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xashcookbook:en:recipes:art:custom_menu_art [2014/06/08 09:03]
crxtrdude Initial commit
xashcookbook:en:recipes:art:custom_menu_art [2014/06/08 09:16] (текущий)
crxtrdude
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 by Archvile\\ by Archvile\\
-Original site: +Original site: http://​www.vlatitude.com/​tutorials.php?​tutID=48
  
 Tutorial type: Intermediate Tutorial type: Intermediate
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 You've probably seen some of the more thorough MODs use their own custom menu art (i.e. Counter-Strike and TFC). Though this tutorial will not teach you how to create your own graphics for your menu from the ground up, I will teach you how to assemble it and piece it together after you have gathered all of the graphics you wish to use. You will need a program capable of exporting bmp files such as Adobe Photoshop or Paint Shop Pro, or I suppose even MS Paint, if you don't mind making really generic, horrible graphic art. Below is an example of custom menu art:  You've probably seen some of the more thorough MODs use their own custom menu art (i.e. Counter-Strike and TFC). Though this tutorial will not teach you how to create your own graphics for your menu from the ground up, I will teach you how to assemble it and piece it together after you have gathered all of the graphics you wish to use. You will need a program capable of exporting bmp files such as Adobe Photoshop or Paint Shop Pro, or I suppose even MS Paint, if you don't mind making really generic, horrible graphic art. Below is an example of custom menu art: 
  
-  ​{{  :​xashcookbook:​en:​recipes:​art:​archvile1.jpg?​nolink&​300 ​ |}}+{{  :​xashcookbook:​en:​recipes:​art:​archvile1.jpg?​nolink&​300 ​ |}}
  
-Okay, so there'​s no such thing as Alien Dance MOD, because, it's something I just made up for the example and no, this is not a MOD that I'm creating, but we'll have you use the name for this example so you can get a better grasp on assembling menu art. Now, if you haven'​t already read through my tutorial on [[Exploiting the Custom Game Menu]] or don't know how to create your own liblist.gam file then I suggest you go do that now. Here is what we'll be covering in this tutorial: ​+Okay, so there'​s no such thing as Alien Dance MOD, because, it's something I just made up for the example and no, this is not a MOD that I'm creating, but we'll have you use the name for this example so you can get a better grasp on assembling menu art. Now, if you haven'​t already read through my tutorial on [[http://​web.archive.org/​web/​20061019194924/​http://​www.vlatitude.com/​tutorials.php?​tutID=43|Exploiting the Custom Game Menu]] or don't know how to create your own liblist.gam file then I suggest you go do that now. Here is what we'll be covering in this tutorial: ​
  
   - Creating a liblist.gam file (making Alien Dance MOD appear in the custom game menu)    - Creating a liblist.gam file (making Alien Dance MOD appear in the custom game menu) 
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 ===== 1) Creating a liblist.gam file (making Alien Dance MOD appear in the custom game menu) =====  ===== 1) Creating a liblist.gam file (making Alien Dance MOD appear in the custom game menu) ===== 
  
-First thing you need to do here is create a liblist.gam file. If you've never done this before go back and read my tutorial on how to "​Exploit the Custom Game" menu here. This will teach you how to create a liblist.gam file. Follow those instructions. I'd recommend following the tutorial step-by-step if it's your first time creating a liblist.gam file. Once you are comfortable with the process of exploiting the game menu, go ahead and make the proper changes. ​+First thing you need to do here is create a liblist.gam file. If you've never done this before go back and read my tutorial on how to "​Exploit the Custom Game" menu [[http://​web.archive.org/​web/​20061019194924/​http://​www.vlatitude.com/​tutorials.php?​tutID=43|here]]. This will teach you how to create a liblist.gam file. Follow those instructions. I'd recommend following the tutorial step-by-step if it's your first time creating a liblist.gam file. Once you are comfortable with the process of exploiting the game menu, go ahead and make the proper changes. ​
  
