RTCWM - RTC Wallset Maker (current version 0.2)

Use this forum to discuss additional RTC utilities (other dungeon editors, graphics generators etc).

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Rasmus
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Rasmus »

I did check it out, I have Window Home 7 Premium. And it worked perfectly..
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by linflas »

then it's clearly a gfx driver problem.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by paladin3333 »

Rasmus wrote:I did check it out, I have Window Home 7 Premium. And it worked perfectly..

win 7 64 bit ?
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

It works fine for me in Win 7 64 bit. I have an AMD Radeon HD 6800 card with latest AMD drivers.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by paladin3333 »

may be a problem with drivers so...
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by paladin3333 »

well, that coming from a problem of option in 3d of nvidia. i have actived option by default and now, that work. thank :)
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Chaos-Shaman »

no problems for me in win7 linflas. a driver maybe is paladins troubles.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by takis76gr »

I will try this , for my wallsets of my dungeons , but Eye of the Beholder , have different sizes in wallsets.

I will try to create my own utility to create new wallsets , alcoves , stairs , pits , decoration(tapestries,windows) , floors(backdrops) , and door frames(the columns).
Blidz 3D have many problems many people have problems , try DarkBasic Pro.

I will try to create a similar tool with DarkBasic Pro. I am creating my wallsets for my Eye of the Beholder IV , but I draw and mix the graphics from existing Eye of the Beholder wallsets , I will try to create and wallset creation utility for Eye of the Beholder IV too.

As all we know the only game which have editor is the Dungeon Master the (RTC one). Eye of the Beholder 1 , 2 and 3 don't have editor.

The next game Eye of the Beholder IV will have editor and I am planning to create a wallset making utility for my wallsets.
I will post my progress of my engine and my editor.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Chaos-Shaman »

great stuff takis!!!

RTC editor mask size perhaps can change to suite the new sizes, try it out, it works provided you establish new positions with the new sizes, make your own, it's ppossible. it is a good little program.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by linflas »

I just don't get it. Why create a 2D wallset maker for your game while you can use 3D engine with DB Pro ?
http://www.thegamecreators.com/?m=view_ ... =tutorials, see tutorial 6
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

It would be great if you updated RTCWM Linflas, to use normal maps and all that modern goodness. :-) Or did you lose the source code? :-(
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by linflas »

i've got the source but that is blitz 3D. if you want all that cool stuff, there's no other way than code it from scratch with another language.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

I was only joking ;-)
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Chaos-Shaman »

it looks like a cool program... noticed there were some expansions, which ones are still needed with the DBpro Bonanza? i see that deal with 90% off. i've been waiting for somebody to suggest a program.
is it worth it to buy or is there a prefered program? i still like that little program linflas :P
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by ebeneezergude »

Hi Linflas. Have tried RTCWM, but have some problems. I have exported the BMPs, have edited the TXT file that RTC creates for my dungeon by replacing the lines as per your instructions. The problem is, RTC won't load the dungeon correctly, and reports errors. It says some files cannot be found, and some cannot be read. I have placed the bitmaps folder in the root fo RTC. RTC will load the dungeon into the game, when it gets into the game it shows just black - ie, no graphic bitmaps - but will show default graphics that I have not tried to amend with RTCWM. For example, I can see a default portcullis graphic, but everything else is just black. Can you help? What am I doing wrong ? Thanks!

I get the following error message generated by RTC:

RTC V0.49 Error Log
Starts: Sun Jan 20 12:51:25 2013

--------------------------------

---- Reading file "Modules\tex_test_002.txt" ----

*** CRITICAL ERROR (line 81): Bitmap not found - BITMAP_CUSTOM_WALL_FRONT1
*** CRITICAL ERROR (line 82): Bitmap not found - BITMAP_CUSTOM_WALL_FRONT2
*** CRITICAL ERROR (line 83): Bitmap not found - BITMAP_CUSTOM_WALL_FRONT3
*** CRITICAL ERROR (line 84): Bitmap not found - BITMAP_CUSTOM_WALL_LEFT1
*** CRITICAL ERROR (line 84): Bitmap not found - BITMAP_CUSTOM_WALL_LEFT1_ALT
*** CRITICAL ERROR (line 85): Bitmap not found - BITMAP_CUSTOM_WALL_LEFT2
*** CRITICAL ERROR (line 85): Bitmap not found - BITMAP_CUSTOM_WALL_LEFT2_ALT
*** CRITICAL ERROR (line 86): Bitmap not found - BITMAP_CUSTOM_WALL_LEFT3
*** CRITICAL ERROR (line 86): Bitmap not found - BITMAP_CUSTOM_WALL_LEFT3_ALT
*** CRITICAL ERROR (line 87): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE0
*** CRITICAL ERROR (line 87): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE0_ALT
*** CRITICAL ERROR (line 88): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE1
*** CRITICAL ERROR (line 88): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE1_ALT
*** CRITICAL ERROR (line 89): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE2
*** CRITICAL ERROR (line 89): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE2_ALT
*** CRITICAL ERROR (line 90): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE3
*** CRITICAL ERROR (line 90): Bitmap not found - BITMAP_CUSTOM_WALL_SIDE3_ALT
*** CRITICAL ERROR (line 91): Bitmap not found - BITMAP_CUSTOM_WALL_FAR3
*** CRITICAL ERROR (line 91): Bitmap not found - BITMAP_CUSTOM_WALL_FAR3_ALT
*** CRITICAL ERROR (line 92): Bitmap not found - BITMAP_CUSTOM_WINDOW
*** CRITICAL ERROR (line 93): Bitmap not found - BITMAP_CUSTOM_ROOF
*** CRITICAL ERROR (line 94): Bitmap not found - BITMAP_CUSTOM_FLOOR
*** CRITICAL ERROR (line 95): Bitmap not found - BITMAP_CUSTOM_SHADE
*** CRITICAL ERROR (line 120): Could not open bitmap file "bitmaps\custom_pit_side0.bmp".
*** CRITICAL ERROR (line 143): Could not open bitmap file "bitmaps\custom_wall_far3_alt.bmp".
*** CRITICAL ERROR (line 148): Could not open bitmap file "bitmaps\custom_wall_left1_alt.bmp".
*** CRITICAL ERROR (line 150): Could not open bitmap file "bitmaps\custom_wall_left2_alt.bmp".
*** CRITICAL ERROR (line 152): Could not open bitmap file "bitmaps\custom_wall_left3_alt.bmp".
*** CRITICAL ERROR (line 154): Could not open bitmap file "bitmaps\custom_wall_side0_alt.bmp".
*** CRITICAL ERROR (line 156): Could not open bitmap file "bitmaps\custom_wall_side1_alt.bmp".
*** CRITICAL ERROR (line 158): Could not open bitmap file "bitmaps\custom_wall_side2_alt.bmp".
*** CRITICAL ERROR (line 160): Could not open bitmap file "bitmaps\custom_wall_side3_alt.bmp".
*** CRITICAL ERROR (line 166): Bitmap not found - BITMAP_CUSTOM_PIT_SIDE3) PROPERTIES=(CEILING:FLOORITEM_CUSTOM_CEILING
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_PIT_SIDE0" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_FAR3_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_LEFT1_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_LEFT2_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_LEFT3_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_SIDE0_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_SIDE1_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_SIDE2_ALT" could not be loaded.
*** CRITICAL ERROR : File for bitmap "BITMAP_CUSTOM_WALL_SIDE3_ALT" could not be loaded.
*** CRITICAL ERROR : Bitmap not defined for wallset element SHADE. Expecting bitmap of size 1,1.

