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Tutorial - Translucent Reticules
Step 1: Paint Shop Pro
1. Open Paint Shop Pro (Web Site). Create a new image 64 x 64 pixels with a black background. The center of the reticule (depending on later steps and game resolution) is around (32,32) and (33,33).
2. Use a white color to draw the reticule.
If you want it translucent, now you have to fill in all of the white with a dark gray. You can use different shades of gray for the reticule. Just remember, a gray color closer to black will be very hard to see in the game and a color very close to white will be very visible and hardly translucent.
3. From the top menu click Masks -> New -> From image. The setting should be This Window and Source Luminance. Click Ok.
The Image should now become translucent.
It is now necessary to save this to an alpha channel. So, from the top menus click Masks -> Save to Alpha Channel. Click OK and you should be asked to name the channel. I recommend naming it what the reticule will be (ex. Sniper1).
4. Go to Save As. Find the folder data\textures (or for UO go to your mod's texture folder) and name it TGAanyname.rsb (It must be type RSB and TGA has to be in front of the name) (ex. TGAsniper555.rsb)
Step 2: The Text Files
1. Go to Rommel.CPX in the textures folder (or copy it to your mod's texture folder) and turn off its Read-Only property (right click -> Properties, uncheck read only) Search for the word "reticule". You should see this line:
Material reticule.bmp colorkey 0 0 0 nosubsample End
Under it (or after the other reticules) write the following:
Material name_of_reticule.tga alphablend nosubsample End
Example:
Material sniper555.tga alphablend nosubsample End
(Note: You are not writing TGA in front of the name. But instead you write the type to be TGA)
Save the rommel.cxp file and close it.
2. Now go to Reticule.txt in the kit folder (or copy the file to your mod's kit folder) and make it not Read-Only (as stated previously). Open it and change the number of reticules to one more (it is one of the first lines in the file. The section right below is: (red indicates change)
8 // Number of reticules
// List of reticules types
// Simulation Name Real Name
"original cross" "R6 Reticule"
"assault sight" "Rifle Reticule"
"sniper sight" "Sniper Reticule"
"shotgun sight" "Shotgun Reticule"
"pistol sight" "Pistol Reticule"
"grenade" "Grenade marker"
"binocular" "Binocular"
and add the following line below:
"name_of reticule" "name_of reticule"
Example
"pistol sight" "Pistol Reticule"
"grenade" "Grenade marker"
"binocular" "Binocular"
"sniper555" "sniper555"
Copy the first section of the file
// Original R6 style( red )
"OriginalR6" // Style
"original cross" // Name
2.0 // Marker Width
10.0 // Marker Length
8.0 // Center Width
8.0 // Center Length
153 0 0 // Marker Color( red, green, blue )
153 0 0 // Center Color( red, green, blue )
"reticule.bmp" // Marker Texture
"reticuleCenter.bmp" // Center Texture
And paste it on the bottom of the file. Then change the appropriate info:
// Sniper (i think ill make it green)
"OriginalR6" // Style -Don't change
"sniper555" // Name -change to the name of the reticule as states above
1.1 // Marker Width
19.0 // Marker Length
25.0 // Center Width - the dimensions of the reticule image (TGAsniper555.rsb)
25.0 // Center Length
153 50 0 // Marker Color( red, green, blue ) - values are from 0-255
75 220 100 // Center Color( red, green, blue )
"reticule.bmp" // Marker Texture - Don't change
"sniper555.tga" // Center Texture - note the tga type
Save the File.
3. You are now done, so just go to a wpn file and change the bottom reticule name (ex. "original cross") with the name of your reticule:
"wa_2000_inv.bmp"
"act_inv_sniper.bmp"
6
1
1 1 0 0
"C_LGWA2.wav"
"NONE"
"NONE"
"NONE"
"C_sbmag1.wav"
"C_psshl.wav"
"sniper"
"subgun"
"sniper"
"rsw_wa2000.qob"
0.00 -68.00 9.50
"0.300 Win (FMJ)"
0.31
0.90
5.08
8.07
15.23
0.60
3.04
1.93
0.50
2
6.00
20.00
0
50
"sniper555"
Go and test it out in the game.
(end)
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