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- GAMMA Wing
- Space Combat Flight Simulator
- Developer's Kit
- Version 1.0
- (C) Copyright 1993
- Rockland Software Productions
-
-
- Description:
- GAMMA Wing is a space combat flight simulator for the IBM PC. In
- GAMMA Wing, you are part of an elite force defending mankind from a hostile
- alien race. You fly missions against the enemy, and complete campaigns. As
- you complete more missions, your ship gets better. As your combat victories
- increase, your marksmanship increases. GAMMA Wing features bitmapped and
- rendered graphics in the simulator its self, and digital sound effects. GAMMA
- Wing is designed for long term play. Ship and marksmanship bonuses continue
- until you complete 1000 missions/victories. GAMMA Wing is also designed for
- user configurability. The GAMMA Wing Developers Kit (available separately)
- lets you edit characters, edit missions, edit campaigns, edit targets, edit
- weapons, edit target graphics, edit weapon graphics, edit weapon animation
- sequences, change weapon sound effects, and import graphics for use in GAMMA
- Wing.
-
- System Requirements:
- 1. 286 or better.
- 2. 640K conventional RAM.
- 3. VGA graphics.
- 4. 3 Meg disk space.
- 5. Sound card required for FM soundtrack.
- 6. 200K XMS memory required for sound card digital sound effects.
- 7. MS compatable mouse required for developer's kit.
-
- Installing:
- Installing from diskette:
- 1. Put disk 1 in a drive, change to that drive, and enter "setup"
- at the dos prompt.
- 2. The setup program will install a copy of the Developer's Kit on
- your hard drive.
-
- Archive contents:
- *.bgi - video drivers
- *.chr - fonts
- *.exe - program files
- *.grf - graphics
- *.pal - palettes
- gamma.doc - GAMMA Wing documentation
- gammakit.doc - GAMMA Wing Developer's Kit documentation
- support.doc - support information
- catalog*.doc - Rockland Software Productions catalog
-
- Running from GAMMA Wing:
- 1. Change to your GAMMA Wing directory.
- 2. Enter "gamma" at the DOS prompt.
- 3. You'll be asked if you want sound. Press y for yes or n for no.
- 4. If a gameport is detected, you'll be asked if you want to use a
- joystick. Press y for yes, or n for no. If you say yes, you'll be
- asked to move the joystick to various positions and then press its
- button.
- 5. The opening sequence will then begin. You may skip any sequence
- by pressing a key, or mouse or joystick button.
- 6. After the opening, you'll be asked to enter your pilot's name. Type in
- a name and press enter.
- 7. You will then enter the lobby of the GAMMA Wing base.
- 8. The editors run when you select the following doors in the base:
- Door: Editor:
- Pilot's area - Edit Character editor
- Operations area - Cmpgn Campaign editor
- Operations area - Missn Mission editor
- R&D - Tgts Target editor
- R&D - Wpns Weapon editor
- Vidlab - Anim Animation editor
- Vidlab - Import PCX to GRF converter
- Vidlab - Blend Palette blender
- Vidlab - Mappal Palette mapper
- Vidlab - Crop Auto cropper
- Vidlab - Bitmap Graphic editor
-
- Running the GAMMA Developper's Kit (GDK) menu program:
- 1. Change to your GAMMA Wing directory
- 2. Enter "gdk" at the dos prompt.
- 3. This will run the GDK menu program.
-
- GAMMA Developer's Kit (GDK) menu program:
- The GDK menu program is a menu that runs all the tools and editors in the
- developer's kit. Select an editor or tool to run it, select Quit to
- quit the GDK menu program.
-
- Character editor:
- The character editor allows you to edit pilot statistics. Menu options
- are as follows:
- Name - lets you change the pilot's name. The name is used to save the
- pilot to disk, so it must be 1-8 letters.
- Missions completed - lets you change the pilot's missions completed.
- The more missions, the better your ship. The
- game is designed to handle pilots with up to
- 1000 missions completed.