------------------------------
Summary

Critical Errors: 43
Warnings : 0

**** RTC FILE HAS NOT BEEN CREATED ****

------------------------------
Ends: Sun Jan 20 12:51:25 2013
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Seriously Unserious »

Try taking a look in your dungeon's .txt file at where it's looking for your graphics. If there aren't any folders specified then RTC is probably looking for them to be in the "modules" folder. If so, try moving your bitmaps folder into the modules folder and see if that fixes any of your error messages. If you load your dungeon in RTC's Editor you should be able to debug this problem a little faster as it will also give you any error or warning messages without attempting to compile your dungeon. You can also speed up testing your wallset in the RTC environment by loading RTC in the test mode, by following the instructions in the file editing.txt to quickly test anything new you are trying out in your dungeon.

Oh, and welcome to the forum. 8) I hope you will continue to work on your custom dungeon, and share it with the rest of us when it's done.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by linflas »

RTCWM considers that you have created a "bitmaps" folder at RTC root directory. I chose that solution to avoid putting everything in Modules folder. I suggest you to do a search/replace string in your txt file if you have lots of bitmaps.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by ebeneezergude »

Thanks for the welcome and thanks for the responses guys.

I have my bitmaps folder in the root of RTC. Does it matter where RTC folder lives? Currently it's on my desktop, but that shouldn't make a difference I guess if RTC looks locally first?

It's here:
C:\Users\....\Desktop\RTC_V049\bitmaps\

RTC runs from:
C:\Users\....\Desktop\RTC_V049\

Dungeon txt is in:
C:\Users\....\Desktop\RTC_V049\modules\

From what I've read on the RTCWM help page and from this forum it appears I'm doing it correctly, so am puzzled why it doesn't work for me. I have tried moving the folder elswhere to another drive to see if it's an issue with operating from the desktop, but it's the same result. I'm on Vista Home 64 bit.

Any ideas?

Cheers guys!
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

Please upload your complete text file somewhere and link to it, and a screenshot of your folder structure, it will be easier to help you. Thanks.

I suspect you may also have corrupt bitmaps -- what program do you use to create them?

Also, do make sure you double check that you actually have the right files in the right place and that the filenames are correct and match what's in your text file... :-)
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by ebeneezergude »

Hi Gambit, am having prob trying to find a place to post files to (and can't attach to this post). File locations and folder names are as above, the bitmaps are not corrupted (ie they all open correctly in an image editor). I did not make the alternate .bmp files, but assume this won't stop all the other .bmp files form loading into RTC. The test dungeon text file used to test new textures on is as below. Hope this is ok until I sort out my web provider's webspace so I can post files to a webpage!

Code: Select all


/******************************************************************************/
/* Return To Chaos - Dungeon definition file.                                 */
/******************************************************************************/
/******************************************************************************/
/* Main Data                                                                  */
/******************************************************************************/
[Main Data]
NAME.............=(NEW DUNGEON)
AUTHOR...........=(RTC EDITOR)
DATE.............=(JANUARY 2013)
ENTRANCE.........=(0,0,0,SOUTH)
IMPORT_TO........=(0,0,0,SOUTH)
END_OF_GAME......=(NONE)
RESTRICT_RUNES...=(FALSE)
RESTRICT_SAVES...=(FALSE)
MAX_PARTY_SIZE...=(4)
AUTO_EQUIP.......=(FALSE)
MAX_TIME.........=(0)
REINCARNATE_STATS=(NO_CHANGE)
REINCARNATE_ATTRS=(SMALL_INCREASE)

/******************************************************************************/
/* Description                                                                */
/******************************************************************************/
[Description]
TITLE.=(NEW DUNGEON)
BODY..=(A DEFAULT LAYOUT FOR A NEW DUNGEON)
CREDIT=(CREATED BY RTC EDITOR)

