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 Tutorial: Making Custom Graphics « View previous topic :: G M Y :: View next topic » 
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ecco
PostPosted: Mon Aug 21, 2006 1:16 pm    Post subject: Tutorial: Making Custom Graphics Reply with quote

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Arrow

Note: The following is a background on my modded graphics. After writing all that is below, if anyone is interested in how I made them, or they want to know what's involved I suggest you read on...



Actually this is something I already researched way back when I developed my high detail vdungeon02 graphics. See below. The two pics with the grey border are my vdungeon02 graphics which as you can see have a more interesting background than just plain black. And in the left image for example,. I purposely designed those pillars and effects that way, so I could have a pillar (or buttress would be a more suitable word in my case)- either side of a big black void, which is kind of like an area or corridor of the dungeon in the background which appears quite ominous due to the lack of light, the unknown,




I did that for the reason of wanting more than just black backgrounds. I went through every single bitmap of the dungeon, or at least the interesting ones, and increased their sizes bit by bit until they no longer worked (the gme crashed). I found that some bitmaps you could increase massively, such as the level door bmps. For example, one notable difference is that I discovered you only need one half of the level door bmp in the game. I first wondered about this beacuse of the RoomShaker help which said the open panel must be linked to the left half of the door for it to open. So I experimented and found that you could increase the left size bmp to twice that, to in fact make the whole door from only the one half. I was now left with an unused bmp, itself which could be increased in size (26 X 62 up to 126 X 127)- a big increase. Some of the size increases in the palace graphics are remarkable.

I went through this process as mentioned for a long time. One only has to extract the bmps of my vdungeon to see all the differences. There's still a lot of careful editing and thoughtful work to be done to make the graphics seamless. And then of course the levels need to be custom made to make use of the graphics. If you use any other graphic set with the heavily modified graphics, or vice versa, using normal graphics with a level set designed to work like above, you get bizarre results, and the level in both cases looks a mess. See below.





For this reason on the princed.org site you will see a note recommending that those two files should be used together. Here is where I have a dilemna. Should I make use of the expandable graphics to provide for far more interesting graphics? Or only modify the 'normal' ones, like the walls and floor panels. Personally I would prefer to do the former, as for me at least, i like interesting background and graphics which add depth and closer resemble the snes version. Why I don't do it all the time is that the average person might not realise what I've done and not like the fact that they get jumbled graphics when they put my vdungeon in their own levels. As such, the lifespan of these graphics will be reduced a lot, rendering a lot of effort I put in to little use. The third option would be two make a variant which would require more work. This will involve just removing all the fancy backgrounds, and having big columns where people would put big columns, returning the redundant level door graphic to being the level door. So people will get out what they expect when they make a door in RoomShaker.

This I have to consider as people like to make the sorts of levels that they like to play, perhaps not the types that are made by other people such as myself. I can't expect everyone to be bothered or want to learn how to use highly customised graphics, nor to want to only play the levels that I make which I have designed for use with these graphics. So maybe I should provide the latter option I just spoke about. You would still have fancy walls and different floor types, but the background would not exist. However the bonus would be a new large column graphic for example, something which I used differently. I would of course still have my version. I could also ask if people want to make their own grpahics like mine, as if they do, I would provide more guidelines and tips or things to think about, for cutting up the bmps and also how the levels need to be designed a bit differently.
I think I will put a poll to ask. What do you think?

To Jalal: An idea: in the future, if we have a filepost area or something, could a counter be made to see how many people download particular files? I know it won't be completely accurate, as people may download things more than once, or not even play them at all, but it might give a rough estimate. In another fourm I frequent (not pop related), it tells you sometimes. 'This file has been downloaded/ viewed XX times'. If I can do this for my own website I may, and then have all my stuff available there, but on the prince site would be better.

Although I did all this a couple of years ago, there never seemed to be much of big following, and I had no idea if the only people using my graphics were Poirot and myself Wink But now I know this community exists (hence me joining as soon as I found it), I want to share all this info and hope that other people start to make some cool stuff. Smile

..
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ecco
PostPosted: Mon Aug 21, 2006 1:47 pm    Post subject: Reply with quote

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I've just found an email I wrote to the RoomShaker creator about 1.5 years ago, explaining how to use my custom graphics vdungeon02 in your own levels. if this interests you that is..

Arrow

=========

Level Door: You have to use the left part only. It still takes up two tiles in width though, and you'll still see the full door, so leave any tile immediately to the right free.
The right part of the door is a completely new graphic, which is four tiles wide and 3 storey's high. The tile where you place is always the left most tile. You can place walls or whatever else within the 4 tile width if you want, though it might not match well. To see the effect of the new tile, just place the 'Door Right' Tile in an empty room.

In fact, that's how I discovered the size capabilities of all the grpahics and designed everything- by trying one tile at a time and increasing the dimensions a bit at a time until it no longer worked. (Yes, it took ages, and that's why it takes me so long to do overall.) This might be the best way to see for yourself what each tile is and how big it is. Try that, if these explanations don't help.

-------

Background bricks/ modifiers. In RoomShaker, there are three principal modifiers you can apply to empty background, and two to standard floorpanels (doesn't work woth spikes or anything else):
Modifer 3 (I'll refer to Modifier... with the letter M from now on) on an empty background is the 'window' texture, though it loks not much like a window in the normal graphic (we are in deep dungeons afterall), so it's more a spooky hole that just disappears off somewhere. It does match the candle tile though, but just without the burnig torch in it.

