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Belgabor
11-15-2006, 10:53 PM
Hi everybody,

as most will have noticed, I created a basic tutorial for the importer. As I have some other (real life) time-consuming tasks at hand and would like to spend the time I have left working on the importer itself, I thought to make further documentation of the importer a community project and ask the fine people on Atari and Vodhin's forum for help :)

I will present you a list of documents/topics I currently think should be done. Before I do that though, please read the rules for it first. Some may sound a bit harsh, but I firmly believe that if we provide documentation, it should be done properly.

If you say you'll do it, do it. Please don't say you write something and then fade out. There are always things that can come up so you can't continue, but please tell me/us that you can't and make what you've done so far available for someone else to finish. I won't ask reasons and neither be mad if you do that.
Use correct English. No gutter language, 1337 or whatever, correct English grammar please. A few typos don't matter as I'll run it through a spellchecker anyways, but make them small enough so I can find the right word ;) Also try to keep it formal. A bit of fun is ok, but it shouldn't distract from the important things. You can use the beginner's tutorial as a guide. I'm no native English speaker as well, so I'd love to have someone with a firm grip on English grammar pointing out errors (that applies to the beginner's tutorial as well).
Create proper screenshots. I'll add a link to the clean screenshots I did for the beginner's tutorial below. If you need to create new screenshots, set them free properly (no crap arond the actual window). A good way to do that is to set your windows wallpaper to a single color, move every other window out of the way and use the Print Screen key. Then paste into a bitmap editor, crop roughly and finally use the magic wand to select everything anound the window. Then invert the selection and crop again. You can also use a utility that only captures the current window, but make sure it doesn't add a trial version/shareware watermark. Do not use a lossy image format along the way.
Mark screenshots orderly and in a changable way. Use a new layer for all things you want to draw on it and submit it in a format that supports layers (psd or xcf for example). Use text tools to write and lines/boxes to mark, no hand-drawn arrows, boxes and text (Exception: if you have real artistic talent and you know what you do, do it by hand. But be prepared to be told to redo it properly if you fail in my opinion :) ).
Use the same reddish brown color I used for the beginners tutorial. Let's have a common look and feel =) I hope you follow my advice about using layers, so if we need to change the color, we can do so easily.
What you submit will be released under a Creative Commons Attribution License (usually with No Commercial and No Deriv clauses) I'll add the respective headers when summing it all up and I don't want to ask everybody for premission when I do. In legalese: By submitting your work for this project you agree that it will be released under the License named above.
Think about linking to other parts of the documentation. This as a hypertext project, so indicate if you think it would be applicable to link to another part. Also try to see and write your topic as part of the whole. Thanks to docbook I may finally release everything as a pdf book(let) in addition to a html release on the importer homepage. It might also be turned into a help file for the importer.
Be prepared for contructive criticism.
Format. You can submit in any format you want. You should note that I will convert it to docbook format, so don't put extensive work into formatting it, that work will be lost. You would make me very happy if you already submit in docbook (article) format =) Don't ask me to explain it, that would take me longer than converting it from a format you already know. If you want to learn docbook, I can provide some links, but you probably should only consider that if you already know a bit about xml.
How to Submit. Either attach your work to a reply to this thread on Vodhin's forum or open a support request on our sourceforge tracker (and attaching it there). If both options don't work for you, I'll pm you my email. Of course you'll be credited for your work.
As you may have forgotten after my long blah blah, let me repeat, only start when you see your screen/forum name appear after the topic you applied for!

So here is the list of what I think needs to be done. You can apply for any item (document/topic/subtopic) you see here. You can also propose new topics, prefereably saying you'll do them =)
Note: This documentation project is importer centered, so do not suggest or submit modeler specific tutorials.

