making custom wallsets for dummies
Posted: Mon Aug 15, 2005 10:56 pm
CUSTOM WALLSETS FOR DUMMIES
I have been asked by Kentaro for a general instruction of drawing custom wallsets for dummies. Ok. Here`s an instruction, how to make a proper (I hope!) new wallset for CSBwin. I dont know, if it is usefull to anyone and If it makes sense to finish this "instruction" (that`s the first part only). PLEASE LET ME KNOW, IF IT IS USELESS - IF SO, I`LL DELETE THIS POST
[Caution! Because I don`t know english well, some words could have different meaning to the context!]
There are 6 files, wchich contains wallset in CSBwin (you can extract them by ADGE):
1. "83 [Dungeon Graphics - Wall (Right Side 0)] .bmp"
2. "84 [Dungeon Graphics - Wall (Left Side 0)] .bmp"
3. "85 [Dungeon Graphics - Wall (Front and Sides 1)] .bmp"
4. "86 [Dungeon Graphics - Wall (Front and Sides 2)] .bmp"
5. "87 [Dungeon Graphics - Wall (Front and Sides 3)] .bmp"
6. "88 [Dungeon Graphics - Wall (Far Left Side 3)] .bmp"
Each of these files have different function:
Third file describes a wall, that you see, when distance from the wall to the player = 1 tile (front and sides). Fourth, when distance = 2 tiles (front and sides), and fifht, when distance = 3 tiles (front and sides).
Sixth also describes a wall, that is used, when a distance = 3 tiles, but only in special cases (it is seen in some open spaces only).
First two ones describes a wall, that is seen on the left and right of the player, when he is near a wall (when distance = 0). The original wallset uses different colours, wchich are changing depending of a distance. Here it goes:
1. white (16th colour from original DM palette),
2. pale*/light (14th colour from original DM palette),
3. "light" grey (3rd colour from original DM palette),
4. "normal" grey (2nd colour from original DM palette),
5. "dark" grey (13th colour from original DM palette),
6. black (1st colour from original DM palette).
These are the colours, used on walls in original DM/CSB. You can use any other colours from original palette too, but these are "savest", in my opinion (each one can change to another one near smoothly). White can be smoothly changed to light, light to light grey, and in another direction - black to dark grey, dark grey to normal grey, etc. All these 6 colours, that I have just described, makes IMHO a bigger possible colour line here(by "colour line" I mean a chain of colours, that are quite similar to each other, smoothly abuting/adjoyning with another one on the left and on the right). Why am I writing about this? Because always, when you`re drawing new wall, you have to pay attention on the fact, that colours of the wall are changing smoothly, depending of the distance. In other words, in dark corridors wall near to the player seems lighter than the same wall, but far from the player.
Of course, you can ignore that fact and draw walls on distance 0,1,2,3 without changing colours due to the distance, but then your dungeon will loose the effect of light dispersal*. The chain (gradience) of the colours is very important, if you want to retain this. You can use various non-grey colours, like light-green (8th) and dark green (7th) for example, but they wont create a big colour-chain: The biggest chain from these colours will contain 4 colours only: white or light will turn into light green, light green will EASILY turn into dark green, dark green will turn into, let`s say, dark grey. So this chain will have 4 elements only. The same situation is with light-blue (5th) and dark-blue (15th). You cannot add for example red colour (9th), because it definitely wouldn`t fit to them. With red as a "basic" colour, the case is simplest - it would EVENTUALLY fit to the dark red (6th), dark red to brown (4th), brown maybe to dark grey (13th). From the other side, you could connect red colour with orange (10th), orange EASILY with "cream-coloured one" (11th), or with yellow (12th). But be carefull! 10th and 11th colours are always CUSTOM colours and could change themselves, depending of the monster colours on the level! It means that in some levels you could have a big mess on the walls!
It`s up to you, by wchich colours will you draw your walls, but I definitely prefere original chain (from white to black).
Ok, suppose, you want to make a new, grey custom wall. First of all, you have to find (or draw) a new picture, wchich is suitable to make a wall. It can be almost everything, but beware! The more picture will be complicated, the more work you will have with layouting!
