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CD Action 68 - Disc 1
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cdaction-68.iso
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The War Engine
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TWEDemo.exe
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data1.cab
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OriginalFiles
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BitmapOrganization.txt
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2001-10-17
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490 lines
Before working with any graphic files, you *must* read the section
entitled "File and Folder Structure" in the manual (under "The
Customizer").
This text file explains how the graphics are organized in each
of the bitmaps that come with the game and are listed in
\OriginalFiles.
The graphics themselves can be changed and redrawn, but the sizes
cannot be changed in any way. There is no transparency in the
bitmaps unless otherwise noted. Then the transparency will be
black, defined as
Red Component = Green Component = Blue Component = 0
Areas of the bitmaps will be expressed as rectangles in the form
(50,75)-(100,125). This gives the upper left hand corner and the lower
right hand corner of the rectangle in pixels. The rectangle, however,
doesn't actually include the point 100,125 or the row or column that
it lies on. (50,75)-(99,124) is more accurate (since it's
all-inclusive) but since most graphic programs will denote the
rectangle the first way, that's the notation that will be used in this
document.
***********************************************
***************** WDKUnits.bmp ****************
***********************************************
Read the section entitled "How To Create Your Own Forces
(Properly)" in the manual.
***********************************************
******** WDKCursor.bmp - 20x20 pixels *********
***********************************************
This is the easiest of them. It's nothing more than a picture of
the cursor.
***********************************************
******* WDKWeapons.bmp - 500x250 pixels *******
***********************************************
There is one picture for each of the 50 weapons. Each picture
is 50x50 in size. There are 10 columns and 5 rows. Weapon 0
starts in the upper left hand corner and increases across and down.
You can calculate the upper lefthand x,y coordinate of each weapon
picture with the following equations:
x = (WeaponNumber mod 10) * 50
y = (WeaponNumber / 10) * 50
For Weapon 37, this would be:
x = (37 mod 10) * 50 = 7 * 50 = 350
y = (37 / 10) * 50 = 3 * 50 = 150
Putting the picture at (350,150)-(400,150).
Alternately, the weapon picture location can be specified in The Customizer.
***********************************************
******* WDKTerrain.bmp - 1000x625 pixels ******
***********************************************
This works like WDKWeapons.bmp except each terrain square is 25x25,
there are 40 columns and 25 rows. Note that the terrain is shown
in The Customizer in 10x10 blocks. The first row of this bitmap
(40 terrain squares) will create the first 4 rows of block 1 of
terrain in The Customizer. The second row here creates the next
4 lines, etc.
This file can also be created in a 250x2500 size
bitmap, with tiles 0-999, going from left to right and down. This
makes the bitmap look like the 10 pages of terrain in CZ, with
page one on top and page ten on the bottom.
***********************************************
**** WDKUnitPortraits.bmp - 1000x500 pixels ***
***********************************************
This is organized just like WDKWeapons.bmp except each portrait
is 100x100 in size.
Alternately, the unit portrait location can be specified in The Customizer.
***********************************************
****** WDKExplosions.bmp - 900x985 pixels *****
***********************************************
Each animation sequence in WDK is made up of a number of frames
that are played in succession. Black is transparent.
For each animation, the graphical
description will look like this:
Small Unit Explosion - 12 frames
Each Frame - 45x45
Frame 1-12 start at: 0,0
This gives the name/purpose of the graphic followed by the size
of each frame: in this case 45x45. The first frame starts at
pixel 0,0 and reads to the right (unless otherwise noted.)
Medium Unit Explosion - 12 frames
Each Frame - 70x70
Frame 1-4 start at: 570,0
Frame 5-8 start at: 570,70
Frame 9-12 start at: 570,140
Large Unit Explosion - 12 frames
Each Frame - 95x95
Frame 1-6 start at: 0,45
Frame 7-12 start at: 0,135
Small Weapon Explosion - 12 frames
Each Frame - 25x25
Frame 1-12 start at: 525,460
Medium Weapon Explosion - 14 frames
Each Frame - 75x75
Frame 1-5 start at: 525,235
Frame 6-10 start at: 525,310
Frame 11-14 start at: 525,385
Large Weapon Explosion - 15 frames
Each Frame - 125x125
Frame 1-4 start at: 0,235
Frame 5-8 start at: 0,360
Frame 9-15 start at: 0,485
Small Weapon Fire Ball - 12 frames
Each Frame - 25x25
Frame 1-12 start at: 525,835
Medium Weapon Fire Ball - 14 frames
Each Frame - 75x75
Frame 1-5 start at: 525,610
Frame 6-10 start at: 525,685
Frame 11-14 start at: 525,760
Large Weapon Fire Ball - 15 frames
Each Frame - 125x125
Frame 1-4 start at: 0,610
Frame 5-8 start at: 0,735
Frame 9-15 start at: 0,860
***********************************************
****** WDKConsole.bmp - 1000x600 pixels *******
***********************************************
If you played the game even once, you'll know what most of this about.