Complete comprehensive guide to install CS. Ok, this is not 100% importer related, but something that is imho needed. I'd prefer if a senior member applied for this, as it should be really comprehensive and go into details that the stickies miss or are hidden in replies to them (for example what files should be found in the theme subdirectory in Style\Themed). As some new CS friends are not really computer-literate, this document should also contain an introduction on different archive formats (zip, rar, 7z) and how to extract them. Also something like a how-to-proceed/what-could-have-gone-wrong if a "no sid" comes up should be included (which should go beyond a simple "reinstall").
Another thing that should be included is a list of the default (Vanilla+Soaked!+Wild!) directories in Style\Themed and the default particle effects so basically you can say if there is anything else in the respective directory it's probably form a failed install attempt. **finished**
Importer reference. Postponed till v18. This document should describe each and every control of the importer's windows. It represents what you normally expect from an included help file (and as said above, may well turn into that). Each topic should start with a screenshot of the respective window where every control is numbered (do not use letters), or in some cases control groups are also fine (eg x/y/z in the scenery settings, the matrix display). A legend for each number and a short summary what this window is used for should form the rest of the topic. Don't go into too much detail what can be done with them, that is the scope of the next document. If you don't know exactly what a specific control does, just put a '?' and I'll fill in.
Note: If a topic encompasses more than one window, please submit a separate documentation file for each.

[B]Main Window
General list. Reference for the common list interface in the Create Scenery OVL window and beyond. For the screenshot use a cut-out of the texture list from the Create Scenery OVL window, this has the most common controls. Note for everybody doing other topics in this document: do not explain every list control, instead refer to this topic. You should number and explain the whole group and every control not explained in this topic. It should also be explained why certain controls are missing.
Create Scenery OVL
Simple and advanced texture settings window including frame settings.
Matrix Editor As this is probably the least understood window, I'll accept a lot of "?"s in this topic ;)
Model & mesh settings
Effect point settings, Add light effect point, Add particle effect
Management Window & Auto Icon Reference window I think we need to document all the management windows only once. Use the Icon Reference Manager as screenshot.
Scenery settings window
Text String settings
Icon Texture & Icon Reference settings
Stall settings
Special Attractions settings


Advanced tutorials. Please make use of screenshots, but only number controls important for the task at hand.

Creating and using texture ovls
Creating working lights Should include recolorable lights.
Creating particle effect points
Creating firework launchers I don't think anyone tried this yet.
Creating working benches Vodhin
Creating billboards and scrolling signs **finished**
Creating stalls and special attractions (To be done later when they actually work)
Working with LODs **finished**
Working with transparent textures
Creating and using recolorable textures Aceana
Creating and using animated textures **finished**
Extensive discussion of texture styles Should include lots of screenshots. Take iceatcs screenshot as an example, but use a more complex object/texture.



Links:
(Incomplete) Screenshot pack (http://belgabor.vodhin.org/tidbits/docpicpack.zip)
DocBook reference (http://www.docbook.org/tdg/en/html/docbook.html)
Good & free DocBook editor (http://www.xmlmind.com/)
DocBook source of the Beginner's Tutorial (http://rct3.svn.sourceforge.net/viewvc/rct3/trunk/RCT3%20Importer/doc/beginner%20tutorial/beginner_tutorial.xml)

The_Cook
11-16-2006, 06:20 AM
I'd be prepared to do an editorial sweep for spelling and grammar. I could also check that relevant topics are hyperlinked together, as well as preparing an index and researching anything that we need in terms of references and glossaries.

I did a whole heap of work in Docbook format a couple of years back so I'm fairly conversant with how these things need to be structured.

coinich
11-16-2006, 07:08 AM
As I have some other (real life) time-consuming tasks at hand and would like to spend the time I have left working on the importer itself, (lots of tech things)

You are leaving us?!? :cry:

Jag100
11-16-2006, 03:55 PM
But i thought iceatcs was doing a CS guide

-Nuclear Fish-
11-16-2006, 04:27 PM
This is a great idea! I'd be happy to do the creating particle effect points part if noody else wants to. I'm no expert at them and I still don't know everything there is to know about effect points, but after I've done some more experimentation wth them I should be able to write something of use. It will be a while until I can do anything though (due to lots of college work and updating my set), so if someone else who knows more about it than me wants to do it before that's fine by me.

