I have now got texture importer to work. Here is a video demonstrating the loading and running a new user track. Both textures and the track profile are user defined.
Here are all the textures of the âcircuit boardâ track in one image.
Below are 3 textures separately: a 16x16 âedgeâ and a 8x8 âroadâ textures with their mipmaps, and a 12x23 âcapacitorâ sprite without a mipmap.
Edit:
To be more specific, each texture should be stored in its own file, including mipmaps.
The 8x8 texture with the mipmaps is an image file, e.g. âtex02.bmpâ, of 8x12 pixels and 256 colors.
The 16x16 texture with the mipmaps is an image file, e.g. âtex01.bmpâ, of 16x24 pixels and 256 colors.
The sprite image, e.g. âsprite01.bmpâ, can be of arbitrary size, but the width must be divisible by 4. There is no mipmap in the sprite file.
All the image files must use the same palette, that is why it is handy to make one texture atlas first and divide it to separate files when ready.
That could be done, but I do not think billboard sprites look too bad. Rather, I would like to have the ships rotated but that would not look very smooth as you can see in the original SNES F-Zero.
Good things are happening in PGP development. I cannot reveal anything yet, but I in the near future there will be really exciting improvement made for PGP (not by me). Stay tuned!
The instructions were great! The only challenging part for me was that I didnât quite understand the indexed colors and how to modify it in GIMP. But once I learned more about that it was pretty simple! I just copied techno and redid the textures one at a time in there.
Iâm sure once I get better at art I can make prettier textures
Wasnât anything too bad. A quick read of the documentation and it was all sorted thanks though!
I want to try making another map now and make better textures. The ones I did were hastily thrown together and pretty sloppy because I didnât have much time to do them. But with a new track I can take my time.
Please @torbuntu and @Pharap , share you method of changing the indexed colors. This is how I would do it with GIMP.
First make a new full color work image, big enough to contain all the textures (you can expand it later also). Make sure the alpha (transparent) layer is not included (âLayer / Transparency / Remove Alpha Channelâ).
Draw the textures. At first copy each texture of the âTechnoâ track and paste it to the work image. Then modify/replace each texture to your taste.
When everything is ready, convert the full color work image to 256 color image (âImage / Mode / IndexedâŚâ ). Do not use dithering as it looks bad when zooming.
Then export each texture to a separate file like this
Select the area of the image that contains the texture (and mipmaps if applicable)
Crop the image (âImage / Crop to Selectionâ)
Export the image as e.g. âtex01.bmpâ (" File / Export As âŚ")
Itâs important to be aware that the âcolourmapâ tab must be used for editing the active palette.
When I was first trying to use indexed mode I couldnât figure out why the âpalette editorâ tab couldnât edit the palette of the active image.
I might try making a track at some point (Iâd like to make a forest or a desert),
but Iâve been quite busy recently, hence my relative inactivity on the forum.
Ideally Iâd like the background to become editable too so tracks donât have to have the âcityscapeâ background.
I was doing what Pharap was doing, with the window color index tables.
I followed your new direction @Hanski and it works great!! Thank you! so much easier.
I also made the terrain darker and it seems cleaner to me, I was thinking it needed this so Iâm glad it was confirmed. mork.zip (4.6 KB)
I just made a new track, and have a question, I put the starting point somewhere, but the vehicle spawns in the original location regardless, do all tracks require the same starting point?
After some guidance this was much smoother to make! It is a whole lot simpler than Mork Lake, but still got some fun pizazz I think. Hopefully it is enjoyable.