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Important Information About Texture
Orientation
As
mentioned and seen in the StrPix program, orienting the textures
properly can be a bit of a task. Knowing how difficult it can be to
figure out how to place a rectangular texture into a triangular
tile, I've developed a system that makes it quite simple.
First,
turn to your "Orientations" section and look closely at the first
page. In the center of the page is a square box. The top of the box
is green. The left side is orange. The right side is red. The bottom
is blue. This is your "Key" that will unlock how all of the textures
are rotated, mirrored and clipped. Inside of most of the tiles
covering Lara you will see 2 colored lines. If there aren't any
colored lines in a tile and if you need to know how the texture gets
orientated in that tile, then I'll show you a little later how to
determine this on your own. We'll need to do that for the number 167
tiles on her legs. Some of the tiles lack lines simply because I
didn't take the time to figure them out. Learning how to determine a
texture's orientation will help you to add to your drawings until
they are complete.
The
rectangular tiles covering Lara are quite simple to figure out. With
the first page of your "Orientations" section open, look at the
upper left drawing. Look closely at tile 257. It's the one covering
her belly. The colored lines on this tile are as
follows...
Top
line: Green Left line: Red Right line: Orange Bottom
line: Blue
What's
the difference in this arrangement as compared to how they are
arranged in the "Key" in the middle of the page? You should see that
the red line is where the orange should be and the orange line is
where the red should be. This tells us that the texture has been
mirrored from right to left. That is, the right side is where the
left should be and the left is where the right should be. On this
tile that doesn't matter much since the right side should be
identical with the left side.
Now
let's consider the triangles. The entire rectangular texture is NOT
squeezed into a triangular tile. Instead half of the rectangular
tile is clipped off and not used. What we need to know is how the
rectangle gets clipped in order to make it into a triangle. The two
colored lines on each tile are there to show you this. Let's take a
look at one of the triangle tiles. Look at tile 157 which is at the
bottom of her belly. The colored lines in this triangle are seen to
be a GREEN line across the top and a RED line down the right edge.
These two lines form two sides of the rectangle in our "key."
Looking at the key, consider that the same colored lines in it are
two sides of a triangle. The GREEN line goes across the top and the
RED line goes down the right side. Since the third side of a
triangle must connect with these two sides, it third side has to be
a diagonal line going from the top left corner of the "Key" to the
bottom right corner. The triangular section of the "Key" formed by
the blue and orange lines is clipped off and discarded.
Once a rectangular texture has been clipped according to the
orientation lines shown in our drawing, the texture is most likely
still not the exact size or shape of the triangular tile. Next, the
program stretches and squeezes the texture until it fits inside the
tile. If the texture after being clipped is drastically different in
shape and size, the program will create a lot of distortion as it
forces the image to fit the tile. The point here is that if you map
a new texture to a tile, try and match the two sizes as close as
possible.
Modifying Tile Textures
Since
we've made VicMan's Photo Editor program available for downloading,
I'll be giving instructions based on using that program as well as
mentioning some of the means of changing things using more
sophisticated image editing programs.
You
will not have a Manual for VicMan's Photo Editor, however, there is
a Help file that you can read. Click on the "?" on the menu bar and
then select Help. Start reading each page, clicking on the
">>" symbols at the top to advance from page to page. It's not
real long and it gives a basic explanation of the various tools and
features.
I don't
care how good you are at using your image editing program, I will
still caution you not to expect too much when you see the results of
what you create here. At first some of this is going to seem very
strange. It's going to be like driving a car with a standard shift
for the first time, where everything is very mechanical and
difficult to understand. As you read through this section expect to
find some of the contents a bit confusing. Don't get discouraged. It
can be quite confusing to everyone at times. What we will be doing
here is much more advanced than what most people do when they create
outfits for Lara. The more you work with these "oddball" texture
shapes, the more you'll be able to picture in your mind what's going
on and realize where and how things need to be changed.
Go
ahead and boot up your image editing program. For some of you this
will be programs like Photo-Paint and Photoshop while for others it
will be the downloaded VicMan's Photo Editor. The first thing we are
going to do is to load in our texture that's mapped onto tile 246.
This is our "Text246.bmp." Most of you will use the File drop-down
menu on the menu bar where you can select "Load." Maneuver to your
"Laras Closet\Workspace" folder where you'll find the "Text246.bmp"
file. Go ahead and load the file.
Once
you have it loaded you will probably want to zoom in on it to make
it larger. For those of you who are using VicMan's program, you will
see two windows displaying your texture. In the "Editing" window
just below its title bar, click and swipe the number there and key
in the number 1000. Press the "Enter" key to zoom to 1000 percent.
The window that reads "Preview" at the top will always show you the
entire image. This window is used to select the area on the bitmap
that the other "Editing" window is to display. When you click, or
click and drag your mouse in the Preview window you will relocate
the area being displayed in the Editing window to that location. To
display the very upper left corner of the bitmap in your Editing
window, click anywhere in the Preview window and drag the mouse up
and off the left hand corner of the image. At the top of the
"Editing" window it will show X=0 and Y=0.
Let's
take a look in our "Orientations" folder and see how our image is
orientated and check to see if it gets clipped from being placed in
a triangular section. On the first page of the Orientation section
you can see that tile 246 consists of two sections on the front of
both of Lara's upper legs.
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