- Combat victories - lets you change the number of combat victories the
- pilot has. The more victories, the better the
- pilot's chance to hit. When you fire, if there's a
- target in the path of your fire, a check is made
- to see if you hit the target. Chance to hit is
- based on target speeds, range, and your pilot's
- combat victories. GAMMA Wing is designed to handle
- pilots with up to 1000 combat victories.
- Current mission - lets you select a new current mission from the
- missions in your current campaign. The current
- mission is the mission the pilot will fly next.
- Campaign - lets you select a new campaign for the pilot. The current
- mission will automatically be set to the first mission in
- the newly selected campaign.
- Skill level - lets you set the pilot's skill level. Valid values are
- 0 through about 22 (depending on the max speed of the
- fastest target). The highest valid skill level is the
- max speed of the fastest target + 3. Skill level
- effects are as follows:
- Skill level: Effects:
- 0 Your ship's climb, dive, turn, and speed
- are doubled.
- 1 Your ship's climb, dive, turn, and speed
- are increased 50%.
- 2 None
- 3 Targets evade when fired at.
- 4+ Targets evade when fired at. Targets
- adjust their speed to yours when
- following you. Targets acceleration and
- deceleration rates equal your skill level
- minus three.
- New - clears all values for starting a new pilot.
- Load - loads a pilot from disk.
- Save - saves the pilot begin edited to disk.
- Quit - quits the editor.
- Note: If you edit a character that you're playing, in GAMMA Wing you'll
- need to load the character from disk after you quit the editor. Otherwise
- you'll still be playing with the pilot you had when you started the
- editor.
-
- Campaign editor:
- The campaign editor allows you to edit GAMMA Wing campaigns. Menu options
- are as follows:
- Campaign name - lets you change the name of the campaign.
- Mission 1-10 - lets you change the individual missions 1 thru 10 in
- the campaign. Selecting mission 1 lets you change the
- 1st mission, mission 2 lets you change the 2nd
- mission,etc. When you select a mission, the mission
- edit menu for that mission appears. The mission edit
- menu lets you change individual missions in the
- campaign. Menu options are as follows:
- Mission name - lets you select a mission from disk to
- run as this mission in the campaign.
- Next mission - lets you change the number of the next
- mission in the campaign to run if this
- mission is completed.
- Previous mission - lets you change the number of the
- next mission to run if this mission
- is not completed.
- Done - returns you to the main menu.
- New - clears all values for creating a new campaign.
- Load - loads a campaign from disk.
- Save - saves the campaign currently being edited to disk.
- Quit - quits the editor.
- When you begin a campaign, you fly its mission 1 first. Depending on
- whether you complete the mission, you fly mission 1's next or previous
- mission next. This continues until your next mission is greater than 10.
- At this point the campaign is completed. The next time you fly, you'll be
- asked to select a new campaign.
- An example: In campaign unregis.cpn, mission 1's name is unregis1.mis,
- its next mission is 2, and its previous mission is 1. If you complete
- unregis1.mis, you fly mission 2 next, otherwise you fly mission 1 again.
- Mission 2's name is unregis2.mis, its next mission is 3, and its previous
- mission is 1. If you complete unregis2.mis, you fly mission 3 next,
- otherewise you fly mission 1 (unregis1.mis) next. Mission 10's name is
- unregi10.mis. Its next mission is 11, and its previous mission is 9. If
- you complete unregi10.mis your next mission will be mission 11. Since
- there are only 10 misions, you complete campaign unregis.cpn. If you fail
- unregi10.mis, you fly mission 9 next.
- Note that you don't have to go from mission 1 to 2 to 3... up to 10
- for next missions in a campaign. You can skip around: 1 to 5 to 6 to 7 to
- 2 to 8 to 13 (ending canpaign). You don't even have to use all the
- missions. The only restrictions are as follows:
- * When a campaign is first started, mission 1 is flown 1st, so you must
- have a mission 1.