 For this example, since our menu is for Alien Dance, we'll want to set it up for the game Alien Dance. Yes, even though we don't actually have a game, but this is just an example. I'd assume that if you spend all of that time creating menu art, you would at least have a MOD that it is tied to.  For this example, since our menu is for Alien Dance, we'll want to set it up for the game Alien Dance. Yes, even though we don't actually have a game, but this is just an example. I'd assume that if you spend all of that time creating menu art, you would at least have a MOD that it is tied to. 
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 Okay, so now I've made a background using some stolen graphics by opening the original splash.bmp file in my shell directory and piecing them in. It's really that simple. Just save over the original file and the background is done. On to the next section. ​ Okay, so now I've made a background using some stolen graphics by opening the original splash.bmp file in my shell directory and piecing them in. It's really that simple. Just save over the original file and the background is done. On to the next section. ​
  
-  ​{{ :​xashcookbook:​en:​recipes:​art:​archvile2.jpg?​nolink&​300 |}}+{{ :​xashcookbook:​en:​recipes:​art:​archvile2.jpg?​nolink&​300 |}}
  
 ===== 3) Changing or replacing logos and menu option text (i.e. New Game, Quit, Advance Options, etc.) =====  ===== 3) Changing or replacing logos and menu option text (i.e. New Game, Quit, Advance Options, etc.) ===== 
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 Then there are also the title (header) graphics. These are the little blurry titles that pop up when you click an option like, New Game, Configure, Advanced Options, etc. These files are named with head in the front like head_audio.bmp or head_newgame.bmp. Edit these too if you wish. They aren't nearly as big a deal as editing the mouseovers from before. As before, I just colorized these a different color to save time. You may do the same.  Then there are also the title (header) graphics. These are the little blurry titles that pop up when you click an option like, New Game, Configure, Advanced Options, etc. These files are named with head in the front like head_audio.bmp or head_newgame.bmp. Edit these too if you wish. They aren't nearly as big a deal as editing the mouseovers from before. As before, I just colorized these a different color to save time. You may do the same. 
  
-  ​{{ :​xashcookbook:​en:​recipes:​art:​archvile3.jpg?​nolink&​300 |}}+{{ :​xashcookbook:​en:​recipes:​art:​archvile3.jpg?​nolink&​300 |}}
  
 You can go ahead and view your progress so far by going into Half-Life, opening the custom game menu and activating the Alien Dance mod. We're making progress. When you're done looking, go ahead and exit so we can move on to the next part.  You can go ahead and view your progress so far by going into Half-Life, opening the custom game menu and activating the Alien Dance mod. We're making progress. When you're done looking, go ahead and exit so we can move on to the next part. 
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 Here's where it gets tricky. You'll need to know, that there are no transparent colors in an AVI file. With the buttons before, you notice that the black background was just rendered as transparent in Half-Life. Not here. That means that you will actually have to copy a piece of the background splash image into your AVI file and try to blend the scene in. It actually shouldn'​t be as hard as it sounds once I explain how you can do this without flaw. First of all, let me explain where the logo will be. Open up the splash.bmp file in your paint program. The AVI file is exactly 640w x 100h and must be 8 bits per pixel. 24 bit is not allowed for the logo I'm afraid. The top of the AVI file starts at 70 pixels from the top of the splash screen and the bottom will be at 170 pixels. So to make sure that your logo blends in, use the coordinates in your paint program to select an area between the 70 and 170 pixels in height and make sure it's going all the way from left to right. Once you get it just right, copy the area. Now make a new 24-bit image that is 640w x 100h and paste it in (in PSP you can just right click and click on paste as new image to save time). ​ Here's where it gets tricky. You'll need to know, that there are no transparent colors in an AVI file. With the buttons before, you notice that the black background was just rendered as transparent in Half-Life. Not here. That means that you will actually have to copy a piece of the background splash image into your AVI file and try to blend the scene in. It actually shouldn'​t be as hard as it sounds once I explain how you can do this without flaw. First of all, let me explain where the logo will be. Open up the splash.bmp file in your paint program. The AVI file is exactly 640w x 100h and must be 8 bits per pixel. 24 bit is not allowed for the logo I'm afraid. The top of the AVI file starts at 70 pixels from the top of the splash screen and the bottom will be at 170 pixels. So to make sure that your logo blends in, use the coordinates in your paint program to select an area between the 70 and 170 pixels in height and make sure it's going all the way from left to right. Once you get it just right, copy the area. Now make a new 24-bit image that is 640w x 100h and paste it in (in PSP you can just right click and click on paste as new image to save time). ​
  
