The Hazardous Realm
The Hazardous Realm
READ ONLY MODE

The forum is now in read-only mode! It's only kept around for informative purposes and to prevent deadlinks!
Use e-mail to contact me instead. Any announcements would be made on my twitter account and any discussions would use some public platform instead.

About OFF-Editor

All topics related to the game 'Die by the Sword' and it's add-on 'Limb from Limb' go into this board!

About OFF-Editor

Postby Cpk » 06 Dec 2007 11:47

I have 2 questions on how to use the editor.

1. How can I set a lighting to an OFF file?

I could make a hill in flat.OFF that is used for arena6(Pit of Death) and think I could set a surface on it because there is slightly a figure of the texture. The problem is the hill looks black and seems not to be lighted. And Enric gets dark while being on the hill.


2. How can I make a texture that is available as a surface?

A surface texture of default maps is 8bit, BMP and usually 256*256 pixel, I think. But the bmp I made with MSPaint like that will be black(or it is just not be lighted) in game. I've made a 24bit BMP with Gimp and PhotoshopElements and converted them to 8bit BMPs, but they are black in game, too.

Btw I tried to save a default surface(chgfloor.bmp) as BMP then RLE compression option appeared. Sometimes BMP seems to have RLE compression, but I don't know if it's needed or not and I haven't seen an editor that have the option of it with 8bit BMP.


If I can get some simple tutorial to make a map too, I really appreciate it.
Cpk
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Posts: 29
Joined: 28 Jun 2007 17:10
Location: Japan

Postby nurgle » 07 Dec 2007 02:42

I thought they used tga's or iff's.. god it's been soo long.. I'll look and see if I still got any texures on cd or anything.. also, if your texture was the incorrect format it'd show up black.. or whatever the surface color of the object was set to in the off file..

edit- sry, I don't have any of the old files anymore.. they were sacrificed to the internet gods after I quit playing with em..

only thing I got left are a bunch of old LW models that were never used in the game.. and the old treyarch export plugin for LW5.5

:(

Second Edit - Ok.. they did use tga's, at least they did in the LW object files.. I don't know why I'm thinkin iff's.. probably the old age.. or possibly a file format they included with LFL
nurgle
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Posts: 8
Joined: 02 Dec 2007 20:08

Postby Cpk » 07 Dec 2007 11:38

As you say, TGA files that are not RLE-compressed are used on a charactor's texture. And I forgot to write it was about a surface of map in the first post. All of maps uses BMP as the textures, looking the level ATDs.

IFF seems to be used as a pallete. I could read it with IrfanView and got the RGB values. I made a blue texture as the sky with the color to input manually on MSPaint and saved it as 256 color. It works and looks blue in game. This way is okay when it is a one-color texture, but it's so annoying to enter RGBs for making the texture with colors. IrfanView can export the IFF as PAL but when I see the PAL with graphic editor can import PAL as a pallete, there is no colors in the pallete window and looks broken. And I haven't found a tool that can directly read IFF as a pallete.
Cpk
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Posts: 29
Joined: 28 Jun 2007 17:10
Location: Japan


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