- * Next and previous mission numbers should not be less than 1.
- * A next or previous mission number greater than 10 completes a campaign.
-
- Mission editor:
- The mission editor allows you to edit GAMMA Wing missions. Menu options
- are as follows:
- Mission name - lets you change the name of the mission.
- Targets - takes you to a list of targets in the mission.
- Orders - lets you edit the orders for the mission. Press Esc to exit
- the editor.
- Conditions - takes you to a list of conditions for the mission.
- Your target - lets you set the player's current target.
- New - clears all values for making a new mission.
- Load - loads a mission from disk.
- Save - saves the mission being edited to disk.
- Quit - quits the editor.
-
- The target list shows all the targets in the mission. Selecting a target
- lets you edit that target. Target edit menu options are as follows:
- Target type - lets you set the target's type (base, enemy ship,
- etc.).
- X, Y, Z - lets you set the targets starting position coordinates.
- Their target - lets you set the target's target. (What they fly
- towards and/or attack).
- Done - returns you to the list of targets.
-
- The conditions list shows all conditions for success and failure in the
- mission. Select a condition to edit it using the condition editor menu.
- The condition editor menu lets you edit individual conditions for success
- and failure in the mission. Menu options are as follows:
- Condition type - lets you set the condition type. (success, failure,
- or not used).
- Condition - lets you set the actual condition checked (all hostiles
- destroyed, you reach a target, etc.).
- Connector - lets you set the logical connection between this
- condition and the next condition (AND or none).
- Done - returns you to the list of conditions.
- There are many condition checks to choose from:
- None - no condition. always true.
- Alignment destroyed - true if all targets of an alignment are
- destroyed. Alignments can be friendly, neutral,
- or enemy.
- Targettype destroyed - true if all targets of a specific type are
- destroyed. Target types are chosen from those
- saved on disk.
- Target destroyed - true if a specific target (1-10) is destroyed.
- Target comes within x of another target - True if a specific target
- (1-10) comes within a distance x of a second target (1-10).
- Target goes beyond x from another target - True if a target (1-10)
- goes beyond x distance from another target (1-10).
- Fire weapon at target - true if you fire at a target (1-10).
- Target comes within x of alignment - true if a target (1-10) comes
- within distance x of any target of a specific alignment
- (friendly, etc).
- Target comes within x of targettype - true if a target (1-10) comes
- within distance x of any target of a specific targettype (enemy1,
- etc.).
- Target goes beyond x from alignment - true if a specific target (1-10)
- goes beyond distance x from all targets of a specific alignment
- (neutral, etc.).
- Target goes beyond x from targettype - true if a target (1-10) goes
- beyond distance x from all targets of a specific target type
- (base, etc.).
- Fire weapon at alignment - true if you fire a weapon at any target of
- a specific alignment (neutral, etc.).
- Fire weapon at targettype - true if you fire a weapon at any target of
- a specific target type (gamaship, etc).
- Success conditions end a mission with completion if their condition
- is true. Failure conditions end a mission with failure if their condition
- is true. If a condition has an AND connector, both it and the next
- condition in the list must be true for success/failure.
-
- Target editor:
- The target editor lets you edit target types used in GAMMA Wing. Menu
- options are as follows:
- Target name - lets you set the name of the target type.
- Statistics... - takes to a list of statistics for the target type.
- Bitmaps... - takes you to a list of bitmaps for the target type.
- Weapons... - takes you to a list of weapons for the target type.
- New - clears all valuse for making a new target type.
- Load - loads a target type from disk.
- Save - saves the current target type being edited to disk.
- Quit - quits the editor.
- The list of statistics lets you set various statsictics for the target
- type. Options are as follows:
- Max damage - lets you set how many damage points the target can take
- before its destroyed.
- Max speed - lets you set the target's maximum speed.
- Max energy - lets you set the amount of energy the target type starts
- a mission with.