-  ​{{ :​xashcookbook:​en:​recipes:​art:​archvile4.jpg?​nolink&​300 |}}+{{ :​xashcookbook:​en:​recipes:​art:​archvile4.jpg?​nolink&​300 |}}
  
 Now that you have a background, make a new layer and go ahead and stick in whatever you want, like text, decals or whatever. If you just plan on making a still image, then save it now as a bmp fire up Animation Shop. If you plan of making an animated logo, then make sure you have that extra layer so that you don't alter the background we went through all that trouble to get and save the animation in increments (logo00.bmp,​ logo01.bmp, logo02.bmp, etc).  Now that you have a background, make a new layer and go ahead and stick in whatever you want, like text, decals or whatever. If you just plan on making a still image, then save it now as a bmp fire up Animation Shop. If you plan of making an animated logo, then make sure you have that extra layer so that you don't alter the background we went through all that trouble to get and save the animation in increments (logo00.bmp,​ logo01.bmp, logo02.bmp, etc). 
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 Now we'll make a new empty directory. For the example, just follow along with me. Once you've done it, you can go ahead and make changes or do it in different directories. Make a directory on you C: drive called console. So now you have C:\console (obviously). Now copy your console.bmp file andqlumpy.exe file into c:\console. Now for the fun part; we have to make scripting instructions,​ kind of like a liblist file. Don't panic though, it's simple enough. Open Wordpad (Yes, just Wordpad. That's all you need). Copy and paste this in there: ​ Now we'll make a new empty directory. For the example, just follow along with me. Once you've done it, you can go ahead and make changes or do it in different directories. Make a directory on you C: drive called console. So now you have C:\console (obviously). Now copy your console.bmp file andqlumpy.exe file into c:\console. Now for the fun part; we have to make scripting instructions,​ kind of like a liblist file. Don't panic though, it's simple enough. Open Wordpad (Yes, just Wordpad. That's all you need). Copy and paste this in there: ​
  
 +<​code>​
 $DEST "​cached.WAD" ​ $DEST "​cached.WAD" ​
  
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 $loadbmp "​c:​\console\console.BMP" ​ $loadbmp "​c:​\console\console.BMP" ​
 loading qpic 0 0 320 200  loading qpic 0 0 320 200 
 +</​code>​
  
 Of course, if you named your console bitmap anything other than console.bmp,​ you'll need to change that up there. Same thing if you're using a different directory (were you following instructions??​). Now, save this document as cached.ls in the console directory with console.bmp and qlumpy.exe. Now run the DOS prompt (click start>​run and type cmd), make sure you are in the console directory and type in "​qlumpy.exe cached.ls"​. You can also type this in the run command box or you can also create a batch file to run this. Any way works fine. Whatever floats your boat. So now, the result should be a magiccached.wad file in your directory. So copy that file into the Aliendance (or other MOD) root folder. You're all done with this now. You can go ahead and delete that console directory when you're sure everything is working okay with the cached file.  Of course, if you named your console bitmap anything other than console.bmp,​ you'll need to change that up there. Same thing if you're using a different directory (were you following instructions??​). Now, save this document as cached.ls in the console directory with console.bmp and qlumpy.exe. Now run the DOS prompt (click start>​run and type cmd), make sure you are in the console directory and type in "​qlumpy.exe cached.ls"​. You can also type this in the run command box or you can also create a batch file to run this. Any way works fine. Whatever floats your boat. So now, the result should be a magiccached.wad file in your directory. So copy that file into the Aliendance (or other MOD) root folder. You're all done with this now. You can go ahead and delete that console directory when you're sure everything is working okay with the cached file. 
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 (Where XXX = an RGB value) ​ (Where XXX = an RGB value) ​
  