/******************************************************************************/
/* Text Strings                                                               */
/******************************************************************************/
[Text Strings]
SKILL_FIGHTER=(FIGHTER)
SKILL_NINJA..=(NINJA)
SKILL_PRIEST.=(PRIEST)
SKILL_WIZARD.=(WIZARD)
LEVEL_0.=()
LEVEL_1.=(NEOPHYTE)
LEVEL_2.=(NOVICE)
LEVEL_3.=(APPRENTICE)
LEVEL_4.=(JOURNEYMAN)
LEVEL_5.=(CRAFTSMAN)
LEVEL_6.=(ARTISAN)
LEVEL_7.=(ADEPT)
LEVEL_8.=(EXPERT)
LEVEL_9.=(a MASTER)
LEVEL_10=(b MASTER)
LEVEL_11=(c MASTER)
LEVEL_12=(d MASTER)
LEVEL_13=(e MASTER)
LEVEL_14=(f MASTER)
LEVEL_15=(ARCHMASTER)
STAT_HEALTH...=(HEALTH)
STAT_STAMINA..=(STAMINA)
STAT_MANA.....=(MANA)
STAT_STRENGTH.=(STRENGTH)
STAT_VITALITY.=(VITALITY)
STAT_DEXTERITY=(DEXTERITY)
STAT_WISDOM...=(WISDOM)
STAT_ANTIFIRE.=(ANTI-FIRE)
STAT_ANTIMAGIC=(ANTI-MAGIC)
CHARACTER_REINCARNATED=(%s REINCARNATED.)
CHARACTER_RESURRECTED.=(%s RESURRECTED.)
CHARACTER_JOINED_PARTY=(%s HAS JOINED THE PARTY.)
CHARACTER_LEFT_PARTY..=(%s HAS LEFT THE PARTY.)
CHARACTER_LEVEL_UP....=(%s JUST GAINED A %s LEVEL!)
CHARACTER_LEVEL_DOWN..=(%s JUST LOST A %s LEVEL!)
SPELL_UNKNOWN.=(%s MUMBLES A MEANINGLESS SPELL.)
SPELL_FIZZLES.=(THE SPELL FIZZLES AND DIES.)
SPELL_FLASK...=(%s NEEDS AN EMPTY FLASK IN HAND FOR POTION.)
SPELL_PRACTICE=(%s NEEDS MORE PRACTICE WITH THIS %s SPELL.)

/******************************************************************************/
/* New - Bitmaps                                                              */
/******************************************************************************/
[New - Bitmaps]
ADD		BITMAP_CUSTOM_CEILING_FRONT0	FILE=(bitmaps\custom_ceiling_front0.bmp)		SIZE=(418,19)	POSITION=(1,272)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_CEILING_FRONT1	FILE=(bitmaps\custom_ceiling_front1.bmp)		SIZE=(316,23)	POSITION=(0,190)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_CEILING_FRONT2	FILE=(bitmaps\custom_ceiling_front2.bmp)		SIZE=(200,10)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_CEILING_SIDE0	FILE=(bitmaps\custom_ceiling_side0.bmp)		SIZE=(124,19)	POSITION=(-86,228)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_CEILING_SIDE1	FILE=(bitmaps\custom_ceiling_side1.bmp)		SIZE=(123,23)	POSITION=(-91,190)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_CEILING_SIDE2	FILE=(bitmaps\custom_ceiling_side2.bmp)		SIZE=(150,10)	POSITION=(-27,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_FRONT0	FILE=(bitmaps\custom_doorframe_front0.bmp)	SIZE=(72,259)	POSITION=(0,272)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_FRONT1	FILE=(bitmaps\custom_doorframe_front1.bmp)	SIZE=(266,183)	POSITION=(0,180)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_FRONT2	FILE=(bitmaps\custom_doorframe_front2.bmp)	SIZE=(180,124)	POSITION=(0,121)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_FRONT3	FILE=(bitmaps\custom_doorframe_front3.bmp)	SIZE=(136,93)	POSITION=(0,82)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_SIDE1	FILE=(bitmaps\custom_doorframe_side1.bmp)		SIZE=(64,183)	POSITION=(-62,179)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_SIDE2	FILE=(bitmaps\custom_doorframe_side2.bmp)		SIZE=(123,124)	POSITION=(-13,120)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_DOORFRAME_SIDE3	FILE=(bitmaps\custom_doorframe_side3.bmp)		SIZE=(130,93)	POSITION=(17,82)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_FLOOR		FILE=(bitmaps\custom_floor.bmp)			SIZE=(448,140)	POSITION=(0,132)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_FRONT0	FILE=(bitmaps\custom_pit_front0.bmp)		SIZE=(384,33)	POSITION=(0,33)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_FRONT1	FILE=(bitmaps\custom_pit_front1.bmp)		SIZE=(320,58)	POSITION=(0,27)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_FRONT2	FILE=(bitmaps\custom_pit_front2.bmp)		SIZE=(206,27)	POSITION=(-1,12)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_FRONT3	FILE=(bitmaps\custom_pit_front3.bmp)		SIZE=(150,16)	POSITION=(-1,-3)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_SIDE0		FILE=(bitmaps\custom_pit_side0.bmp)			SIZE=(129,33)	POSITION=(-86,-11)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_SIDE1		FILE=(bitmaps\custom_pit_side1.bmp)			SIZE=(123,58)	POSITION=(-91,27)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_SIDE2		FILE=(bitmaps\custom_pit_side2.bmp)			SIZE=(150,27)	POSITION=(-27,12)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_PIT_SIDE3		FILE=(bitmaps\custom_pit_side3.bmp)			SIZE=(164,16)	POSITION=(20,-3)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_ROOF		FILE=(bitmaps\custom_roof.bmp)			SIZE=(448,58)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_SHADE		FILE=(bitmaps\custom_shade.bmp)			