Belgabor
11-16-2006, 06:20 PM
@The_Cook: Thanks, as soon as I get submissions you can go thnough them. In fact you can already have a look at the beginner's guide :p

You are leaving us?!? :cry:

No I'm not :p
But I have to spend more time on a real life task, which is essentially a documentation as well. As I hate to do documentation, I want to keep it to one documentation task max. My free time will go into reading this forum and working on new stuff for the importer, so don't fear :D

This is a great idea! I'd be happy to do the creating particle effect points part if noody else wants to. I'm no expert at them and I still don't know everything there is to know about effect points, but after I've done some more experimentation wth them I should be able to write something of use. It will be a while until I can do anything though (due to lots of college work and updating my set), so if someone else who knows more about it than me wants to do it before that's fine by me.

That's great. Let's do it this way, whenever you think you have enough time to actually start and no one else volunteered till then, say you start now here and you have the job :)

Belgabor
12-11-2006, 12:52 AM
As besides NF half-application and Vodhins offer to use some of his stuff no one reacted, I decided to start on the advanced tutorial.
http://rct3.sourceforge.net/tutorials/advanced_tutorial.html

I hope this motivates a few more to join in :)

coinich
12-11-2006, 05:17 PM
I can give you the question marks for the unknown parts! I even have a quote to go with them:
"There they be monsters!"

:p

If you have a simple task for someone with the intellegence of a monkey, I'd be glad to help. :)

Belgabor
12-11-2006, 06:29 PM
:p

You could try to do the CS installing guide. I see that mainly as a task of going through the existing tutorials and replies to them to sum up all the knowledge and refine it in a understandable way.

Maverick2007
12-13-2006, 11:07 PM
I could help look for spelling/grammar mistakes if you need anyone to do that. :)

Belgabor
12-13-2006, 11:11 PM
I usually run them trough a spell checker before uploading, but that leaves grammar errors and misspellings that are valid words, so please, read what's up (the beginner's tut and the part of the advanced tut) and point out any mistakes you find =)

Maverick2007
12-13-2006, 11:50 PM
I usually run them trough a spell checker before uploading, but that leaves grammar errors and misspellings that are valid words, so please, read what's up (the beginner's tut and the part of the advanced tut) and point out any mistakes you find =)
Okay, I'll try tonight, I might have to tomorrow though since I have to get homework done.

Aceana
12-13-2006, 11:59 PM
Hey! This could be fun. I would like to do the recolorable textures tutorial if it is still available.

Belgabor
12-14-2006, 12:52 AM
Sure, I'll add you. Thank you very much!

coinich
12-14-2006, 07:11 AM
So I just write a guide on how to install CS? Okay!

Belgabor
12-14-2006, 08:55 AM
Thanks!

To everybody: there is currently no need to hurry. I'll be at my girlfriend's till Sunday so I won't be able to upload what you do before then anyways.
(I just tell you this so you're not disappointed if I don't react till then, it's not meant as a hidden "Have it ready till Sunday message", take the time you need :p).

coinich
12-16-2006, 04:18 PM
I'm about ready, I will post a MegaUpload word doc in a moment.

Belgabor
01-29-2007, 07:59 PM
As promised in the tutorial sticky discussion thread I added an animated textures section to the advanced techniques tutorial.

iceatcs
01-29-2007, 08:08 PM
Cheers, when I have a time.. I might add some.

RedOctoberRCT3
11-16-2008, 08:59 PM
Just a question, where can I find a tutorial on creating animated scenery?

Vodhin
11-16-2008, 10:37 PM
There is no tutorial, not yet (that I know of- and please correct me if I am wrong.).

The new importer here:

http://www.ataricommunity.com/forums/showthread.php?t=661872

will handle animations created by blender and by milkshape (Both have their own support forums and tutorials at their home pages) so you can animate and import in just a few steps.