-PROMPT_TEXT_COLOR XXX XXX XXX- This changes the color of the text that prompts you for things like "Are you sure you want to quit Half-Life?"​ or in OP4, "Are you going AWOL on me son?"  +  * **PROMPT_TEXT_COLOR XXX XXX XXX**- This changes the color of the text that prompts you for things like "Are you sure you want to quit Half-Life?"​ or in OP4, "Are you going AWOL on me son?"  
-PROMPT_BG_COLOR XXX XXX XXX - Contrary to what you may assume about this one, it will not change the background color of the box that prompts you questions for qutting half-Life and such. That is one of those gray boxes. Instead what it will do is create an odd (and personally I find to be a very hideous) effect of creating a colored box around the text where it says "​Ok"​ and "​Cancel",​ but does not change the entire box. You'll have to try it for yourself to see what I mean, but I honestly can't see any use for changing this.  +  ​* ​PROMPT_BG_COLOR XXX XXX XXX - Contrary to what you may assume about this one, it will not change the background color of the box that prompts you questions for qutting half-Life and such. That is one of those gray boxes. Instead what it will do is create an odd (and personally I find to be a very hideous) effect of creating a colored box around the text where it says "​Ok"​ and "​Cancel",​ but does not change the entire box. You'll have to try it for yourself to see what I mean, but I honestly can't see any use for changing this. 
-PROMPT_TITLE_COLOR XXX XXX XXX - I have no clue about this one. It's a valid string, but I haven'​t been able to find out what it does. if someone has any ideas, they'​re certianly free to E-mail me and grace me with their knowledge.  +  * **PROMPT_TITLE_COLOR XXX XXX XXX** - I have no clue about this one. It's a valid string, but I haven'​t been able to find out what it does. if someone has any ideas, they'​re certianly free to E-mail me and grace me with their knowledge. 
-INPUT_TEXT_COLOR XXX XXX XXX - Like where it asks for you to "Input IP address"​ when adding a server IP into a multiplayer game. This is different from the pop-up that asks if you wish to quit. It should also be noted, that this is the same strings for the box that prompts you to enter your Half-Life CD key when you first install Half-Life  +  * **INPUT_TEXT_COLOR XXX XXX XXX** - Like where it asks for you to "Input IP address"​ when adding a server IP into a multiplayer game. This is different from the pop-up that asks if you wish to quit. It should also be noted, that this is the same strings for the box that prompts you to enter your Half-Life CD key when you first install Half-Life  
-INPUT_BG_COLOR XXX XXX XXX - Same as for PROMPT_BG_COLOR,​ but this is for the IP Input box instead.  +  * **INPUT_BG_COLOR XXX XXX XXX** - Same as for PROMPT_BG_COLOR,​ but this is for the IP Input box instead. 
-REFRESH_TITLE_COLOR XXX XXX XXX - Like where it says "​Getting server info" when starting a multiplayer game  +  * **REFRESH_TITLE_COLOR XXX XXX XXX** - Like where it says "​Getting server info" when starting a multiplayer game 
-REFRESH_TEXT_COLOR XXX XXX XXX - Like where it says "### servers remaining"​  +  * **REFRESH_TEXT_COLOR XXX XXX XXX** - Like where it says "### servers remaining"​  
-REFRESH_BG_COLOR XXX XXX XXX - Of course, this is another background color. You should get the idea by now. if not, it's the same as PROMPT_BG_COLOR and INPUT_BG_COLOR,​ but only for the refresh server text. +  * **REFRESH_BG_COLOR XXX XXX XXX** - Of course, this is another background color. You should get the idea by now. if not, it's the same as PROMPT_BG_COLOR and INPUT_BG_COLOR,​ but only for the refresh server text. 
  
 ===== 8) Customizing the help text and pop-up text ===== ===== 8) Customizing the help text and pop-up text =====
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 This will allow you to change that text you see in your menu. This includes the help text and the text that appears when you try to quit the game.  This will allow you to change that text you see in your menu. This includes the help text and the text that appears when you try to quit the game. 
  
-Now this is a bit more complex, because there aren't too many examples or pre-made files to work from. As you know, Half-Life contains a lot of text in it, and it's my belief that all of it can be changed using the strings.lst file. Unfortunately,​ Valve has not provided us with a complete strings.lst file, so we'll only be able to rely of examples gives from Gearbox'​s Opposing Force and Counter-Strike. Fortunately,​ I don't think too many people will want to change any more than the examples will give, so lemme just get to it. +Now this is a bit more complex, because there aren't too many examples or pre-made files to work from. As you know, Half-Life contains a lot of text in it, and it's my belief that all of it can be changed using the **strings.lst** file. Unfortunately,​ Valve has not provided us with a complete strings.lst file, so we'll only be able to rely of examples gives from Gearbox'​s Opposing Force and Counter-Strike. Fortunately,​ I don't think too many people will want to change any more than the examples will give, so lemme just get to it. 
  