If you want to change the look of anything, simply draw over it
keeping within the same bounds.
Message Box - At Rectangle Location (6,134)-(215,191)
Each character is 8x10 in size. The second two rows are a subdued
version of the first two rows. These characters have no transparency;
the box is cleared using the rectangle (6,175)-(215,190) and then the
characters are copied over it. Black just happens to be the
background color we chose.
Movement Buttons, Up Position (230,0)-(360,125)
Movement Buttons, Depressed Position (365,150)-(495,275)
Movement Buttons, Dimmed (230,235)-(348,244)
Dialog Box Background (365,0)-(515,150)
This box is 150x150 in size and you should think of it as a 3x3 grid
with each square being 50x50. These squares are then tiled to form
the dialog box (pretty clever, eh?) The corners and sides are put in
and then the rest of the dialog box is filled with the center 50x50
square. The call to create the box simply says how many tiles across
and down are to be drawn.
Save Menu Button, Up Position (225,305)-(425,335)
Save Menu Button, Depressed Position (225,275)-(425,305)
Vehicle Speed Slide Bar w/ Buttons In Up Position (350,485)-(520,565)
Vehicle Speed Buttons In Depressed Position (225,335)-(387,375)
Vehicle Speed Slider (335,490)-(347,510)
"Yes" Button, Up Position (520,520)-(570,570)
"Yes" Button, Depressed Position (225,375)-(275,425)
"No" Button, Up Position (350,435)-(400,485)
"No" Button, Depressed Position (225,375)-(275,425)
Transportee Square (while unloading troops) (350,400)-(385,435)
Active Transportee Square (385,400)-(420,435)
Empty Slide Bar (Used in Description Dialog Boxes) (225,490)-(325,500)
"Value Okay" Slide Bar Filler (225,500)-(325,510)
"Value Not Okay" Slide Bar Filler (225,510)-(325,520)
Top of Frame for Main Battlefield Window (227,557)-(779,579)
Bottom of Frame for Main Battlefield Window (227,559)-(781,581)
Left of Frame for Main Battlefield Window (781,4)-(783,579)
Right of Frame for Main Battlefield Window (779,2)-(781,579)
Horizontal Scroll Bar and Corner Graphic (227,583)-(800,600)
Vertical Scroll Bar and Corner Graphic (783,0)-(800,600)
Background Tile for Between Turns (800x500)-(1000,600)
Menu Items (599,0)-(779,575)
Each menu item is 60x25 in size. These are draw in both up and
depressed positions. For the most part, you should match the words
on each of the items
Menu Title Bars, Up Position (800,0)-(921-115)
Menu Title Bars, Depressed Position (800,115)-(921-230)
Each title bar is 121x23 in size
Battle Honors, Set 1 (420,415)-(545,435)
Battle Honors, Set 2 (420,395)-(545,415)
Each Battle Honor is 25x20 in size
Mini Field Colors
(450,435)-(475,460) - Used to denote enemy forces
(450,460)-(475,485) - Used to denote friendly forces
(475,435)-(500,460) - Used to show the location of the center
of the main battlefield window
(475,460)-(500,485) - Used to denote enemy forces on thermal scan
(550,435)-(556,441) - Used to show Remaining units during report
(550,441)-(556,447) - Used to denote Buildings during report
(550,459)-(556,465) - Used on non-visible areas
(550,447)-(556,453) - Color used for unit's FOV
(550,453)-(556,459) - Color used for weapon's firing arc
Targeting Line Colors
(265,425)-(275,450) - Highlighted Weapon
(275,425)-(285,450) - Non-Highlighted Weapon
These next colors don't follow a set rule as to where they show up.
If you want to change the text colors, your best bet is to play
the game and see where they show up. "Bad" and "Good" refer
(generally) to the type of info being displayed. For example,
when hits are very low they will be displayed using the "bad"
color - red - to draw your attention to it.
Console Bar Text Colors
(225,425)-(235,450) - Standard Text Color
(235,425)-(245,450) - Good color (green)
(245,425)-(255,450) - Bad color (red)
Dialog Box Text Colors
(225,455)-(235,480) - Standard Text Color
(235,455)-(245,480) - Good color (green) (used for names)
(245,455)-(255,480) - Dark Shade of "Good" color for names (dark green)
(255,455)-(265,480) - Bad color (darker red)
(265,455)-(275,480) - Bad color lighter shade (red)
(275,455)-(285,480) - Good color lighter shade (light green)
Other Text Colors
(285,425)-(295,450) - Used for the phrase "Press any button to start turn"
- If it's black (RGB = 0,0,0) the green is used (for backwards compatibility)
***********************************************
****** WDKEffects.bmp - 1000x600 pixels *******
***********************************************
This is a transparent bitmap. This one will be broken into three types
of graphics: animated (consisting of a variable number of frames),
directional (consisting of 8 pictures, facing each of the 8 direction,
with 0 being up and going clockwise to 7, which is the diagonal facing
up and to the left) and static (a single graphic).