For anyone catching this thread- the links to my site listed above above in post 1 are OLD and no longer live: the .net should be .org

Belgabor
11-16-2008, 11:23 PM
For anyone catching this thread- the links to my site listed above above in post 1 are OLD and no longer live: the .net should be .org

Fixed.

coinich
11-18-2008, 01:12 PM
There was a small tutorial in the readme file for ovlmake, but thats the old version of the program, isn't it.

Belgabor
11-19-2008, 09:51 AM
No, the ovlcompiler readme is somewhat up-to-date.

coinich
11-19-2008, 10:05 AM
Ah. I've been out of the loop, so I only vaguely remember ovlcompiler even being released! Thanks much, BTW. :up:

mra824
12-17-2008, 12:44 PM
Belgabor - I am new to these forums, though I have been poking around for some time. In the Advanced Techniques Tutorial, the Recolorable Textures section is still empty.

This is a topic I have been looking into and have generated a .PDF document that, I hope, goes a long way in helping people understand how Recolorable Textures work.

Understanding Recolorable Textures (http://www.matthewarmstrong.com/tmp/recolorabletextures.pdf)

Let me know what you think.

At present, I'm also working on another document which will provide some step-by-step examples of how one might go about creating a Recolorable Texture in different situations. If you are interested in this document as well, feel free to let me know.

Belgabor
12-17-2008, 02:03 PM
Excellent piece of work. There are two minor things that (imo) need clarification.

1. The importer for some time now allows to individually activate the three color choices. If you only activate (eg) choice 2, RCT3 will leave all the other colors as they are. I've so far not explained this extensively, as most people already have problems creating proper textures where everything is recolorable. (To be completely honest, that's how it should work, I never really got to test it. It would be great if you could do that, you seem to be good at working with indexed images :))
2. For that reason, I also implemented a shortcut. If a truecolor image is chosen as input and the texture is set to recolorable, the red channel will be converted to the first choice, green to the second and blue to the third. To make this work flawlessly, the colors need to be pure and black slightly colored to make it match into one of the ranges. This is (imo) easier to generate, but less visually intuitive as half-color maps to full in-game color and full-color maps to in-game nearly white.

Some issues I had with 2 lead to the fact that the "old" method you explained now only works for indexed bmp files, but not for indexed png files. PNG files are always assumed true-color.

mra824
12-17-2008, 03:35 PM
Thanks for the response. Just to clarify, if you'd like me to move this discussion to a new thread, let me know and I'll go ahead and do that.

In regard to your response, I'm a little unclear on the process that occurs from the indexed image to the game rendering system. Is the indexed image information translated directly into the .ovl file or is that simply a convenient way of converting the shading information for a recolorable texture from an image editing program into whatever format RCT3 uses?

Regarding the second point, I see where you are going with the RGB channel conversion. Off the top of my head though, wouldn't that technique break down when trying to make a tonal image into a recolorable texture? For clarification I'm currently working with v17fix3. With this version of the importer, I just successfully created and implemented a single recolorable texture map with three recolorable portions, all of which are tonal. If you'd like, I can post some images of how that test came out. I'm quite please with the results.

Also, you mentioned that all .png files are now assumed to be true-color. Is that a change from v17fix3 to v18? This would create a new issue (at least with technique I'm working on) for creating multiple, recolorable, tonal portions in a single texture map because the .bmp format cannot store no-color information. If I'm not mistaken, that only leaves the .gif format.

Lastly, could you clarify what you meant in regard to your first point. What do you mean by "individually activate the three color choices"? I have only found the option to activate one, two, or three User-Defined colors but not each one individually. Am I missing something? I'd be happy to work on that, I'm just not clear on what you meant.

Thanks for your time and efforts on this project.

Belgabor
12-17-2008, 04:14 PM
Thanks for the response. Just to clarify, if you'd like me to move this discussion to a new thread, let me know and I'll go ahead and do that.

No, I think we can keep that here.


In regard to your response, I'm a little unclear on the process that occurs from the indexed image to the game rendering system. Is the indexed image information translated directly into the .ovl file or is that simply a convenient way of converting the shading information for a recolorable texture from an image editing program into whatever format RCT3 uses?