The size of its picture doesn`t matter: if you find somewhere a picture, that is big, you could just resize it to the proper values. The case with colours is more complicated: CSBwin uses 16 indexed colours, so you have to keep eye on that. I don`t really know, how it works, but when you load any CSBwin PROPER picture to the GIMP program, they`re all indexed.
How to adapt colours to 16-colours CSBwin needed format from the picture, that have some different colour palette system? Well, ADGE does it very well. You just have to load any graphics.dat file for ADGE, then just import one your picture to the one of already used (size doesn`t matter), and then export it somewhere as ".bmp" file. When opening it by GIMP you have already indexed picture. This is the best way I know to do this.
Now open the "85 [Dungeon Graphics - Wall (Front and Sides 1)] .bmp" file by GIMP. As you can see, it have 256x111 size. It actually contains 3 wallsets: left, front and side (when distance=1) AND some empty spaces on the left and on the right. Considering the fact, that not ALL side wall on this file is showed, when you`re standing over the wall, there`s also an "empty" space in that part of the picture. I mean, the edges of that side wall are changing in some complicated way: replacing themselves giving you an illusion of "changing walls", when moving. It`s because the wall is showed variable (resized horizontally) each time you move, wchich gives you an illusion of "unstableness*", when moving.
Resize your picture to the 96x111 size.
Now you have 2 options:
1. Copy this resized 96x111 picture and paste it right on the middle of that wall picture. (The result of drawing wall like this you can see in my custom wallset posted by PaulH in "Creative Endavours" on the forum). I don`t wont to explain THIS system of drawing now here.
2. (I prefere this option, because the walls looks much better, when finished):
Copy this resized 96x111 picture and paste it first on the left side of the front-big-wall (it is that 192x111 picture on the middle of the screen, so you can paste 96x111 picture in the left and in the right of that wall, leaving 32 pixels on the left and the same on the right. 96+96=192, so it should fit, if you resized your picture well). Don`t worry about the 32x111 part on the left and similar part on the right yet.
Ok, so we`ve got one wall (front 1).
Now you have to make these two small 32x111 parts on the left and on the right (left side 1 on the right and right side 1 on the left) on the same screen ([Dungeon Graphics - Wall (Front and Sides 1)] .bmp).
First cut your "original-resized" 192x111 picture (so two joined 96x111 pictures) from the 256x111 picture, (simply by cutting 32x111 edges on the left and the same one on the right). Resize that 192x111 picture to 28x111 picture and save it separately.
That`s because the right-side wall you see on the left of the screen have really 28x111, not 32x111 pixels (on the very left of the screen there`s 4 empty vertical lines).
Then you have to use "change perspective" (*I dont know english name of GIMP options, I use polish version*) and transform this 28x111 picture to that shape you see on the original picture (CAUTION! It is quite complicated. If you use that option for first time in your live, then you will have to do this by try-and-mistakes method!). But it isn`t really that complicated, as it seems. Be very carefull, watch the angles and you`ll make it. Your final right (left) 1-wall picture may not be 100% accurated to the original. (Don`t worry about that. I made it almost perfectly for 8th or 9th try). Just change the positions of down-left and up-left points to these you see on the origin wall.
Done? Ok, then copy it and paste (better without that transparent colour - it should help you with pasting the wall) to the original picture on the left (without these 4 vertical lines of course, wchich are non-used!). There shouldn`t be a problem, because these 28x111 shapes should overlap themselves. If they don`t, just correct the wrong-pixels.
The same thing, BUT with changed sides, make with the left wall on the right of the screen. Take non-transformed 28x111 picture and transform it using "change perspective" option again. BUT! This time change angles of the up-right and up-left corners and do similar things I had just written.
You ask: why to do it again, if I could just take that 28x111 picture allready transformed and just reflect* it horizontally? [It`s because if your picture is not the same on the left side comparing to the right side = means cannot be easily reflected. (I don`t know how we call it in english, when something can be reflected horizontally without changes)]. If so, your left wall would be the same as the right in the corridor, so that wouldn`t look nice.