SIZE=(1,1)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_FRONT0	FILE=(bitmaps\custom_stairsdown_front0.bmp)	SIZE=(448,114)	POSITION=(0,114)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_FRONT1	FILE=(bitmaps\custom_stairsdown_front1.bmp)	SIZE=(298,197)	POSITION=(-1,184)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_FRONT2	FILE=(bitmaps\custom_stairsdown_front2.bmp)	SIZE=(192,124)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_FRONT3	FILE=(bitmaps\custom_stairsdown_front3.bmp)	SIZE=(142,95)	POSITION=(-1,84)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_SIDE0	FILE=(bitmaps\custom_stairsdown_side0.bmp)	SIZE=(44,31)	POSITION=(-108,72)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_SIDE1	FILE=(bitmaps\custom_stairsdown_side1.bmp)	SIZE=(110,203)	POSITION=(-85,189)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_SIDE2	FILE=(bitmaps\custom_stairsdown_side2.bmp)	SIZE=(140,131)	POSITION=(-22,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSDOWN_SIDE3	FILE=(bitmaps\custom_stairsdown_side3.bmp)	SIZE=(143,98)	POSITION=(24,84)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_FRONT0	FILE=(bitmaps\custom_stairsup_front0.bmp)		SIZE=(448,107)	POSITION=(0,163)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_FRONT1	FILE=(bitmaps\custom_stairsup_front1.bmp)		SIZE=(319,200)	POSITION=(0,189)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_FRONT2	FILE=(bitmaps\custom_stairsup_front2.bmp)		SIZE=(208,131)	POSITION=(0,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_FRONT3	FILE=(bitmaps\custom_stairsup_front3.bmp)		SIZE=(152,98)	POSITION=(0,84)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_SIDE0	FILE=(bitmaps\custom_stairsup_side0.bmp)		SIZE=(64,116)	POSITION=(-118,72)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_SIDE1	FILE=(bitmaps\custom_stairsup_side1.bmp)		SIZE=(121,200)	POSITION=(-90,189)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_SIDE2	FILE=(bitmaps\custom_stairsup_side2.bmp)		SIZE=(152,131)	POSITION=(-28,124)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_STAIRSUP_SIDE3	FILE=(bitmaps\custom_stairsup_side3.bmp)		SIZE=(149,98)	POSITION=(28,85)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_FAR3		FILE=(bitmaps\custom_wall_far3.bmp)			SIZE=(32,102)	POSITION=(0,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_FAR3_ALT	FILE=(bitmaps\custom_wall_far3_alt.bmp)		SIZE=(32,102)	POSITION=(0,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_FRONT1	FILE=(bitmaps\custom_wall_front1.bmp)		SIZE=(320,222)	POSITION=(64,18)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_FRONT2	FILE=(bitmaps\custom_wall_front2.bmp)		SIZE=(208,142)	POSITION=(120,40)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_FRONT3	FILE=(bitmaps\custom_wall_front3.bmp)		SIZE=(152,102)	POSITION=(148,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_LEFT1	FILE=(bitmaps\custom_wall_left1.bmp)		SIZE=(64,222)	POSITION=(0,18)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_LEFT1_ALT	FILE=(bitmaps\custom_wall_left1_alt.bmp)		SIZE=(64,222)	POSITION=(0,18)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_LEFT2	FILE=(bitmaps\custom_wall_left2.bmp)		SIZE=(122,142)	POSITION=(0,40)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_LEFT2_ALT	FILE=(bitmaps\custom_wall_left2_alt.bmp)		SIZE=(122,142)	POSITION=(0,40)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_LEFT3	FILE=(bitmaps\custom_wall_left3.bmp)		SIZE=(148,102)	POSITION=(0,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_LEFT3_ALT	FILE=(bitmaps\custom_wall_left3_alt.bmp)		SIZE=(148,102)	POSITION=(0,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE0	FILE=(bitmaps\custom_wall_side0.bmp)		SIZE=(64,272)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE0_ALT	FILE=(bitmaps\custom_wall_side0_alt.bmp)		SIZE=(64,272)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE1	FILE=(bitmaps\custom_wall_side1.bmp)		SIZE=(58,222)	POSITION=(64,18)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE1_ALT	FILE=(bitmaps\custom_wall_side1_alt.bmp)		SIZE=(58,222)	POSITION=(64,18)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE2	FILE=(bitmaps\custom_wall_side2.bmp)		SIZE=(30,142)	POSITION=(122,40)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE2_ALT	FILE=(bitmaps\custom_wall_side2_alt.bmp)		SIZE=(30,142)	POSITION=(122,40)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE3	FILE=(bitmaps\custom_wall_side3.bmp)		SIZE=(22,102)	POSITION=(148,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WALL_SIDE3_ALT	FILE=(bitmaps\custom_wall_side3_alt.bmp)		SIZE=(22,102)	POSITION=(148,50)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)
ADD		BITMAP_CUSTOM_WINDOW		FILE=(bitmaps\custom_window.bmp)			SIZE=(192,190)	POSITION=(0,0)	SCALINGS=(1)	TRANSPARENT=(FALSE)	SHADED=(TRUE)