RCT3 only supports 256-color indexed images for 3D objects. The ovl files store them in a raw, uncompressed format (basically a header and two or three chunks of memory for the palette, image data and the optional alpha/effect channel). So basically if you provide an indexed source image it goes directly into the ovl as it is.
Although I can only guarantee that for the current version of the Importer. If I remember correctly, earlier versions (don't ask when it changed, I don't know) rewrote the palette of indexed images marked as recolorable to the "default" RCT3 recolorable palette (with the blue/magenta/yellow scheme).


Regarding the second point, I see where you are going with the RGB channel conversion. Off the top of my head though, wouldn't that technique break down when trying to make a tonal image into a recolorable texture? For clarification I'm currently working with v17fix3. With this version of the importer, I just successfully created and implemented a single recolorable texture map with three recolorable portions, all of which are tonal. If you'd like, I can post some images of how that test came out. I'm quite please with the results.

Well, depends on the technique =) I usually used gray-scale versions of images, color them by removing two of the three channels and stick them together (or using selection masks to do the coloring only in certain parts).


Also, you mentioned that all .png files are now assumed to be true-color. Is that a change from v17fix3 to v18? This would create a new issue (at least with technique I'm working on) for creating multiple, recolorable, tonal portions in a single texture map because the .bmp format cannot store no-color information. If I'm not mistaken, that only leaves the .gif format.

I think so, there were so many changes in a lot of time that I'm not really sure anymore when something was changed =)
I had to change the image library for several reasons. One of the few unfortunate effects of the new one is that in png files I cannot discriminate between true-color images with <= 256 colors and indexed ones, so I had to make a choice that benefits most users.


Lastly, could you clarify what you meant in regard to your first point. What do you mean by "individually activate the three color choices"? I have only found the option to activate one, two, or three User-Defined colors but not each one individually. Am I missing something? I'd be happy to work on that, I'm just not clear on what you meant.

You have to go to the advanced texture window to see the individual choices.

Vodhin
12-18-2008, 12:28 AM
...You have to go to the advanced texture window to see the individual choices.


As far as I remember: even if you only select color choice 2, the first color choice still shows in game. Haven't done that with the v18 versions of the importer, though, but I did try it with my OZ sets and my Skyway Kit.

mra824, I do have a simple tutorial that covers colorable (and transparent) PNGs here: http://www.vodhin.org/e107/e107_plugins/content/content.php?content.53 It might help you see the process from another view...

Luckilly the pics are still around...

kamyk
12-18-2008, 01:44 AM
Are the tutorials that are finished from this list the ones hosted at Vodhin's pages? There are no links for them in this thread. I am having LOD issues with a CSO set I am working on, and have read the LOD section at Vodhin's site, and it didn't help explain the issue I am having, so if there is a tutorial I missed I'd be grateful to be pointed at it.

mra824
12-18-2008, 09:17 AM
RCT3 only supports 256-color indexed images for 3D objects. The ovl files store them in a raw, uncompressed format (basically a header and two or three chunks of memory for the palette, image data and the optional alpha/effect channel). So basically if you provide an indexed source image it goes directly into the ovl as it is.
Although I can only guarantee that for the current version of the Importer. If I remember correctly, earlier versions (don't ask when it changed, I don't know) rewrote the palette of indexed images marked as recolorable to the "default" RCT3 recolorable palette (with the blue/magenta/yellow scheme).

So, if I'm understanding this correctly, whether the Importer changes the Color Table or not, it is still only the Index Numbers that matter. And it is RCT3 itself that does the shading based on the Index Numbers in the image. The Importer just "passes the information along" and doesn't change it, so to speak.

You have to go to the advanced texture window to see the individual choices.

If the Importer can allow you to choose not just the quantity of User-Defined colors (1, 2, or 3), but also which User-Defined Color group each Recolorable Texture is assigned to, then the Importer must be rewriting the Color Table in order to allow that. For example, if the pixels in your image referenced Index Numbers 1-85 and you wanted that image to be the second recolorable texture, Index Numbers 1-85 would have to be transposed to 86-170. Otherwise, RCT3 wouldn't know to assign those pixels to the second User-Defined color group, it would leave them as a part of the first User-Defined color group. Do I have this right?