 The strings.lst file will contain new lines to text that will be added into your menu. How it works is, you will tell it which line to change and then next to that line you will give the new text that will be replacing it. Here's an example: ​ The strings.lst file will contain new lines to text that will be added into your menu. How it works is, you will tell it which line to change and then next to that line you will give the new text that will be replacing it. Here's an example: ​
  
 Where the original Half-Life had a string that said:  Where the original Half-Life had a string that said: 
 +<​code>​
 236 "Are you sure you want to quit Half-Life?" ​ 236 "Are you sure you want to quit Half-Life?" ​
 +</​code>​
  
 Gearbox added a new line into Opposing Force that says:  Gearbox added a new line into Opposing Force that says: 
 +<​code>​
 236 "You going AWOL on me, son?" ​ 236 "You going AWOL on me, son?" ​
 +</​code>​
  
 The 236 is the line number that you are changing. Simple huh? Here are two examples to strings.lst files from Opposing Force and Counter-Strike ​ The 236 is the line number that you are changing. Simple huh? Here are two examples to strings.lst files from Opposing Force and Counter-Strike ​
  
 +<​code>​
 Counter-Strike ​ Counter-Strike ​
  
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 503 "​Disabled." ​ 503 "​Disabled." ​
 530 "​Play/​download other mods, or go back to Half-Life." ​ 530 "​Play/​download other mods, or go back to Half-Life." ​
 +</​code>​
  
 Opposing Force  Opposing Force 
  
 +<​code>​
 // String patches ​ // String patches ​
  
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 338 "Could not validate Opposing Force" ​ 338 "Could not validate Opposing Force" ​
 340 "​Please Insert the Opposing Force CD" ​ 340 "​Please Insert the Opposing Force CD" ​
 +</​code>​
  
 These are the most common changes to the menu text. Marc Schröder, author of the fantastic MOD Poke646 has compiled his own strings.lst file using Microsoft Developer Studio. He is obviously a man who knows more than I on this subject. It seems to have every string used in Half-Life compiled into that file. If you plan to use a modified version of the strings.lst file from Poke646, make sure it's okay with Marc first! That is his work after all.  These are the most common changes to the menu text. Marc Schröder, author of the fantastic MOD Poke646 has compiled his own strings.lst file using Microsoft Developer Studio. He is obviously a man who knows more than I on this subject. It seems to have every string used in Half-Life compiled into that file. If you plan to use a modified version of the strings.lst file from Poke646, make sure it's okay with Marc first! That is his work after all. 
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 This is mostly for very thorough and advanced MODs like Counter-Strike and such, and useful if you have added new actions into the game. Most MOD authors probably should bother too much with this. Probably not completely worth the time, but the information is there if you need it.  This is mostly for very thorough and advanced MODs like Counter-Strike and such, and useful if you have added new actions into the game. Most MOD authors probably should bother too much with this. Probably not completely worth the time, but the information is there if you need it. 
  
-Wrapping it up! +===== Wrapping it up! ===== 
  
 Actually, if you've followed every step here, you've done it all. Fire up Half-Life, activate Alien Dance (or whatever you name it) and enjoy your finished work. You've just made your own custom menu art. Here's what I've got:  Actually, if you've followed every step here, you've done it all. Fire up Half-Life, activate Alien Dance (or whatever you name it) and enjoy your finished work. You've just made your own custom menu art. Here's what I've got: 
  
-  ​+{{ :​xashcookbook:​en:​recipes:​art:​archvile1.jpg?​nolink&​300 |}}
  
 Go ahead and download this example here in the finished format and play around with it if you wish. Get to understand how the directory structure works. The file is called alienx.zip and the link is given at the top of this page. You can also poke around the gfx directory of other MODs like Counter-Strike and TFC  Go ahead and download this example here in the finished format and play around with it if you wish. Get to understand how the directory structure works. The file is called alienx.zip and the link is given at the top of this page. You can also poke around the gfx directory of other MODs like Counter-Strike and TFC 
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 Now turn off your computer and go to bed!! It is way past your bedtime! ​ Now turn off your computer and go to bed!! It is way past your bedtime! ​
- 
xashcookbook/en/recipes/art/custom_menu_art.1402218215.txt.gz · Последние изменения: 2014/06/08 09:03 — crxtrdude