/******************************************************************************/
/* New - Wallsets                                                             */
/******************************************************************************/
[New - Wallsets]
NAME=(WALLSET_CUSTOM)
WALL_FRONT1...=(NULL,NULL)
WALL_FRONT2...=(NULL,NULL)
WALL_FRONT3...=(NULL,NULL)
WALL_LEFT1....=(NULL,NULL)
WALL_LEFT2....=(NULL,NULL)
WALL_LEFT3....=(NULL,NULL)
WALL_SIDE0....=(NULL,NULL)
WALL_SIDE1....=(NULL,NULL)
WALL_SIDE2....=(NULL,NULL)
WALL_SIDE3....=(NULL,NULL)
WALL_FAR3.....=(NULL,NULL)
WINDOW........=(NULL)
ROOF..........=(NULL,NULL,NULL,NULL)
FLOOR.........=(NULL,NULL,NULL,NULL)
SHADE.........=(NULL,100)
FONT..........=(BITMAP_WALL_FONT)
MAP_ICON_WALL.=(BITMAP_MAP_ICON_WALL)
MAP_ICON_FLOOR=(BITMAP_MAP_ICON_FLOOR)

/******************************************************************************/
/* New - Objects                                                              */
/******************************************************************************/
[New - Objects]
ADD		FLOORITEM_CUSTOM_STAIRSDOWN	CLONES=(FLOORITEM_STAIRSDOWN)				NAME=(CUSTOM_STAIRSDOWN)	BITMAPS=(FRONT0:BITMAP_CUSTOM_STAIRSDOWN_FRONT0,FRONT1:BITMAP_CUSTOM_STAIRSDOWN_FRONT1,FRONT2:BITMAP_CUSTOM_STAIRSDOWN_FRONT2,FRONT3:BITMAP_CUSTOM_STAIRSDOWN_FRONT3,SIDE0:BITMAP_CUSTOM_STAIRSDOWN_SIDE0,SIDE1:BITMAP_CUSTOM_STAIRSDOWN_SIDE1,SIDE2:BITMAP_CUSTOM_STAIRSDOWN_SIDE2,SIDE3:BITMAP_CUSTOM_STAIRSDOWN_SIDE3)	
ADD		FLOORITEM_CUSTOM_STAIRSUP	CLONES=(FLOORITEM_STAIRSUP)				NAME=(CUSTOM_STAIRSUP)	BITMAPS=(FRONT0:BITMAP_CUSTOM_STAIRSUP_FRONT0,FRONT1:BITMAP_CUSTOM_STAIRSUP_FRONT1,FRONT2:BITMAP_CUSTOM_STAIRSUP_FRONT2,FRONT3:BITMAP_CUSTOM_STAIRSUP_FRONT3,SIDE0:BITMAP_CUSTOM_STAIRSUP_SIDE0,SIDE1:BITMAP_CUSTOM_STAIRSUP_SIDE1,SIDE2:BITMAP_CUSTOM_STAIRSUP_SIDE2,SIDE3:BITMAP_CUSTOM_STAIRSUP_SIDE3)	
ADD		FLOORITEM_CUSTOM_PIT		CLONES=(FLOORITEM_PIT)					NAME=(CUSTOM_PIT)	BITMAPS=(FRONT0:BITMAP_CUSTOM_PIT_FRONT0,FRONT1:BITMAP_CUSTOM_PIT_FRONT1,FRONT2:BITMAP_CUSTOM_PIT_FRONT2,FRONT3:BITMAP_CUSTOM_PIT_FRONT3,SIDE0:BITMAP_CUSTOM_PIT_SIDE0,SIDE1:BITMAP_CUSTOM_PIT_SIDE1,SIDE2:BITMAP_CUSTOM_PIT_SIDE2,SIDE3:NULL)	
ADD		FLOORITEM_CUSTOM_CEILING	CLONES=(FLOORITEM_PIT_CEILING)			NAME=(CUSTOM_CEILING)	BITMAPS=(FRONT0:BITMAP_CUSTOM_CEILING_FRONT0,FRONT1:BITMAP_CUSTOM_CEILING_FRONT1,FRONT2:BITMAP_CUSTOM_CEILING_FRONT2,FRONT3:NULL,SIDE0:BITMAP_CUSTOM_CEILING_SIDE0,SIDE1:BITMAP_CUSTOM_CEILING_SIDE1,SIDE2:BITMAP_CUSTOM_CEILING_SIDE2,SIDE3:NULL)	

/******************************************************************************/
/* Audio - Party                                                              */
/******************************************************************************/
[Audio - Party]
FOOTSTEP......=(NULL)
SLEEP.........=(NULL)
CHARACTER_DIES=(NULL)
PARTY_DIES....=(SOUND_OTHER_SCREAM)
FALL_DOWN_PIT.=(SOUND_OTHER_SCREAM)
KNOCK_ON_WALL.=(SOUND_ATTACK_THUD)
WALK_INTO_WALL=(SOUND_OTHER_BUMP)
HIT_BY_MONSTER=(PLAYLIST_OOF)
HIT_BY_DOOR...=(PLAYLIST_OOF)

/******************************************************************************/
/* Audio - Runes                                                              */
/******************************************************************************/
[Audio - Runes]
LO..=(NULL)
UM..=(NULL)
ON..=(NULL)
EE..=(NULL)
PAL.=(NULL)
MON.=(NULL)

YA..=(NULL)
VI..=(NULL)
OH..=(NULL)
FUL.=(NULL)
DES.=(NULL)
ZO..=(NULL)

VEN.=(NULL)
EW..=(NULL)
KATH=(NULL)
IR..=(NULL)
BRO.=(NULL)
GOR.=(NULL)

KU..=(NULL)
ROS.=(NULL)
DAIN=(NULL)
NETA=(NULL)
RA..=(NULL)
SAR.=(NULL)

BACK=(NULL)

/******************************************************************************/
/* Audio - Misc                                                               */
/******************************************************************************/
[Audio - Misc]
MENU_BUTTONS.....=(SOUND_OTHER_CLICK)
ENTRANCE.........=(NULL,TRUE)
ENTRANCE_BUTTONS.=(SOUND_OTHER_CLICK)
ENTRANCE_DOOR....=(SOUND_OTHER_CLANK,TRUE)
ADD_RUNE.........=(SOUND_OTHER_ZAP)
THROW_ITEM.......=(SOUND_ATTACK_SWING)
VI_ALTAR_ZAP.....=(SOUND_OTHER_ZAP)
VI_ALTAR_EXPLODE.=(SOUND_OTHER_EXPLODE)
FUSE_ZAP.........=(SOUND_OTHER_ZAP)
FUSE_BUZZ........=(SOUND_OTHER_BUZZ)
FUSE_EXPLODE.....=(SOUND_OTHER_EXPLODE)
THE_END_WIN......=(NULL)
THE_END_LOSE_DEAD=(NULL)
THE_END_LOSE_TIME=(NULL)

/******************************************************************************/
/* Graphics - Menus                                                           */
/******************************************************************************/
[Graphics - Menus]
STYLE_INFO..=(BITMAP_MENU_STYLE_INFO)
STYLE_EMPTY.=(BITMAP_MENU_STYLE_EMPTY)
STYLE_SINGLE=(BITMAP_MENU_STYLE_SINGLE)
STYLE_DOUBLE=(BITMAP_MENU_STYLE_DOUBLE)
STYLE_SAVE..=(BITMAP_MENU_STYLE_SAVE)

BUTTON_SMALL_UP..=(BITMAP_MENU_BUTTON_SMALL_UP)
BUTTON_SMALL_DOWN=(BITMAP_MENU_BUTTON_SMALL_DOWN)
BUTTON_LARGE_UP..=(BITMAP_MENU_BUTTON_LARGE_UP)
BUTTON_LARGE_DOWN=(BITMAP_MENU_BUTTON_LARGE_DOWN)
BUTTON_CHECK_UP..=(BITMAP_MENU_BUTTON_CHECK_UP)
BUTTON_CHECK_DOWN=(BITMAP_MENU_BUTTON_CHECK_DOWN)

/******************************************************************************/
/* Graphics - Fonts                                                           */
/******************************************************************************/
[Graphics - Fonts]
MAIN..=(BITMAP_FONT_MAIN)
SCROLL=(BITMAP_FONT_SCROLL)
HINT..=(BITMAP_FONT_HINT)