M1 and M2 are more complicated. Both M1 and M2 are two tiles wide and one storey high (in fact ALL the graphics are either 1, 2 or 3 storey's in height). M1 for a floor matches with M1 for the background, and the same with M2.
M1 is just a section of plain bricks, 2 tiles wide. The two tiles are different though, so if you want more variety, have a mixture of M1's directly adjacent to one another, and others you can leave a gap (no M number).
M2 is a sort of subsitute for the big column- it is like a supporting buttress. So M2 on a floor tile is the base of buttress as the left tile, and the right tile is a graphic for makeing the brick wall backgrouind disappear into the darkness. The very left of this modifier is bricks too, to match up with the M1's. M2 on an empty background is just like M2 on the floor. The buttress column continues upwards, as does the fade to darkness.

That' all there is to these really- now it's just a matter of how you want you room to look. Of course being 2 tiles wide it can cause problems with certain tiles to the right, but to me I prefer to have the extra variety of graphics- which is why the level needs to be designed carefully.

---------

Big Column. There are no 'columns' as such like the normal little ones. Instead there are two uses for it:
The 'Top Big Pillar' is used to form the top of the buttresses. So you can put it directly above an M2 (floor panel or background), and it will nicely put an extruding stone structure at the top. Because it forms the top of the butresses, it is also 2 tiles wide. The right tile matches the fade to darkness tile of the M2's below it.

Note: If you don't want the fade to darkness effect, simply place an M1 or another M2 directly adjacent (to the right) of the M2. The plain bricks or another buttress will appear instead. Continue as necessary.

Bottom Big Pillar: A sort of new graphic which is 4 tiles wide and two storeys high. The 2 left most tiles are the same as M2 for a floor tile.The right two tiles are the new graphic, a prison cell in the background ( I never got around to making my own graphic here from scratch, so it is in fact an edited screenshot from the snes dungeon). You can still put any other reasonable floor tile (like switches or spikes) in the 3 spaces next to the left most one (the Bottom Big Pillar' tile). The effect will just be that the floor continues as normal.


========

I hope this helps someone if they want to try adapting their own levels to these graphics.
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jalal
PostPosted: Thu Aug 24, 2006 6:24 am    Post subject: Re: Making Custom Graphics Reply with quote

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ecco wrote:
To Jalal: An idea: in the future, if we have a filepost area or something, could a counter be made to see how many people download particular files? I know it won't be completely accurate, as people may download things more than once, or not even play them at all, but it might give a rough estimate. In another fourm I frequent (not pop related), it tells you sometimes. 'This file has been downloaded/ viewed XX times'. If I can do this for my own website I may, and then have all my stuff available there, but on the prince site would be better.


Hi Steven,

Sorry for the delay reply, I use a counter to see how many time some files have been downloaded (like prince1 and prince and some others)

check it here: http://popuw.com/download.html & http://popuw.com/download2.html

Free script from: http://www.bfndevelopment.com/ (I think it's the best one Wink

But if for a post-area I think a php script at the same host would be better coz sometimes off-websites could be down. And for forums there's also the download attachement mod (It displays the number of downloads of a certain file too)
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dspprince
PostPosted: Tue Aug 29, 2006 5:23 pm    Post subject: Reply with quote

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Yes. I would like get background like these. please show me pictures before I download.
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mmitch
PostPosted: Wed Oct 31, 2007 9:00 am    Post subject: Reply with quote

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I have no voice watching your graphics ... So great ! Surprised
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mmitch
PostPosted: Tue Nov 20, 2007 3:41 pm    Post subject: Reply with quote

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Sorry for double post but the forum is sleeping so deeply ..

I am actually finishing my mod with new graphics modified with pr
Which is a really great sofware ...

Here are some pictures .. Hope you like my snake( it took me some time)


I modified the fat guard and the light of vdungeon.dat ..


I have changed the colours and graphics of vpalace doors ..
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Mek
PostPosted: Tue Nov 20, 2007 7:37 pm    Post subject: Reply with quote

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hey, your graphics looks really cool! looking forward to play some levelsets with it Wink
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starwindz
PostPosted: Wed Nov 21, 2007 1:41 pm    Post subject: Reply with quote

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Splendid job... very good, mmitch!
Could you please let me add this nice graphics to the next version of total pack when you are ready? Smile
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mmitch
PostPosted: Wed Nov 21, 2007 3:14 pm    Post subject: Custom graphics Reply with quote

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Smile Starwindz , you do not have to ask !

Of course you will have the right to add them to total pack , but it will take some time to finish them .. ( even if my 13 levelset is ready)

I have encountered some trouble with the vdungeon.dat files , especially changing the colours of some tiles but I hope it will be ok in about 10 or 15 days from now.

PR is a bit difficult to use at the beginning ( My PC shut down many time)
But I think that I have finally understood the way I have to use it !

And we all have to thank Poirot and David ( for fixing the bug with paint )

I have changed a lot of the sprites , especially a surprise for you on the introduction but I will not talk about it until it is released !
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Micael007
PostPosted: Wed Nov 21, 2007 7:07 pm    Post subject: Reply with quote

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hi
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mk1994
PostPosted: Wed Nov 21, 2007 7:56 pm    Post subject: Reply with quote

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Micael007 wrote:
hi

Wh- What was that for!? Shocked
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GameMaster
PostPosted: Thu Nov 22, 2007 12:49 am    Post subject: Reply with quote

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LOL!!!
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