OK. So your final picture should contain from these parts (I`m counting from the LEFT):
- 4 empty lines (4x111) on the LEFT
- right-side wall (28x111)
- "basic" 96x111 picture
- another "basic" 96x111 picture (the same, rather not reflected-you could experiment, but I dont advice you)
- left-side wall (28x111)
- 4 empty lines (4x111) on the RIGHT
Compare the shape and the angles with the original ones again.
OK, so you should have FIRST file (256x111) needed for the game. I dont want to write, how it is used while characters are moving in the game (it`s a very strange and complicated system - only the front 1 wall really contains by FIVE parts + two sided + two semi-empty, but I could write a 10-toms book about this). Never mind.
Next step is to make "86 [Dungeon Graphics - Wall (Front and Sides 2)] .bmp" file.
Now I will show, how I`m doing next two files. I know that it`s not a perfect method, but I use it for drawing my wallsets. If you have better way to do this, then please let me know!
We could just resize that file we just made to 144x71. But as you can see, the secons file (front and sides 2) DOESN`T have that empty space on the left, wchich is on the right. Previous file had 4 empty lines on the left and 4 on the right. This one have only 8 empty lines on the right. So we have to take that 256x111 file and CUT the edges on the left (4 lines) and on the right (4 lines), to make 248x111 picture without those empty spaces (256-2*4=248). So really this picture is 248x111, as long second`s size is really 136x71 (144-8=136). Resize 248x111 picture to 136x71 and paste it to the 144x71 size original one.
NOTE: THE ANGLES MAY NOT BE 100% ACCURATE, BUT ARE 99% SIMILAR. You can do each part separately, to make it perfectly accurate, but it`s a lot of work!
You will have to correct it by hand, comparing the file you made with the original one.
Now you have to do the third file by similar way. But remember that, though it`s size is formally 128x51, it have 11 empty lines on the right, so you should resize your 136x71 picture (second file) to the 117x51 size and paste it... Don`t forget to correct errors on the end.
Let`s say you have all three files resized, while shapes and angles are similar to the original ones. But it`s not an end yet. You have to change colours of second (wall seen from distance 2) and third files (wall seen from distance 3).
OK, that`s enough for today-next time I will write, what to do next, if this part is usefull for anyone...
I have been asked by Kentaro for a general instruction of drawing custom wallsets for dummies. Ok. Here`s an instruction, how to make a proper (I hope!) new wallset for CSBwin. I dont know, if it is usefull to anyone and If it makes sense to finish this "instruction" (that`s the first part only). PLEASE LET ME KNOW, IF IT IS USELESS - IF SO, I`LL DELETE THIS POST
[Caution! Because I don`t know english well, some words could have different meaning to the context!]
There are 6 files, wchich contains wallset in CSBwin (you can extract them by ADGE):
1. "83 [Dungeon Graphics - Wall (Right Side 0)] .bmp"
2. "84 [Dungeon Graphics - Wall (Left Side 0)] .bmp"
3. "85 [Dungeon Graphics - Wall (Front and Sides 1)] .bmp"
4. "86 [Dungeon Graphics - Wall (Front and Sides 2)] .bmp"
5. "87 [Dungeon Graphics - Wall (Front and Sides 3)] .bmp"
6. "88 [Dungeon Graphics - Wall (Far Left Side 3)] .bmp"
Each of these files have different function:
Third file describes a wall, that you see, when distance from the wall to the player = 1 tile (front and sides). Fourth, when distance = 2 tiles (front and sides), and fifht, when distance = 3 tiles (front and sides).
Sixth also describes a wall, that is used, when a distance = 3 tiles, but only in special cases (it is seen in some open spaces only).
First two ones describes a wall, that is seen on the left and right of the player, when he is near a wall (when distance = 0). The original wallset uses different colours, wchich are changing depending of a distance. Here it goes:
1. white (16th colour from original DM palette),
2. pale*/light (14th colour from original DM palette),
3. "light" grey (3rd colour from original DM palette),
4. "normal" grey (2nd colour from original DM palette),
5. "dark" grey (13th colour from original DM palette),
6. black (1st colour from original DM palette).