MAIN_COL_MENU_NORMAL.........=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MENU_SELECTED.......=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_MENU_SEPARATOR......=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MENU_VERSION........=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MENU_BUTTON_ACTIVE..=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MENU_BUTTON_INACTIVE=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_DESCRIPTION.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_GAME_STATUS.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_OBJECT_NAME.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_MESSAGE_SYSTEM......=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MESSAGE_INFO........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_WEAPON_CHAR.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_WEAPON_METHOD.......=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_WEAPON_INFO.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_RUNE_CHAR...........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_RUNE_AVAILABLE......=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_RUNE_UNAVAILABLE....=(BITMAP_FONT_MAIN_COLOUR_CYAN_VERY_DARK)
MAIN_COL_RUNE_INVERSE........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_DAMAGE..............=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_CHAR_NAME_NORMAL....=(BITMAP_FONT_MAIN_COLOUR_ORANGE)
MAIN_COL_CHAR_NAME_LEADER....=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_CHAR_NAME_DEAD......=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_NAME..........=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_VALUE_NORMAL..=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_VALUE_DAMAGE..=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_STATS_VALUE_BOOST...=(BITMAP_FONT_MAIN_COLOUR_GREEN)
MAIN_COL_LOAD_NORMAL.........=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_LOAD_HEAVY..........=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_LOAD_VERY_HEAVY.....=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_MAP_ACTIVE..........=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_MAP_INACTIVE........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_BOOK_ACTIVE.........=(BITMAP_FONT_MAIN_COLOUR_GREY_DARK)
MAIN_COL_BOOK_ACTIVE_SHADOW..=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_BOOK_INACTIVE.......=(BITMAP_FONT_MAIN_COLOUR_GREY_VERY_LIGHT)
MAIN_COL_SHOP_DESCRIPTION....=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_SCORES_NAME.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SCORES_POSITIVE.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SCORES_NEGATIVE.....=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_SECRETS_SUMMARY.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SECRETS_FOUND.......=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SECRETS_HIDDEN......=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MONSTERS_KILLED.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)

/******************************************************************************/
/* Graphics - Utility                                                         */
/******************************************************************************/
[Graphics - Utility]
TABLET............=(BITMAP_UTILITY_TABLET)
TABLET_DESCRIPTION=(BITMAP_UTILITY_TABLET_DESCRIPTION)
TABLET_MAKENEW....=(BITMAP_UTILITY_TABLET_MAKENEW)
TABLET_ORACLE.....=(BITMAP_UTILITY_TABLET_ORACLE)
TABLET_ENTRANCE...=(BITMAP_UTILITY_TABLET_ENTRANCE)
DESCRIPTION.......=(BITMAP_UTILITY_BANNER)
MAKENEW...........=(BITMAP_UTILITY_MAKENEW)
ORACLE............=(BITMAP_UTILITY_ORACLE)
SCORES............=(BITMAP_UTILITY_BANNER)
GREAT_HALL........=(BITMAP_UTILITY_BANNER)

/******************************************************************************/
/* Graphics - Entrance                                                        */
/******************************************************************************/
[Graphics - Entrance]
BACKGROUND...=(BITMAP_ENTRANCE_BACKGROUND_DM)
FOREGROUND...=(NULL)
DOOR_LEFT....=(BITMAP_ENTRANCE_DOOR_LEFT_DM)
DOOR_RIGHT...=(BITMAP_ENTRANCE_DOOR_RIGHT_DM)
SWITCH_ENTER.=(BITMAP_ENTRANCE_SWITCH_ENTER_DM)
SWITCH_RESUME=(BITMAP_ENTRANCE_SWITCH_RESUME_DM)
SWITCH_QUIT..=(BITMAP_ENTRANCE_SWITCH_QUIT_DM)
SWITCH_SCROLL=(BITMAP_ENTRANCE_SWITCH_SCROLL_DM)

/******************************************************************************/
/* Graphics - Interface                                                       */
/******************************************************************************/
[Graphics - Interface]
BACKGROUND..................=(NULL)
ARROWS_UP...................=(BITMAP_INTERF_ARROWS_UP)
ARROWS_DOWN.................=(BITMAP_INTERF_ARROWS_DOWN)
WEAPON_BOXES................=(BITMAP_INTERF_WEAPON_BOXES)
WEAPON_READY................=(BITMAP_INTERF_WEAPON_READY)
WEAPON_HIT..................=(BITMAP_INTERF_WEAPON_HIT)
RUNE_SELECTOR...............=(BITMAP_INTERF_RUNE_SELECTOR)
CHAR_STATS..................=(BITMAP_INTERF_CHAR_STATS)
CHAR_STATS_DAMAGE_HEALTH....=(BITMAP_INTERF_CHAR_STATS_DAMAGE_HEALTH)
CHAR_STATS_DAMAGE_STAMINA...=(BITMAP_INTERF_CHAR_STATS_DAMAGE_STAMINA)
CHAR_STATS_DAMAGE_MANA......=(BITMAP_INTERF_CHAR_STATS_DAMAGE_MANA)
CHAR_PORTRAIT...............=(BITMAP_INTERF_CHAR_PORTRAIT)
CHAR_PORTRAIT_DAMAGE_HEALTH.=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_HEALTH)
CHAR_PORTRAIT_DAMAGE_STAMINA=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_STAMINA)
CHAR_PORTRAIT_DAMAGE_MANA...=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_MANA)
CHAR_DEAD...................=(BITMAP_INTERF_CHAR_DEAD)
CHAR_POSITIONS..............=(BITMAP_INTERF_CHAR_POSITIONS)
CHAR_SHIELD_FIRE............=(BITMAP_INTERF_CHAR_SHIELD_FIRE)
CHAR_SHIELD_SPELL...........=(BITMAP_INTERF_CHAR_SHIELD_SPELL)
CHAR_SHIELD_MONSTER.........=(BITMAP_INTERF_CHAR_SHIELD_MONSTER)
CHAR_COLS_1.................=(BITMAP_INTERF_CHAR_COLOURS_GREEN)
CHAR_COLS_2.................=(BITMAP_INTERF_CHAR_COLOURS_YELLOW)
CHAR_COLS_3.................=(BITMAP_INTERF_CHAR_COLOURS_RED)
CHAR_COLS_4.................=(BITMAP_INTERF_CHAR_COLOURS_BLUE)