I had to change the image library for several reasons. One of the few unfortunate effects of the new one is that in png files I cannot discriminate between true-color images with <= 256 colors and indexed ones, so I had to make a choice that benefits most users.

In the technique I was developing, I was using a no-color placeholder in Index Number 0, so that no pixels would accidentally get mapped to it when it was converted from a true-color image to an indexed image. I had that problem with some early tests.

Well, depends on the technique =) I usually used gray-scale versions of images, color them by removing two of the three channels and stick them together (or using selection masks to do the coloring only in certain parts).

I duplicated your technique with the test images I've been working with. Although there were some slight differences between the image, they yielded nearly the same result. The only troublesome part was any pixel that was "black".

When pulling out the individual channels, I came to realize that R-0, G-0, B-0 is a part of all three color schemes. So any pixel in the image which is "black" will get mapped to the same User-Defined color group. How would RCT3 know whether it should be a part of the Red, Green, or Blue group when using the true-color RGB channel shortcut?

Also, using the structure of an Indexed image any User-Defined color group can have up to 85 shades. With your shortcut, have you come up with a way to allow 256 shades for each User-Defined color or does the importer have to convert the 256 potential settings (0-255) for each color channel down to 85? I'm trying to understand how the RGB channel shortcut works.

Thanks for your time.

Vodhin - I just printed out the document you linked to, I'll take a look at it over the weekend. Thanks!

Belgabor
12-18-2008, 11:11 AM
Are the tutorials that are finished from this list the ones hosted at Vodhin's pages?

No, this thread is only about the tutorials hosted on the importer page (http://rct3.sourceforge.net)

So, if I'm understanding this correctly, whether the Importer changes the Color Table or not, it is still only the Index Numbers that matter. And it is RCT3 itself that does the shading based on the Index Numbers in the image. The Importer just "passes the information along" and doesn't change it, so to speak.

Yes and no. I think it is so, but I'm not sure any more. If you did your tests with v17 (of which I don know if it rewrote the palette), you cannot say whether RCT3 takes the palette colors into account as the palette it "sees" (if v17 rewrote the palette) is always the same. I can only vouch for v18 (where I checked) that doesn't touch the palette of indexed input images.


If the Importer can allow you to choose not just the quantity of User-Defined colors (1, 2, or 3), but also which User-Defined Color group each Recolorable Texture is assigned to, then the Importer must be rewriting the Color Table in order to allow that. For example, if the pixels in your image referenced Index Numbers 1-85 and you wanted that image to be the second recolorable texture, Index Numbers 1-85 would have to be transposed to 86-170. Otherwise, RCT3 wouldn't know to assign those pixels to the second User-Defined color group, it would leave them as a part of the first User-Defined color group. Do I have this right?
No, there is no remapping done. If you activate user choice 1, you are free to use indices 86-255, if you use choice 2, you can use 1-85 and 171-255 an so on.
This of course does not work with the truecolor method, you need to provide a proper indexed image.


I duplicated your technique with the test images I've been working with. Although there were some slight differences between the image, they yielded nearly the same result. The only troublesome part was any pixel that was "black".

When pulling out the individual channels, I came to realize that R-0, G-0, B-0 is a part of all three color schemes. So any pixel in the image which is "black" will get mapped to the same User-Defined color group. How would RCT3 know whether it should be a part of the Red, Green, or Blue group when using the true-color RGB channel shortcut?

Yes, that's a draw-back of the technique. You need to ensure that black isn't really black. I usually do that by drawing up the lower output slider of the levels adjustment one step up.

Also, using the structure of an Indexed image any User-Defined color group can have up to 85 shades. With your shortcut, have you come up with a way to allow 256 shades for each User-Defined color or does the importer have to convert the 256 potential settings (0-255) for each color channel down to 85? I'm trying to understand how the RGB channel shortcut works.