These are the colours, used on walls in original DM/CSB. You can use any other colours from original palette too, but these are "savest", in my opinion (each one can change to another one near smoothly). White can be smoothly changed to light, light to light grey, and in another direction - black to dark grey, dark grey to normal grey, etc. All these 6 colours, that I have just described, makes IMHO a bigger possible colour line here(by "colour line" I mean a chain of colours, that are quite similar to each other, smoothly abuting/adjoyning with another one on the left and on the right). Why am I writing about this? Because always, when you`re drawing new wall, you have to pay attention on the fact, that colours of the wall are changing smoothly, depending of the distance. In other words, in dark corridors wall near to the player seems lighter than the same wall, but far from the player.
Of course, you can ignore that fact and draw walls on distance 0,1,2,3 without changing colours due to the distance, but then your dungeon will loose the effect of light dispersal*. The chain (gradience) of the colours is very important, if you want to retain this. You can use various non-grey colours, like light-green (8th) and dark green (7th) for example, but they wont create a big colour-chain: The biggest chain from these colours will contain 4 colours only: white or light will turn into light green, light green will EASILY turn into dark green, dark green will turn into, let`s say, dark grey. So this chain will have 4 elements only. The same situation is with light-blue (5th) and dark-blue (15th). You cannot add for example red colour (9th), because it definitely wouldn`t fit to them. With red as a "basic" colour, the case is simplest - it would EVENTUALLY fit to the dark red (6th), dark red to brown (4th), brown maybe to dark grey (13th). From the other side, you could connect red colour with orange (10th), orange EASILY with "cream-coloured one" (11th), or with yellow (12th). But be carefull! 10th and 11th colours are always CUSTOM colours and could change themselves, depending of the monster colours on the level! It means that in some levels you could have a big mess on the walls!
It`s up to you, by wchich colours will you draw your walls, but I definitely prefere original chain (from white to black).
Ok, suppose, you want to make a new, grey custom wall. First of all, you have to find (or draw) a new picture, wchich is suitable to make a wall. It can be almost everything, but beware! The more picture will be complicated, the more work you will have with layouting!
The size of its picture doesn`t matter: if you find somewhere a picture, that is big, you could just resize it to the proper values. The case with colours is more complicated: CSBwin uses 16 indexed colours, so you have to keep eye on that. I don`t really know, how it works, but when you load any CSBwin PROPER picture to the GIMP program, they`re all indexed.
How to adapt colours to 16-colours CSBwin needed format from the picture, that have some different colour palette system? Well, ADGE does it very well. You just have to load any graphics.dat file for ADGE, then just import one your picture to the one of already used (size doesn`t matter), and then export it somewhere as ".bmp" file. When opening it by GIMP you have already indexed picture. This is the best way I know to do this.
Now open the "85 [Dungeon Graphics - Wall (Front and Sides 1)] .bmp" file by GIMP. As you can see, it have 256x111 size. It actually contains 3 wallsets: left, front and side (when distance=1) AND some empty spaces on the left and on the right. Considering the fact, that not ALL side wall on this file is showed, when you`re standing over the wall, there`s also an "empty" space in that part of the picture. I mean, the edges of that side wall are changing in some complicated way: replacing themselves giving you an illusion of "changing walls", when moving. It`s because the wall is showed variable (resized horizontally) each time you move, wchich gives you an illusion of "unstableness*", when moving.
Resize your picture to the 96x111 size.
Now you have 2 options:
1. Copy this resized 96x111 picture and paste it right on the middle of that wall picture. (The result of drawing wall like this you can see in my custom wallset posted by PaulH in "Creative Endavours" on the forum). I don`t wont to explain THIS system of drawing now here.
2. (I prefere this option, because the walls looks much better, when finished):
Copy this resized 96x111 picture and paste it first on the left side of the front-big-wall (it is that 192x111 picture on the middle of the screen, so you can paste 96x111 picture in the left and in the right of that wall, leaving 32 pixels on the left and the same on the right. 96+96=192, so it should fit, if you resized your picture well). Don`t worry about the 32x111 part on the left and similar part on the right yet.
Ok, so we`ve got one wall (front 1).
Now you have to make these two small 32x111 parts on the left and on the right (left side 1 on the right and right side 1 on the left) on the same screen ([Dungeon Graphics - Wall (Front and Sides 1)] .bmp).