/******************************************************************************/
/* Graphics - Inventory                                                       */
/******************************************************************************/
[Graphics - Inventory]
BACKGROUND.......=(BITMAP_INVENTORY_BACKGROUND)
ICON_EXIT........=(BITMAP_INVENTORY_ICON_EXIT)
ICON_SLEEP.......=(BITMAP_INVENTORY_ICON_SLEEP)
ICON_SAVE........=(BITMAP_INVENTORY_ICON_SAVE)
ICON_SOUND.......=(BITMAP_INVENTORY_ICON_SOUND)
VIEW_FOOD_WATER..=(BITMAP_INVENTORY_VIEW_FOOD_WATER)
VIEW_POISONED....=(BITMAP_INVENTORY_VIEW_POISONED)
VIEW_STATS.......=(BITMAP_INVENTORY_VIEW_STATS)
VIEW_ITEM........=(BITMAP_INVENTORY_VIEW_ITEM)
BAR_FOOD_LONG....=(BITMAP_INVENTORY_BAR_FOOD_LONG)
BAR_FOOD_MEDIUM..=(BITMAP_INVENTORY_BAR_FOOD_MEDIUM)
BAR_FOOD_SHORT...=(BITMAP_INVENTORY_BAR_FOOD_SHORT)
BAR_WATER_LONG...=(BITMAP_INVENTORY_BAR_WATER_LONG)
BAR_WATER_MEDIUM.=(BITMAP_INVENTORY_BAR_WATER_MEDIUM)
BAR_WATER_SHORT..=(BITMAP_INVENTORY_BAR_WATER_SHORT)

/******************************************************************************/
/* Graphics - Inventory Boxes                                                 */
/******************************************************************************/
[Graphics - Inventory Boxes]
BORDER_PLAIN...........=(BITMAP_INVENTORY_BOX_BORDER_PLAIN)
BORDER_HIGHLIGHT.......=(BITMAP_INVENTORY_BOX_BORDER_HIGHLIGHT)
BORDER_DAMAGE..........=(BITMAP_INVENTORY_BOX_BORDER_DAMAGE)
BORDER_BOOST...........=(BITMAP_INVENTORY_BOX_BORDER_BOOST)
ICON_EYE_NORMAL........=(BITMAP_INVENTORY_BOX_ICON_EYE_NORMAL)
ICON_EYE_LOOKING.......=(BITMAP_INVENTORY_BOX_ICON_EYE_LOOKING)
ICON_MOUTH_OPEN........=(BITMAP_INVENTORY_BOX_ICON_MOUTH_OPEN)
ICON_MOUTH_MIDDLE......=(BITMAP_INVENTORY_BOX_ICON_MOUTH_MIDDLE)
ICON_MOUTH_CLOSED......=(BITMAP_INVENTORY_BOX_ICON_MOUTH_CLOSED)
ICON_HEAD..............=(BITMAP_INVENTORY_BOX_ICON_HEAD)
ICON_BODY..............=(BITMAP_INVENTORY_BOX_ICON_BODY)
ICON_HAND_LEFT.........=(BITMAP_INVENTORY_BOX_ICON_HAND_LEFT)
ICON_HAND_RIGHT........=(BITMAP_INVENTORY_BOX_ICON_HAND_RIGHT)
ICON_LEGS..............=(BITMAP_INVENTORY_BOX_ICON_LEGS)
ICON_FEET..............=(BITMAP_INVENTORY_BOX_ICON_FEET)
ICON_HEAD_INJURED......=(BITMAP_INVENTORY_BOX_ICON_HEAD_INJURED)
ICON_BODY_INJURED......=(BITMAP_INVENTORY_BOX_ICON_BODY_INJURED)
ICON_HAND_LEFT_INJURED.=(BITMAP_INVENTORY_BOX_ICON_HAND_LEFT_INJURED)
ICON_HAND_RIGHT_INJURED=(BITMAP_INVENTORY_BOX_ICON_HAND_RIGHT_INJURED)
ICON_LEGS_INJURED......=(BITMAP_INVENTORY_BOX_ICON_LEGS_INJURED)
ICON_FEET_INJURED......=(BITMAP_INVENTORY_BOX_ICON_FEET_INJURED)
ICON_NECK..............=(BITMAP_INVENTORY_BOX_ICON_NECK)
ICON_POUCH.............=(BITMAP_INVENTORY_BOX_ICON_POUCH)
ICON_SHEATH............=(BITMAP_INVENTORY_BOX_ICON_SHEATH)
ICON_BACKPACK..........=(BITMAP_INVENTORY_BOX_ICON_BACKPACK)

/******************************************************************************/
/* Graphics - Misc                                                            */
/******************************************************************************/
[Graphics - Misc]
MOUSE_POINTER.....=(NULL)
VI_ALTAR_EXPLOSION=(BITMAP_CLOUD_FIREBALL)
VI_ALTAR_LIGHTNING=(BITMAP_SPELL_LIGHTNING_SIDE)
SPELL_WINDOW_DOOR.=(BITMAP_SPELL_WINDOW_DOOR)
FUSE_FUSE.........=(BITMAP_CLOUD_DESEW)
FUSE_EXPLOSION....=(BITMAP_CLOUD_FIREBALL)
FUSE_LORD_GREY....=(BITMAP_MONSTER_LORD_GREY_FRONT)
FUSE_LORD_ORDER...=(BITMAP_MONSTER_LORD_ORDER_FRONT)
FUSE_LORD_CHAOS...=(BITMAP_MONSTER_LORD_CHAOS_FRONT)
THE_END_WIN.......=(BITMAP_THEEND)
THE_END_LOSE_DEAD.=(BITMAP_THEEND)
THE_END_LOSE_TIME.=(BITMAP_THEEND)

/******************************************************************************/
/* Characters                                                                 */
/******************************************************************************/
[Characters]
CHARACTER_TEST		NAME=(TEST)							GENDER=(M)	STATS=(999,999,999)	EXP=(15.0,15.0,15.0,15.0)	ATTRS=(255,255,255,255,255,255)	HIDDEN=(100,100,100,100,100,100)	OTHER=(30000,30000,0,0)	BITMAPS=(PORTRAIT_MIRROR:BITMAP_PORTRAIT_ZED,PORTRAIT_PARTY:BITMAP_PORTRAIT_ZED,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_WAR_CRY)	BONES=(MISC_BONES)