- Max shields - lets you set how many damage points the shields can
- take.
- Arc of fire - lets you select 10 degrees or 360 degrees. This is the
- arc of fire around forward that all the target's
- weapons have.
- Turn rate - the number of degrees the target can turn per cycle of
- the simulator.
- Climb rate - the number of degrees/simulator cycle that the target can
- decrease its mark value.
- Dive rate - that number of degrees/simulator cycle that the target can
- increase its mark value.
- Acceleration rate - not used at this time.
- Deceleration rate - not used at this time.
- Can land on - lets you select YES or NO. If YES, you can land on the
- target.
- Alignment - lets you select an alignment (friendly, neutral, or enemy)
- for the target type.
- Done - returns you to the main menu.
-
- The list of bitmaps lets you select the bitmaps for the target type. The
- first option on the list is Number of bitmaps. This may be set to 5 or
- 16. Use 5 for targets that look the same from all sides. Use 16 for all
- other targets. Below number of bitmaps, the bitmaps 1 thru 5 or 1 thru
- 16 are listed. Select a bitmap to change the name of the bitmap. Bitmaps
- should be selected as follows: For 5 bitmaps, bitmap 1 is the largest,
- and 5 the smallest. For 16 bitmaps, bitmap views are as follows:
- Bitmap 1 Large front view
- 2 Large right front view
- 3 Large right view
- 4 Large right rear view
- 5 Large rear view
- 6 Large left rear view
- 7 Large left view
- 8 Large left front view
- 9 Small front view
- 10 Small right front view
- 11 Small right view
- 12 Small right rear view
- 13 Small rear view
- 14 Small left rear view
- 15 Small left view
- 16 Small left front view
- Select Done to return to the main menu.
-
- The list of weapons lets you select the weapons for the target type. The
- first option, Number of weapons, lets you set how many weapons the target
- has. Below that, the target's weapons are listed. Select a weapon to
- change the weapon's type. Select Done to return to the main menu.
-
- Weapon editor:
- The weapon editor lets you edit weapons used by targets in GAMMA Wing.
- Menu options are as follows:
- Weapon name - lets you change the weapon's name.
- Range - lets you set the weapon's maximum range. Visual range is 500.
- Damage - lets you set the weapon's maximum damage. When a weapon hits
- it does a random amount of damage, at least 1 point, and up
- to maximum damage for the weapon.
- Animation - lets you select an animation sequence for the weapon's
- attack.
- Rate of fire - lets you set how many times the weapon fires per
- simulator cycle.
- Sound - lets you select the digital sound effect for the weapon's
- attack.
- Ammo - lets you set how much ammo the weapon has.
- Play sound - plays the attack sound for the weapon.
- New - clears all values for creating a new weapon.
- Load - loads a weapon from disk.
- Save - saves the weapon to disk.
- Quit - quits the editor.
-
- Animation editor:
- The animation editor allows you to edit animations used by weapons in
- GAMMA Wing. Menu options are as follows:
- New animation - lets you edit an animation you enter a filename for.
- An animation file consists of a series of commands.
- Commands take one of 2 forms:
- g <x> <y> <filename> - displays graphic <filename>
- centered at <x>,<y>.
- d <millisecs> - delays for <millisecs> thousandths
- of a second.
- The editor is a simple text editor. Animation file
- command help is shown on the screen. Type in the
- commands for the animation. When you're done, press
- Escape. You'll be given an option to save the file.
- Edit animation - lets you edit a animation you select from those on
- disk.
- Play animation - lets you play an animation. Select the animation.
- The playback screen (all black screen) will appear.
- Press a key to begin playback. When playback ends,
- press a key to continue.
- Quit - quits the editor.