First cut your "original-resized" 192x111 picture (so two joined 96x111 pictures) from the 256x111 picture, (simply by cutting 32x111 edges on the left and the same one on the right). Resize that 192x111 picture to 28x111 picture and save it separately.
That`s because the right-side wall you see on the left of the screen have really 28x111, not 32x111 pixels (on the very left of the screen there`s 4 empty vertical lines).
Then you have to use "change perspective" (*I dont know english name of GIMP options, I use polish version*) and transform this 28x111 picture to that shape you see on the original picture (CAUTION! It is quite complicated. If you use that option for first time in your live, then you will have to do this by try-and-mistakes method!). But it isn`t really that complicated, as it seems. Be very carefull, watch the angles and you`ll make it. Your final right (left) 1-wall picture may not be 100% accurated to the original. (Don`t worry about that. I made it almost perfectly for 8th or 9th try). Just change the positions of down-left and up-left points to these you see on the origin wall.
Done? Ok, then copy it and paste (better without that transparent colour - it should help you with pasting the wall) to the original picture on the left (without these 4 vertical lines of course, wchich are non-used!). There shouldn`t be a problem, because these 28x111 shapes should overlap themselves. If they don`t, just correct the wrong-pixels.
The same thing, BUT with changed sides, make with the left wall on the right of the screen. Take non-transformed 28x111 picture and transform it using "change perspective" option again. BUT! This time change angles of the up-right and up-left corners and do similar things I had just written.
You ask: why to do it again, if I could just take that 28x111 picture allready transformed and just reflect* it horizontally? [It`s because if your picture is not the same on the left side comparing to the right side = means cannot be easily reflected. (I don`t know how we call it in english, when something can be reflected horizontally without changes)]. If so, your left wall would be the same as the right in the corridor, so that wouldn`t look nice.
OK. So your final picture should contain from these parts (I`m counting from the LEFT):
- 4 empty lines (4x111) on the LEFT
- right-side wall (28x111)
- "basic" 96x111 picture
- another "basic" 96x111 picture (the same, rather not reflected-you could experiment, but I dont advice you)
- left-side wall (28x111)
- 4 empty lines (4x111) on the RIGHT
Compare the shape and the angles with the original ones again.
OK, so you should have FIRST file (256x111) needed for the game. I dont want to write, how it is used while characters are moving in the game (it`s a very strange and complicated system - only the front 1 wall really contains by FIVE parts + two sided + two semi-empty, but I could write a 10-toms book about this). Never mind.
Next step is to make "86 [Dungeon Graphics - Wall (Front and Sides 2)] .bmp" file.
Now I will show, how I`m doing next two files. I know that it`s not a perfect method, but I use it for drawing my wallsets. If you have better way to do this, then please let me know!
We could just resize that file we just made to 144x71. But as you can see, the secons file (front and sides 2) DOESN`T have that empty space on the left, wchich is on the right. Previous file had 4 empty lines on the left and 4 on the right. This one have only 8 empty lines on the right. So we have to take that 256x111 file and CUT the edges on the left (4 lines) and on the right (4 lines), to make 248x111 picture without those empty spaces (256-2*4=248). So really this picture is 248x111, as long second`s size is really 136x71 (144-8=136). Resize 248x111 picture to 136x71 and paste it to the 144x71 size original one.
NOTE: THE ANGLES MAY NOT BE 100% ACCURATE, BUT ARE 99% SIMILAR. You can do each part separately, to make it perfectly accurate, but it`s a lot of work!
You will have to correct it by hand, comparing the file you made with the original one.
Now you have to do the third file by similar way. But remember that, though it`s size is formally 128x51, it have 11 empty lines on the right, so you should resize your 136x71 picture (second file) to the 117x51 size and paste it... Don`t forget to correct errors on the end.
Let`s say you have all three files resized, while shapes and angles are similar to the original ones. But it`s not an end yet. You have to change colours of second (wall seen from distance 2) and third files (wall seen from distance 3).
OK, that`s enough for today-next time I will write, what to do next, if this part is usefull for anyone...