And then if you're interested, I found the info I was looking for. There are 3 .gui files that handle the pazaak layout. In there, x and y coordinates are set (though as top and left) and I can see that it uses the dialog font as well. It'll take some time to dig through the structure (literally everything has an entry), but it's all in here it looks like. Thanks for pointing me in the right direction!
Alrighty folks, I think I'm done with v1.0. I'm double checking a couple of things here and there, cleaning up a few seams, but within a day, two at most it will be ready to go. Let me know if you'd like to "beta-test" for me before an official release. Thanks for staying tuned in.
Here's an update for you folks. I've been messing around with the map hud(?), getting cleaner lines and sharper graphics. Take a look:
The one downside I'm seeing (personally) is that now the graphics are more crisp, they also tend to clutter up the map as a whole. I've been playing around with alternate graphics but have to find something I like. I think once released, I'll over the original version and then my version.
Hey folks, I wanted to learn about reskinning, modding, etc. I noticed this last time that the star maps could use some tender love and care, so I thought I'd give them a shot. Here's an example of one as well as its skin as a reminder:
///// 02. Prep /////
After locating all of the model files, I wanted to first know where everything fell on the model, so I made a grid and applied it as the star map skin:
Resulting in the following:
I then took screen caps of various angles, locations, etc.
///// 03. Planning /////
I knew I wanted the textures to be a much higher quality as well as much more realistic. I perused through various metal textures, corroded, rusted, etc to find one I liked at still fit into the time period. I found old, abandoned trains to be a great source of inspiration/textures.
Regarding the runes on the model, I wanted them to stand out much more and thought were a very cool feature that could be integrated. I made them a bit more front-and-center and added a glow via CM_Bright.
///// 4. Work Thus Far /////
Okay, enough stalling, here's what I have so far:
///// 05. Challenges /////
Lining up the indentations was very difficult and they honestly don't line up on every side. I just got them as even as I could considering the sides and hoped for the best.
As you can see in the above screen caps, there's discolored between the body and the feet, though this isn't the same for every location. I'm not sure what I'm going to do about that.
Lining up the circle piece is pretty tough, as the surrounding areas' texture is also about 40% larger so it's just a matter of finding that balance.
///// 06. Next Steps /////
Figure out what the hell to do with that base. I'm not even sure I like what's there originally. Maybe leave it blank? Or does it need something, I dunno.
General seam clean-up.
Retexture the sphere in the middle as well as a couple other pieces once the map opens.
///// 07. Future Plans /////
In thinking about a version 2, I'd like to actually edit the model files. I think some edges could be softened, but mostly I'd like to adjust the mapping to avoid so many repeated areas of the texture.
I'd also like to adjust the lighting in a couple of places.
Would I go as far as to customize it for every zone you find a map? I dunno, that's a big endeavor.
///// 08. Final Remarks /////
Well there you go. Thanks for reading through this wall of text. Feel free to leave any constructive criticisms or advice. I'm open to any and all!
Recently, I've been playing around with modding some skins (K1)--simple placeables, etc. to get a feel for it. One issue I keep running into is that the modded skin in-game is much darker than outside of game.
I'm wondering if this is an issue with the .tga format? Or is there something I'm not seeing attached to the object I'm skinning? Could it be purely environmental light throwing off the color?
Any advice you could offer would be much appreciated. Thanks!