Bitmap
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The bitmaps folder has 16 folders inside it, each one containing various bitmaps to be used in the game and interface. Only Portable Networks Graphics (PNG) files can be used, and all must have dimensions that are powers of 2 (2, 4, 8, 16, etc.) but do not have to be square in shape.
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[edit] Backgrounds
The Backgrounds folder can contain 8 images. "credit.png" is activated when the credit button is clicked, "error.png" for errors that disrupt the loading of a map, "files.png" for the save/load game screen, "host.png" for the host game screen, "join.png" for the screen shown when joining an online game, "load.png" for the loading screen, "main.png" for the main menu, and "setup.png" for the options menu. Menus default to black if there is no image present.
[edit] Crosshairs
In video games, crosshairs are the small cross/circle that represents where the current weapon is pointing. Crosshair images are put in this folder, (They must be PNG files) and remember to edit the Data>Settings>Crosshairs.xml file when adding new crosshairs.
[edit] Fonts
Two fonts can be used with dim3, named "large.png" and "small.png", usually both are the same font at different sizes. The fonts are arranged on a 10x9 grid, if you are interested in making your own font, see the demo font for arrangement details. You are aloud to use the demo font. There are only 90 symbols aloud by dim3, if you need more you might want to use the font patch by Tsukubado.
[edit] Halos
Halos can be used by anything using a script, they are most commonly used to simulate coronas but can be used for other effects as well. To use them, you drop a png halo image into the folder, add the halo name to the Data>Settings>Halos.xml file. After this is done, the halo can be called through scripts.
[edit] Interface
The interface folder holds images that will appear in-game on the player's HUD. The interface image will have to be added to the data>settings>interface.xml script before the can be used.
[edit] Marks
Marks are images that can be displayed when a projectile comes into contact with a segment. They will "mark" the segment for a specified amount of time before fading away. To use marks, a mark images must be first placed in the marks folder, then settings for it must be added to the Data>Settings>Marks.xml file.
[edit] Network
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[edit] Particles
Particles are in-game effects which can be called from a script, or from a pose in an animation. All particles are based from a .PNG image, and all of those go in this folder. They are called through the Data>Settings>Particles.xml file.
[edit] Radar
Someone needs to add something here....
[edit] Rings
Someone needs to add something here....
[edit] Textures
Textures are images that are displayed on segments to make them look interesting. For instance, a brick texture makes a wall look like it is made of brick. All you have to do is put the texture file into the folder and it will be ready to be used ingame.
[edit] Textures_dot3
The Textures_dot3 folder is for dot2 normal maps. Normal maps are used to give textures depth by adding shadows. They can be generated in various modelers and image editors, to use a dot3 map you drop in the dot3 folder then set it as the dot3 map in the editor by double clicking the texture space, setting the bump type to "Supplied Normal Map" and selecting the file.
[edit] Textures_Glow
Glow maps are grayscale images that are used to make textures ignore lighting in various parts. A white pixel will ignore lighting completly while a black pixel will be effected by lighting as usual. To use, you drop the glow map into the folder and select it in the texture dialog in the editor.
[edit] Textures_Height
Height maps are a simpler version of normal maps, in that they are gray-scale images which can create fake shadows on a texture. The brighter a pixel, the farther out from the plane it is. Unlike displacement maps (which do not work in dim3), height maps do not actually change the geometry, but simulate the change through lighting. To use, you drop the height map into the folder and select it in the texture dialog in the editor. (make sure to set the bump mode to "Height Map" before attempting to select the file)
[edit] Textures_Specular
Specular maps are used to make textures look shiny. They are usually grayscale but can be in color, the texture will look as shiny as the pixel is bright, and will shine in the color of the image. To use, you simply drop the image file into the folder then select it in the texture dialog.
[edit] UI_Elements
This folder will be filled with images when you download dim3, these are interface images, but unlike the interface folder, these are not used in the in-game interface but buttons used on menus. To use, you replace the original images with your own.