-
- Graphic importer:
- The graphic importer allows you to import graphics for use with GAMMA
- Wing. It allows you to import 320x200 256 color PCX files into GAMMA Wing
- graphics format. Select a file import, or cancel to Quit. If you select a
- file, the importer will attempt to import it. A PCX file is imported by
- reading it from disk, displaying it on the screen, and then saving the
- image in GAMMA Wing format. If the file is imported correctly, 2 files
- will be created. The first file will have the same filename with a .grf
- extension. This is the bitmap in GAMMA Wing format. The second file will
- have the same filename with a .pal extension. This is the bitmap's
- palette information.
-
- Auto cropper:
- The auto cropper automatically crops graphics. Cropping reduces the size
- of a grapic by trimming off all four sides up to the beginning of the
- actual image. For example, say you import a new ship graphic. The image
- will not fill the entire bitmap. Once you crop it, the result will be a
- bitmap that is just big enough that the image fills its. The auto cropper
- is menu driven. Menu options are as follows:
- Crop a graphic - crops a graphic you select.
- Crop a target's graphics - crops all graphics for a target type whose
- name you enter.
- Crop all graphics - crops all graphics in the directory.
- Quit - quits the autocropper.
- The autocropper will save the cropped version of a bitmap with the same
- filename, and a .gf2 extension.
-
- Grahic editor:
- The grahic editor is a basic bitmap editor for editing weapon and ship
- graphics. Menu options are as follows:
- Draw - shows the bitmap being edited. Click with the left mouse
- button to draw using the current drawing and brush size color.
- Click with the right mouse button to return to the main menu.
- Drawing color - lets you set the drawing color.
- Fill a region - fills a region you select in a color and fillstyle
- that you select.
- Clear graphic - clears the current bitmap.
- Brush radius - changes the radius of the drawing tool. The tool is a
- square. The distance from the center to the edge of
- the square is the brush radius. The radius is
- specified in virtual pixels, where the screen is
- 10001x10001 virtual pixels in size.
- Change a color - lets you change all pixels of a specific color to
- another color. Select the color on the bitmap to
- change. Then select the new color from the palette
- of colors available. All pixels with the old color
- will be changed to the new color.
- Zoom graphic - lets you zoom a graphic larger/smaller. Enter the %
- to zoom the graphic. The graphic will be zoomed by the
- % you enter. Note that not all zooms will fit on the
- screen. Only whats on the screen gets saved.
- Crop graphic - Trims the bitmap down to a region you select.
- New graphic - begins a new graphic. You'll be prompted for the size of
- the new graphic.
- Load graphic - loads a bitmap from disk.
- Load palette - loads a palette from disk.
- Save graphic - saves the current bitmap under a filename you enter.
- Save palette - saves the current palette under a filename you enter.
- Quit - quits Paint.
-
- Palette blender:
- The palette blender lets you create new palettes for use in GAMMA Wing.
- A pc can only display 256 colors at once in VGA mode. A palette is a list
- that tells the computer which 256 colors to display. A 256 color bitmap
- has a matching palette to tell the computer which 256 colors to use when
- displaying the bitmap. To display a 256 color bitmap, you tell the pc to
- use its palette, and draw the bitmap on the screen. Different bitmaps
- usually have different palettes. If you show bitmaps with different
- palettes at the same time, only those that use the palette the pc is
- currently using will look correct. Therefore all bitmaps must use the
- same palette to look correct in 256 color video modes.
-
- The palette blender blends the palettes from different bitmaps together
- to create a new palette. The bitmaps can then be mapped using the palette
- mapper to the newly blended palette. When the newly mapped bitmaps are
- displayed using the newly mapped palette, all will look correct in 256
- color video modes. This allows you to display different 256 color bitmaps
- at once in 256 color video modes (a feat usually requiring 24 bit
- color!).
-
- To use the palette blender, begin by selecting the palettes to blend.
- You'll be shown a list of palettes, select the palettes to blend. Select
- cancel when done. Next select a blending speed. You have four choices:
- Slow - uses floating point 3D color distance calculations. Yields
- excellent results.
- Fast - uses integer total delta color distance calculations. Yields
- good results.