Animated
--------
Weapon Targetting - 6 frames
Each Frame - 25x25
Frame 1-6 start at: 0,0
Flames (Stream/Cone of flames) - 5 frames
Each Frame - 45x45
Frame 1-5 start at: 0,150
Panic - 6 frames
Each Frame - 25x25
Frame 1-6 start at 450,0
Recover - 6 frames
Each Frame - 25x25
Frame 1-6 start at 450,25
Weapon Cleared - 6 frames
Each Frame - 25x25
Frame 1-6 start at 750,450
Weapon Broke - 6 frames
Each Frame - 25x25
Frame 1-6 start at 750,475
Crash - 5 frames
Each Frame - 25x25
Frame 1-5 start at 600,0
Hand-to-Hand attack - 5 frames
Each Frame - 25x25
Frame 1-5 start at 525,250
Mechanized Hand-to-Hand attack - 5 frames
Each Frame - 25x25
Frame 1-5 start at 525,275
Heavy Dark Smoke - 3 frames
Each Frame - 25x25
Frame 1-3 start at 0,300
Heavy White Smoke - 3 frames
Each Frame - 25x25
Frame 1-3 start at 75,300
Thin Wispy Smoke - 3 frames
Each Frame - 25x25
Frame 1-3 start at 150,300
Yellow Splat - 3 frames
Each Frame - 25x25
Frame 1-3 start at 225,300
Red Splat - 3 frames
Each Frame - 25x25
Frame 1-3 start at 150,325
Stunned - 6 frames
Each Frame - 25x25
Frame 1-6 start at 0,325
Unstunned - 6 frames
Each Frame - 25x25
Frame 1-6 start at 225,325
Gained back hits - 6 frames
Each Frame - 25x25
Frame 1-6 start at 0,350
Troop Explosion (Misting...) - 6 frames
Each Frame - 25x25
Frame 1-6 start at 350,325
Etheral (Stream/Cone of Etheral) - 5 frames
Each Frame - 45x45
Frame 1-5 start at: 0,400
Electrical Charge - 12 frames
Each Frame - 45x45
Frame 1-12 start at: 250,350
Disruption Attack - 12 frames
Each Frame - 45x45
Frame 1-12 start at: 250,395
Projectile Firing
Each of these are 3 frames long and 25x25 in size. They differ
from the rest of the animations in that they go *down* instead
of to the right. There are more projectiles drawn than used.
These extra are there for you to copy into use if you choose.
Flaming Ball - 0,75
Large Flaming Ball - 25,75
Blue Electrical Attack - 75,75
Pink Electrical Attack - 100,75
Gaseous Ball - 125,75
Steel Ball - 150,75
Large Steel Ball - 200,75
Molotov Cocktail - 225,75
Directional
-----------
Directional graphics consist of 8 pictures facing each of the eight
directions with 0 being up and going clockwise until 7 is reached
on the diagonal facing up and to the left.
Rockets
As the rocket flies across the screen it flips between two
directional sets to form an animation
Rocket, Directional Set 1
Each Direction 25x25
Direction 0-7 starts at: 0,25
Rocket, Directional Set 2
Each Direction 25x25
Direction 0-7 starts at: 0,50
Multi-Rocket, Directional Set 1
Each Direction 25x25
Direction 0-7 starts at: 500,300
Multi-Rocket, Directional Set 2
Each Direction 25x25
Direction 0-7 starts at: 500,325
Small Unit Highlight
Each Direction 45x45
Direction 0-3 starts at: 720,240
Direction 4-7 starts at: 720,285
Medium Unit Highlight
Each Direction 70x70
Direction 0-3 starts at: 225,150
Direction 4-7 starts at: 225,220
Large Unit Highlight
Each Direction 95x95
Direction 0-3 starts at: 520,50
Direction 4-7 starts at: 520,135
Static
------
Small Unit's Biological Dead 1 (200,50)-(225,75)
Small Unit's Biological Dead 2 (225,50)-(250,75)
Medium Unit's Biological Dead (200,0)-(250,50)
Large Unit's Biological Dead (250,0)-(325,75)
Small Unit's Non-Biological Dead 1 (325,50)-(350,75)
Small Unit's Non-Biological Dead 2 (350,50)-(375,75)
Medium Unit's Non-Biological Dead (325,0)-(375,50)
Large Unit's Non-Biological Dead (375,0)-(450,75)
Side A Objective 1 Marker (600,0)-(625,25)
Side A Objective 2 Marker (625,0)-(650,25)
Side B Objective 1 Marker (650,0)-(675,25)
Side B Objective 2 Marker (675,0)-(700,25)
Side A Objective 1 Marker, Destroyed Objective Met (300,300)-(325,325)
Side A Objective 2 Marker, Destroyed Objective Met (325,300)-(350,325)
Side B Objective 1 Marker, Destroyed Objective Met (350,300)-(375,325)
Side B Objective 2 Marker, Destroyed Objective Met (375,300)-(400,325)
Unit Must Survive Battle Marker (175,275)-(200,300)
Handgun/Machine Gun/Heavy Machine Gun Firing
When bullets are fired a quick animation plays showing where they hit
the ground. Each "bullet hit" is a 5x5 graphics randomly placed on
the target square. The bullet graphic is a 5 by 5 grid of these 5x5
graphics, comprising a 25x25 graphic.
