mouse up and down, you'll rotate her
leg about the axis running through the center from left to right. If
you depress and hold down the Control key on your keyboard and then
RIGHT click and move your mouse up and down, you'll see that you can
zoom in and out on your object. This will come in really handy on
small objects. Release the Control key and now hold down the Shift
key. As you RIGHT click and move your mouse around you'll see that
you can also pan your object about in the window. If you should
happen to loose track of your object or if you want it as it was
originally, just click on the "Center" button.
The
Textured view doesn't show the wireframe outlines of the tiles. The
wireframe view can sometimes be confusing because you can see
through the object to the lines on the backside. If you click on the
text window inside the image area and select "Solid" you will not be
able to see through the object and you can still somewhat see the
wireframe outlines of the tiles.
Now
switch so that you are in the "Textured" mode. In the text window
below her leg, click and scroll until you can select Mesh#31. Get
ready for a bit of a shock. You are looking at the back of Lara's
head. RIGHT click and drag the mouse to rotate her head to where you
can see her face. I think Lara is ready for some plastic surgery!
Needless to say, the author of StrPix3 is currently working on
correcting the problems you see here. This problem occurs when the
images in the tiles aren't oriented properly. I've helped you around
this shortcoming by including some Orientation images that you
should currently have in your notebook. More on Orientation in a
bit.
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