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Now click the mesh text window until its drop-down menu goes
back up, leaving the text with a blue background. You can now use
the up and down arrows on your keyboard to scroll through the
objects and see them at the same time in the window. You'll find all
of her weapons as well as a lot of things that aren't readily
discernable. For example, scroll to Mesh#105 and tell me what the
object in the window is. Go ahead and rotate it and look at it
closer. Use the Zoom in feature if that will help, or look at it in
a wireframe mode. Any idea yet about what it is? Okay, turn to your
"List_of_Meshes" section. Look up Mesh#105 and you'll see that
you're looking at a shotgun shell.
Now
let's learn how to change the mapping of a texture to a tile. With
the shotgun shell still in your window, make sure that you are in a
"Textured" mode. In the left window scroll down to Texture #222 and
select it. This texture corresponds to my texture "222" as found on
the second page of our Bitmaps. Looking in the "Master_Key" section
I can quickly see that it is used to texture an area on Lara's
"lower back." For now we'll use this as a texture for our shotgun
shell as well.
With
Texture#222 selected in the left window, click on any area of the
shotgun shell. You change whichever tile you've click on to contain
this texture. If you want to accurately select a tile to texture on
the mesh you can also change textures in the "Wireframe" mode. Right
now go ahead and have fun rotating and texturing the shotgun shell.
When you've finished with it, go ahead and take some time out to
alter some of the other objects. Get used to the program a bit.
Whatever you do, DO NOT save anything!
Return Here When You're Finished
Experimenting
Close
and then reboot your StrPix3 program. Click on File... and select
Open. Maneuver to your...
C:\Program Files\Core Design\trle\Laras
Closet\Starter
folder
and load in the "Starter.WAD" file. In examining my
"Lara_Color_Mesh" pages I've decided that Lara's pant cuffs must be
on or near the bottom of the olive mesh or at the top of the red
mesh. Taking some notes, I've checked my "Mesh_Color_Key" and have
found that the olive colored mesh is Mesh#33 and Mesh#36. From past
experience I know that Mesh#33 is the left leg and Mesh#36 is the
right leg. I've noted that the red mesh is Mesh#18 and Mesh#21. In
looking at my "Lara_Color_Mesh" pages I've written down that Mesh#33
and Mesh#36 include the following tiles in order as they go from the
front around her legs...
246,
247, 248, 156, 250, 252, 251, 253, and back to
246.
In
looking at Mesh#18 and Mesh#21, I've written down the following
tiles in order as they go from the front around her
legs...
169,
168, 170, 171, 172, 173, and back to 169.
These
are all of the textures that I'm going to save as separate image
files. Note that because of the way StrPix3 fails to orient textures
properly on the tiles, you can NOT go by what you see in the tiles
accurately enough to determine where the cuffs of her pants are.
Hopefully this will soon be corrected and you will be able to see
the textures displayed properly.
Let's save these tiles out now as images. First let's do the
upper section. Click in the Mesh text box and select Mesh#33. Switch
to the "Wireframe" view. Hold down the Control key and RIGHT click
and drag to zoom in a little on the mesh. Based on what we've seen
so far we can guess that we are looking at the back of the left leg,
so let's rotate it around 180 degrees until we think we have the
front of the left leg showing. The high part of the meshes will be
on the right. Now, hold down the Control key and LEFT click on the
tiles until you locate the two sections that are Texture #246. You
can look up tile 246 in your Master_Key and then check its location
on the Bitmap and from there you will see it is the same small image
in the Bitmap as is currently selected in the left bitmap window.
Now that we have found both of the 246 tiles, click on the "Export"
button at the bottom left and Save this image in our "Laras
Closet\Workspace" folder as "Text246.bmp."
Working
around from left to right, hold down the Control key as you LEFT
click on the next two tiles. You should find them both to be
Texture#247. Click the "Export" button and save this image out as
"Text247.bmp."
Working
around to the next two tiles, you should find them both to be
Texture#248. Click "Export" and save this texture as
"Text248.bmp."
In our
Lara_Color_Mesh section, looking at the bottom left drawing on the
second page, we can see that the next tile around her leg is the
bottom half of 156-249. (The same texture has two different tile
numbers.) In Control-clicking the next tile we find that it is
Texture#249. Save it as "Text249.bmp." The next tile is 250. Save it
as "Text250.bmp.". The next texture around is 252. Save it as
"Text252.bmp."
The
next texture around is 251. Save it as "Text251.bmp." If you look
closely at the two drawings at the top of the second page of your
Lara_Color_Mesh section you'll see that there are two 253 sections
-- one visible from the front and the other visible from the rear.
In Control-clicking the next two tiles we find them both to be
Texture#253. Save this image as "Text253.bmp." Control-clicking on
the next tile shows that we are back around to Texture#246. Since
the right leg is a mirror of the left leg, we already have all of
its textures.
Now
let's save our textures from Mesh#18. Make sure you are in the
"Wireframe" mode. Select Mesh#18 using the text window. Then,
assuming that we are looking at the back of her leg, rotate the leg
until you get to where you are thinking it's the front part. Hold
down the Control key and click on the tiles until you locate
Texture#169. Click the "Export" button and save this image as
"Text169.bmp."
Control-clicking the next tile to the right shows it to be
Texture#168. Save this image as "Text168.bmp." Control-click the
next tile shows it to be Texture#170. Save it as "Text170.bmp." The
next texture is Texture#171. Save it as "Text171.bmp." Continuing
around, the next is Texture#172. Save it as "Text172.bmp." The next
texture is Texture#173. Save it as "Text173.bmp." Continuing around
we find that we are back to Texture#169 which is where we
started.
We now
have all of our textures saved as separate image files.
Exit
from the StrPix3 program.
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page...
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