Handgun Grid (750,0)-(775,25)
Machinegun Grid (775,0)-(800,25)
Heavy Machinegun Grid (800,0)-(825,25)
When the gun fires and muzzle flashing lighting effect is placed over
the tip of the gun (roughly). Lighting effects are *blended* with the
battlefield (by adding the colors)and not just copied to the field.
Because of this, they tend to look brighter on the field than they do
on the bitmap.
Handgun Flash (750,25)-(775,50)
Machinegun Flash (775,25)-(800,50)
Heavy Machinegun Flash (800,25)-(825,50)
Laser Firing
Lasers are actually lines drawn on the field and no graphics that are
copied. The colors, however, are drawn from the bitmap.
Red Laser Color (825,0)-(850,25)
Yellow Laser Color (850,0)-(850,25)
Green Laser Color (875,0)-(900,25)
Each laser has a lighting effect associated with it. As the laser
flies over the field, the ground beneath it reflects the light from
the laser. Again, these lighting effects are mathematically added
to the field and not simply colored.
Red Laser Light Reflection (825,25)-(850,50)
Yellow Laser Light Reflection (850,25)-(850,50)
Green Laser Light Reflection (875,25)-(900,50)
Overhead Map Markers
Small Friendly Unit (450,125)-(475,150)
Medium Friendly Unit (450,75)-(500,125)
Large Friendly Unit (325,75)-(400,150)
Small Enemy Unit (400,125)-(425,150)
Medium Enemy Unit (400,75)-(450,125)
Large Enemy Unit (250,75)-(325,150)
Active Unit (475,125)-(500,150)
Mist (0,200)-(45,245)
Smoke (45,200)-(90,245)
Gas (90,200)-(135,245)
Unknown Area (135,200)-(180,245)
Light Tracks (0,250)-(25,275)
Heavy Tracks (25,250)-(50,275)
Blackened Marks (50,250)-(75,275)
Friendly Recover Objective (75,250)-(100,275)
Enemy Recover Objective (100,275)-(125,300)
Building Marker (100,250)-(125,275)
Phase 1 Remaining Marker (125,250)-(150,275)
Phase 2 Remaining Marker (175,250)-(200,275)
Phase 3 Remaining Marker (150,250)-(175,275)
Overwatch Marker (200,250)-(225,275)
Thermal Scan Lighting Effect (75,275)-(100,300)
Setup Area Marker (200,275)-(225,300)
Second Stance Marker (400,300)-(425,325)
Weapon Marker
Found Target (0,450)-(50,500)
Ready To Fire (50,450)-(100,500)
Overwatch (100,450)-(150,500)
Out of Ammo (150,450)-(200,500)
Weapon Damaged (200,450)-(250,500)
Unit is Stunned (250,450)-(300,500)
Unit Moved (300,450)-(350,500)
Unit Charged (350,450)-(400,500)
Unit Did Not Charge (400,450)-(450,500)
Unit is Panicked (450,450)-(500,500)
Weapon Jammed (500,450)-(550,500)
Ammo Type 1 Marker (550,450)-(575,475)
Ammo Type 2 Marker (575,450)-(600,475)
Ammo Type 3 Marker (600,450)-(625,475)
Ammo Type 4 Marker (625,450)-(650,475)
Ammo Type 5 Marker (650,450)-(675,475)
Ammo Type 6 Marker (675,450)-(700,475)
Ammo Type 7 Marker (700,450)-(725,475)
Ammo Type 8 Marker (725,450)-(750,475)
Armor Marker (550,475)-(575,500)
Weapon Marker (575,475)-(600,500)
Attack Bonus Marker (600,475)-(625,500)
Stealth Bonus Marker (625,475)-(650,525)