/******************************************************************************/
/* Party                                                                      */
/******************************************************************************/
[Party]
CHARACTER_TEST

/******************************************************************************/
/* Layout                                                                     */
/******************************************************************************/
[Layout]

; Level 0
WALLSET......=(WALLSET_CUSTOM)
LIGHT_AMBIENT=(100)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET.......=(0,0)
SIZE.........=(32,32)
ITEM_PREFIX..=(ref00)
DESCRIPTION..=()
11111000000000000000000000000000
00001000000000000000000000000000
00001000000000000000000000000000
00111111110000000000000000000000
00100001010000000000000000000000
00110001110000000000000000000000
00111100010000011111110000000000
00110000011111010000011000000000
00100111110001110000000000000000
00100101010000000000000000000000
01110111110000000000000000000000
01110111010000000000000000000000
01110111110000000000000000000000
00100100000000000000000000000000
00111100000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000

/******************************************************************************/
/* Items                                                                      */
/******************************************************************************/
[Items]

; Level 0

/******************************************************************************/
/* Hint Oracle - Monsters                                                     */
/******************************************************************************/
[Hint Oracle - Monsters]
TITLE=(CREATURES)
TEXT.=(Learn well the shapes and\forms dread Chaos makes;\Regard the toll of pain and\death each monster takes.)

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ebeneezergude
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by ebeneezergude »

I used RTCWM to create the .bmp files (using Save Bitmap command), having imported some test textures .jpgs into RTCWM. The wall set prefix was left as 'custom' in the wallset prefix box. The text in the dungeon txt file above was copy/pasted out of the Generate RTC code txt file, following the instructions in RTCWM. File names are as generated by RTCWM. For example, custom_ceiling_front0.bmp, custom_doorframe_side2.bmp, custom_wall_left1.bmp, etc.
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Gambit37
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

I put your text file into a code block, so that it's a bit shorter ;-) You can use something like pastebin.com to paste big chunks of code.

Anyway, I'm about to go to bed, but a quick view of your code looks ok. Any possibility for you to grab a screenshot of your bitmaps folder with all the filenames showing? You can upload those to somewhere like tinypic.com.

Also, what did you mean about you didn't create some of the bitmaps? You must have every bitmap available in your folder that's referenced in the text file. A problem with one file can cause a compounding error problem in RTC.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Seriously Unserious »

Have you tried adding any of the wallset images manually through the editor? If not try that with a couple of them and see if you still get any error messages for the bmp's you've added manually. It's been a while since I created a custom wall set from the tool but I remember I added all the images in manually in the RTC editor and had no problems. I know using the text file is supposed to be more efficient and I don't remember why I did it manually, but it may have been because I ran into the same problem you're having and the only way to fix it was to do it manually myself.

Again, try loading your txt file into the RTC Editor and see if you can do anything from in there to get it to find and recognize your bmp images for your wallset. The editor should also give you the errors and warnings list when you 1st load your dungeon, and each time you select the "verify dungeon layout" option from one of the menus. Also, poke around in the import graphics section and try fixing one of your wallset images though that feature and see if it works. I'd try with the 1st one referenced on your errors list and see if you can eliminate that one, and once you can, just duplicate that fix for all the others.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by linflas »

Your pasted code doesn't look consistent with your first RTC error log. I've pasted your code in a notepad and line 81 doesn't refers to BITMAP_CUSTOM_WALL_FRONT1 but to some ceiling bitmap.
By the way, if noticed that [New - Wallset] section looks wrong, all values are NULL. There should be reference to bitmaps.

can you post a (whatever storage website) link to your tex_test_002.txt file ? or the one you're working on ? Pasting from the forum transforms tabs into spaces... and RTC hates that.
"The only way out is another way in." Try Sukumvit's Labyrinth II
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

It might be easier to see a ZIP file of your entire RTC folder, ebeneezergude.

Are you able to provide that? You can email it to me if you like, I've sent you my email address in a private message.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by ebeneezergude »

Hi there, thanks! Have emailed you the files.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

OK, I've had a look, you have a number of problems:

1) You're referencing bitmap files in your TXT file that don't exist in your folder. You'll need to create all these files at the correct views (which was shown in your original error log):

custom_pit_side0.bmp
custom_wall_far3_alt.bmp
custom_wall_left1_alt.bmp
custom_wall_left2_alt.bmp
custom_wall_left3_alt.bmp
custom_wall_side0_alt.bmp
custom_wall_side1_alt.bmp
custom_wall_side2_alt.bmp
custom_wall_side3_alt.bmp

2) You have three entries missing from your wallset definition, which is messing up the rest of the file. This isn't your doing: RTCWM is old and doesn't generate the newer format.
Open up your text file and on line 160, right after the SHADE command, add these lines:

FONT..........=(BITMAP_WALL_FONT)
MAP_ICON_WALL.=(BITMAP_MAP_ICON_WALL)
MAP_ICON_FLOOR=(BITMAP_MAP_ICON_FLOOR)

Due to the way errors can cause compounding errors on the rest of the file, I think fixing these things will sort out your problems.

3) You actually have some other issues with the bitmaps: check your front walls and ceiling. You appear to have captured the actual full front view of the corridor as if you were walking down it -- these need to be simple straight on views of the wall. The ceiling has got some walls on it too, you should re-capture that one too.

Hope that helps. I don't use RTC anymore, so I might be mistaken about some things.
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by ebeneezergude »

Gambit, many thanks! I haved added the missing alt bitmaps, and now have the dungeon opening correctly. However, some bitmaps seem to be out of position, making the walls look a bit odd. I have tried to amend a few of the position co-ordinates (ie POSITION=(326,18)) of the bitmaps in the dungeon .txt to make them correct - I suspect RTCWM is not putting the correct co-ords in the file?
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Re: RTCWM - RTC Wallset Maker (current version 0.2)

Post by Gambit37 »

Getting bitmaps in the right place on screen in RTC is basically trial and error. It's one reason why I stopped using it.

To be honest, if you've only just started to learn RTC, I'd recommend you switch to DSB instead. It's a different way of working, but more direct and ultimately much more flexible.
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