- Turbo - uses floating point 3D color distance calculations. Stores
- distances in memory. Yields excellent results.
- Fast turbo - uses integer total delta color distance calculations.
- Stores distances in memory. Yields good results.
- The output will be a palette file called blend.pl2. The palette used by
- GAMMA Wing is blend.pal. To use the newly blended palette, copy it
- (blend.pl2) to blend.pal in your GAMMA Wing directory.
-
- Note: The more palettes you blend together, the less true your mapped
- graphic's colors will be. A blended palette is a compromise between
- 2 or more graphics over which 256 colors the computer will use when
- showing the graphics on the screen at the same time. The more palettes
- blended in, the more each graphic must compromise its true colors to
- allow all graphics to be shown at once.
-
- Palette Mapper:
- The palette mapper allows you to map bitmaps to a common palette. Use it
- to map all bitmaps to the palette created by the palette blender when you
- import new graphics. The palette mapper is menu driven. Menu options are
- as follows:
- Map a graphic - maps a graphic you select from a palette you select
- to a palette you select.
- Map a target's graphics - maps a target's graphics from their
- original palettes to a palette you select.
- The origial palettes should have the same
- filename as the graphics, and a .pal
- extension.
- Map all graphics - maps all graphics in the directory to a palette
- you select. Each graphic is mapped from a palette
- with the same filename and a .pal extension.
- Quit - quits the palette mapper.
- Whenever you map a palette, you will be asked to select a mapping speed.
- You choices are fast and slow. Slow uses floating point 3D color
- distance calcualtions, and yields excellent results. Fast uses integer
- total delta color distance calculations, and yields good results. The
- output of the palette mapper will be a new bitmap with the same filename
- and a .gf2 extension. The new bitmap will look correct when displayed
- using the palette it was mapped to.
-
- Auto Zoomer:
- The Auto Zoomer automaically zooms graphics by 50%. The Auto Zoomer is
- menu driven. Menu options are as follows:
- Zoom a graphic 50% - Zooms a graphic you select by 50%.
- Zoom a target's graphics 50% - zooms all graphics by 50% for a
- target whose name you enter.
- Zoom all graphics - Zooms all graphics in the directory by 50%.
- Quit - Quits the Auto Zoomer.
- The autoizoomer uses .grf files for input, and writes the zoomed files
- to the same filename with a .gf2 extension.
-
- Auto Importer:
- The auto importer allows you to easily import and use graphics for 16
- bitmap target types. You enter the name of the target's graphics, and
- select a mapping speed. The autoimporter then imports, crops, zooms,
- creates bitmaps 9 thru 16 from bitmaps 1 thru 8, runs the palette
- blender, and then mapps all graphics to the new palette. The auto
- importer uses the 8 large views of the target as its input. The files
- should be 320x200 256 color PCX files. The images should fill a 320x200
- bitmap. Note that the images will be zoomed 50% to produce the final
- large views, so you can use a 160x100 bitmap and zoom it 200% before
- importing with no loss of detail. The files should have the same
- filename, but end in the numbers 1 thru 8, ie: mytgt1.pcx thru
- mytgt8.pcx. When you run the auto importer you enter the filename
- with no numbers, ie: mytgt. The auto importer runs the graphic importer
- to import the .pcx files to .grf and .pal files. It then crops and
- zooms the .grf files 50% to get them to large view size (160x100, image
- filling the bitmap). It then zooms them another 50% and copies the
- results to .grf files 9 thru 16 to create the small views. It then copies
- the .pal files 1 thru 8 to .pal files 9 thru 16. It then runs the palette
- blender to allow you to blend a new palette that includes one of the
- new target's palettes. After that it runs the palette mapper and maps
- all graphics to the newly blended palette.