What happens in technical terms is that the importer has a built-in palette with the three red/green/blue shades in the proper places (with 85 steps each) and simply enforces this palette when indexing the texture (exactly what you wrote in your tutorial about the system palette). It then rewrites the palette to the standard RCT3 one (the palette only remains untouched for already indexed source textures). The only difference (to your tutorial) is that the importer does not dither when indexing.

mra824
12-20-2008, 10:54 AM
I've been rereading back through this thread since I first posted, and wanted to try and bring this discussion back around to the original document I created. My intent was to provide an explanation of the principles behind how RCT3 deals with recolorable textures. I think it is clear that how you get from some realworld image to a recolorable image can take many different routes.

My original concept was not to cover that information in the first document, only to cover the principles involved. It was my feeling that without understanding the principles involved, any how-to would be, for the most part, limited to a "just follow me" perspective. And from my own experience, before I had a solid grasp on the priciples, it was difficult and time-consuming to keep trying different things to correct my earliest attempts at a re-colorable texture which were unsuccessful.

The second document that I wanted to create would use specific examples that illustrate how someone could use the various tools in the importer to generate a successful re-colorable texture. Do you think that's a good approach? And do you feel that this first document accurately and completely lays out the principles of how RCT3 (and not necessarily the Importer) deals with recolorable textures?

On a larger scale, my hope had been to contribute to the information you've already collected to help teach others how to successfully use the Importer to make the kinds of custom scenery people want to make for RCT3.

Let me know what you think.

--------------------------
Vodhin - I looked through the document you linked to. Based on what I had been planning on doing, that sort of information would be a part of a second document I had been planning to create which went through the different ways one would go about creating a recolorable texture. If Belgabor thinks this two-part approach to a tutorial is a good idea, I'd be interested in colloborating with you in developing the second document. You definitely went about making a recolorable texture in a way that I hadn't tried before, and I'd like to include carefully selected examples which illustrate the different way of making a re-colorable texture and each method's advantages and disadvantages. Let me know what your thoughts are.

Belgabor
12-22-2008, 11:03 AM
The scope of your tutorial is (imo) perfect, and I agree with your observations about its necessity. The points I mentioned above are things I thought you shout briefly mention in it for competeness' sake, not explain in detail.
To put it a different way, as it is written now (or was written if you already revised it) I had the impression that 1) you always have to have three color choices (which is not true) and 2) you must provide an indexed image for recolorable textures (which isn't true as well). So you shoud just say that it's possible to activate each choice individually and that there is a shortcut without needing to generate indexed images (as said, without full explanation).

mra824
12-22-2008, 01:58 PM
Thanks - I hadn't realized the document implied those things, but after looking it over again I can see how someone might draw those conclusions. I'll try and clear that up and repost the document. I'll be pretty distracted between now and the first of the year, so I'll post a message here when the updated version is posted. Thanks again for your insight and valuable feedback.

Belgabor
12-22-2008, 03:09 PM
No need for hurry, take your time.

mra824
12-22-2008, 04:56 PM
Sorry to post again so quickly, I've downloaded and started trying out v.18beta and .gif files are not working as 3 color recolorable textures. We discussed earlier that removing .png for indexed images only leaves .gif files which can support no-color pixel data. Just something I thought you might want to look into.

If there's another thread for posting things like this let me know. However, it did seem relevant to the discussion about recolorable textures.

StarBP
08-10-2009, 10:27 PM
I just now finished the Texture Styles documentation. You can find it here (http://ataricommunity.com/forums/showthread.php?t=683984). Constructive criticism is welcome. You ask for screenshots, I bring something better. How about a full set of Custom Scenery just for that purpose? Stay tuned.

RedOctoberRCT3
08-11-2009, 11:07 PM
I can offer my n00bs guide if required? If your interested

kingvinie007
10-29-2009, 03:35 PM
Well, I've made a dutch bench tutorial. You can find it here:
http://www.megaupload.com/?d=6ZBHZ9DZ