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Old 11-15-2006, 10:53 PM   #1
Belgabor
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RCT3 Importer Community Documentation Project (Help needed)

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.
  • [b]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.
    • 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
DocBook reference
Good & free DocBook editor
DocBook source of the Beginner's Tutorial
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Last edited by Belgabor; 11-19-2008 at 09:51 AM.
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Old 11-16-2006, 06:20 AM   #2
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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.
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Old 11-16-2006, 07:08 AM   #3
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Quote:
Originally Posted by Belgabor View Post
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?!?
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Old 11-16-2006, 03:55 PM   #4
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But i thought iceatcs was doing a CS guide
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Old 11-16-2006, 04:27 PM   #5
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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.
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Old 11-16-2006, 06:20 PM   #6
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@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

Quote:
Originally Posted by coinich View Post
You are leaving us?!?
No I'm not
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

Quote:
Originally Posted by -Nuclear Fish- View Post
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
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Old 12-11-2006, 12:52 AM   #7
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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/tutorial..._tutorial.html

I hope this motivates a few more to join in
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Last edited by Belgabor; 12-20-2006 at 10:16 PM.
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Old 12-11-2006, 05:17 PM   #8
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I can give you the question marks for the unknown parts! I even have a quote to go with them:
"There they be monsters!"



If you have a simple task for someone with the intellegence of a monkey, I'd be glad to help.
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Old 12-11-2006, 06:29 PM   #9
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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.
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Old 12-13-2006, 11:07 PM   #10
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I could help look for spelling/grammar mistakes if you need anyone to do that.
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Old 12-13-2006, 11:11 PM   #11
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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 =)
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Old 12-13-2006, 11:50 PM   #12
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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.
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Old 12-13-2006, 11:59 PM   #13
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Hey! This could be fun. I would like to do the recolorable textures tutorial if it is still available.
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Old 12-14-2006, 12:52 AM   #14
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Sure, I'll add you. Thank you very much!
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Old 12-14-2006, 07:11 AM   #15
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So I just write a guide on how to install CS? Okay!
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Old 12-14-2006, 08:55 AM   #16
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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 ).
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Old 12-16-2006, 04:18 PM   #17
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I'm about ready, I will post a MegaUpload word doc in a moment.

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Old 01-29-2007, 07:59 PM   #18
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As promised in the tutorial sticky discussion thread I added an animated textures section to the advanced techniques tutorial.
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Old 01-29-2007, 08:08 PM   #19
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Cheers, when I have a time.. I might add some.
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Old 11-16-2008, 08:59 PM   #20
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Just a question, where can I find a tutorial on creating animated scenery?
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Old 11-16-2008, 10:37 PM   #21
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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...d.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
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Old 11-16-2008, 11:23 PM   #22
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Quote:
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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.
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Old 11-18-2008, 01:12 PM   #23
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There was a small tutorial in the readme file for ovlmake, but thats the old version of the program, isn't it.
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Old 11-19-2008, 09:51 AM   #24
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No, the ovlcompiler readme is somewhat up-to-date.
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Old 11-19-2008, 10:05 AM   #25
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Ah. I've been out of the loop, so I only vaguely remember ovlcompiler even being released! Thanks much, BTW.
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Old 12-17-2008, 12:44 PM   #26
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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

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.
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Old 12-17-2008, 02:03 PM   #27
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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.
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Old 12-17-2008, 03:35 PM   #28
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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.
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Old 12-17-2008, 04:14 PM   #29
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Quote:
Originally Posted by mra824 View Post
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.


Quote:
Originally Posted by mra824 View Post
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).


Quote:
Originally Posted by mra824 View Post
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).


Quote:
Originally Posted by mra824 View Post
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.


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Originally Posted by mra824 View Post
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.
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Old 12-18-2008, 12:28 AM   #30
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Quote:
Originally Posted by Belgabor View Post
...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_plug...php?content.53 It might help you see the process from another view...

Luckilly the pics are still around...
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