-
- Importing graphics:
- GAMMA Wing gives you the ability to add additional target and weapon
- graphics to the game. GAMMA Wing uses 256 color bitmaps for its target
- and weapon graphics. Normally you can't show 2 different 256 color
- bitmaps at once without 24 bit color video hardware. GAMMA Wing provides
- a method for showing more than one 256 color bitmap on the screen at
- once in 256 color video modes.
-
- A pc can only display 256 colors at once in 256 color video modes. A
- palette is a list that tells the computer which 256 colors to display. A
- 256 color bitmap has a matching palette to tell the computer which 256
- colors to use when displaying the bitmap. To display a 256 color bitmap,
- you tell the pc to use its palette, and draw the bitmap on the screen.
- Different bitmaps usually have different palettes. If you show bitmaps
- with different palettes at the same time, only those that use the palette
- the pc is currently using will look correct. Therefore all bitmaps must
- use the same palette to look correct in 256 color video modes.
-
- The solution to the problem is to create a palette that is a blend of all
- the colors used by all the graphics, map all the graphics to the palette,
- and then use the palette and mapped graphics. The result will be
- different bitmaps on the screen at once that all look correct. However,
- when you add new graphics that use their own palettes you add more
- colors, so you must reblend palettes and remap graphics to crete a new
- palette and set of graphics that includes the new graphics. Because you
- must blend a new palette and remap all the graphics when you add
- graphics, you must keep copys of all the original unmapped graphics and
- thier matching palettes. GAMMA Wing uses .grf files for its original
- bitmaps, .pal files for its palettes, and .gfx files for its mapped
- bitmaps. The blended palette it uses in the game is called blend.pal.
-
- Importing graphics for 16 bitmap targets:
- 1. Generate the large views of bitmaps 1 thru 8. Use a raytracer,
- paint program, etc. to generate the views, and convert the output
- to 320x200 256 color PCX format. The views for bitmaps 1 thru 8 should
- be as follows:
- Bitmap View
- 1 target facing towards you
- 2 target facing towards you and to the left
- 3 target facing to the left
- 4 target facing away and left
- 5 target facing away
- 6 target facing away and right
- 7 target facing right
- 8 target facing towards you and to the right
- The actual image size should be about 1/4 of a 320x200 bitmap
- (160x100). The following method works well:
- A. Create a 160x100 bitmap where the image fills the bitmap.
- B. Zoom the bitmap 200% to make it 320x200 for importing.
- C. Once you import and crop it, zoom it 50% (using the Auto Zoomer
- to get it back to the proper size. This way you don't have to
- create a 320x200 bitmap (a real plus when rendering bitmaps!).
- 2. Use the GAMMA Wing graphic importer to import the views to GAMMA
- Wing format.
- 3. Use the autocropper to crop the bitmaps to just bigger than the
- actual image.
- 4. Use the Auto Zoomer to zoom each bitmap 50% to make bitmaps 9 thru 16.
- For example: Zoom bitmaps 1 thru 8. Then copy the resulting .gf2 files
- to .grf files 9 thru 16, ie. copy mytgt1.gf2 to mytgt9.grf, mytgt2.gf2
- to mytgt10.grf, etc.
- 5. Create palette (.pal) files for bitmaps 9 thru 16 by copying the
- palette files for bitmaps 1 thru 8 to 9 thru 16. For example, if
- your bitmap 1 is mytgt1.grf, copy mytgt1.pal to mytgt9.pal, copy
- mytgt2.pal to mytgt10.pal, etc.
- 6. Use the palette blender to blend together 1 palette from every
- target type and weapon animation that will be in the simulation.
- Select palettes from views that show all the colors the target
- uses. Bitmap #1 for 5 bitmap tagets, and bitmap #2 for 16 bitmap
- targets usually show all target colors.
- 7. Copy the newly blended palette blend.pl2 to blend.pal.
- 8. Use the palette mapper to map each graphic for each target and
- weapon animation from its original palette to the newly blended
- palette. The resulting set of target graphics will all look correct
- even though they originally didn't use the same 256 colors.
- 9. Copy the new targets graphics (*.gf2) to the same filename with a .gfx
- extension (*.gfx). The .gfx files are the ones used by GAMMA Wing.
-
- Importing graphics for 5 bitmap targets:
- 1. Generate the large views of bitmaps 1. Use a raytracer, paint program,
- downloaded GIF, etc. and convert the output to 320x200 256 color PCX
- format. The actual image size should be about 1/4 of a 320x200 bitmap
- (160x100). For graphics you create, the following method works well:
- A. Create a 160x100 bitmap where the image fills the bitmap.
- B. Zooming the bitmap 200% to make it 320x200 for importing.
- C. Once you import and crop it, zoom it 50% (using the Auto Zoomer)
- to get it back to the proper size. This way you don't have to
- create a 320x200 bitmap (a real plus when rendering bitmaps!).
- For graphics you download etc., the following method works well:
- A. Use 256 colors bitmaps where the actual image fills a 320x200
- bitmap (Cropping an image from a 640x480 256 color bitmap works
- well). You can use bitmaps as small as 160x100 and zoom them
- up to 320x200 for import with no pixelization (blocky low
- resolution looking graphics) in the final bitmap.
- B. Once you import and crop the bitmap, zoom it 50% (using the Auto
- Zoomer) to get it back to the proper size. This way the final
- image is never zoomed more than 100%, avoiding pixelization.
- 2. Use the GAMMA Wing graphic importer to import the views to GAMMA
- Wing format.
- 3. Use the autocropper to crop the bitmaps to just bigger than the
- actual image.
- 4. Use the graphic editor's zoom feature to zoom bitmap 1 80%, 60% 40%,
- and 20% to make bitmaps 2 thru 5. For example: load bitmap 1, zoom it
- 80%, then save it as bitmap 2. Then load bitmap 1, zoom it 60%, and
- save it as bitmap 3. Load bitmap 1 again, zoom it 40% and save it as
- bitmap 4. Finally, load bitmap 1, zoom it 20% and save it as bitmap 5.
- 5. Create palette (.pal) files for bitmaps 2 thru 5 by copying the
- palette file for bitmap 1 to 2 thru 5. For example, if
- your bitmap 1 is mytgt1.grf, copy mytgt1.pal to mytgt2.pal, copy
- mytgt1.pal to mytgt3.pal, etc.
- 6. Use the palette blender to blend together 1 palette from every
- target type and weapon animation that will be in the simulation.
- Select palettes from views that show all the colors the target
- uses. Bitmap #1 for 5 bitmap tagets, and bitmap #2 for 16 bitmap
- targets usually show all target colors.
- 7. Copy the newly blended palette blend.pl2 to blend.pal.
- 8. Use the palette mapper to map each graphic for each target and
- weapon animation from its original palette to the newly blended
- palette. The resulting set of target graphics will all look correct
- even though they originally didn't use the same 256 colors.
- 9. Copy the new targets graphics (*.gf2) to the same filename with a .gfx
- extension (*.gfx). The .gfx files are the ones used by GAMMA Wing.
-
- Using the Graphic Editor to create graphics:
- When using the graphic editor to create graphics, if you load blend.pal
- before you start, you won't have to reblend or remap before using the
- graphics. If you load a palette blended into blend.pal, you won't have to
- reblend, and will only have to map the newly created graphic to blend.pal.
- In other cases you will have to blend in the new graphics palette, and
- remap all graphics to the new palette. In any case, be sure to save the
- palette when you save the graphic, so it may be remapped in the future.
-
- Maintaining a master graphics library:
- Because you must blend a new palette and remap all graphics to the new
- palette whenever you add graphics, you will want to keep a copy of the
- original .grf and .pal files for all graphics. Once you import, crop,
- zoom, and have all your .grf and .pal files for a new target, add them to
- your master set of .grf and .pal files for the game. Once you have them
- like this, they can be blended and mapped as many time as you like
- without having to import, crop, or zoom ever again.
-