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Textures
To modify game-global properties of textures, as well as their bitmaps, use the "Textures" window.
The game can handle up to 293 textures. The main game has 273 configured, and even less in actual use.
There are a few textures that have properties, such as a name, yet no proper bitmaps (only a pink placeholder).
Text Properties define what text is displayed in the game when interacting with the texture. Textures have a descriptive NAME
text and a use
text that is displayed. Usually textures end up being displayed: NAME can't be used.
For some textures, use
text is displayed of how to use them.
e.g. The ladder texture
172:ladder
, has use textmove into ladder while jumping
.
-
Language - Select the language for which you want to change the displayed text in the game (
Default
=English). - Name - Change the name that appears when single clicking the texture in the game.
- Use - Change the text that is displayed when double clicking the texture in the game.
To copy the text to the clipboard, or change such a text by pasting from the clipboard,
click
with the secondary mouse button on either property, and select the corresponding action from the popup menu.
These specify game-global behaviour.
-
Distance Modifier - Defines how many tiles Hacker needs to be away before the game uses mipmaps of a texture in the distance.
- e.g. Value=
0
(Default) and is equivalent to 18 tiles before a Medium or Small sized texture is used. - e.g. Value=
32
defines that Hacker needs to be more than 32 tiles away before a Medium or Small sized texture is used. - e.g. Value=
64
defines that no matter how far Hacker is away, the texture size Large is always used.
- e.g. Value=
-
Climbable - Defines if Hacker can climb the texture:
-
Yes
for climbable. -
No
for not climbable.
-
-
Transparency Control - Defines how the transparent parts of a texture get used by the engine (color index 0 = transparency):
-
Regular
- Color index 0 becomes black. -
Space
- All pixel data is ignored and displays only the space background. e.g. texture index 205:space -
Space Background
- Color index 0 becomes the starfield. e.g. texture index 177:observation ceiling
-
-
Animation Group - Sets the selected texture to be part of one of the 3 possible texture animation groups per level:
- Value=
0
defines that the texture is not part of any texture animation group. - Value=
1
-3
defines that the texture is part of one of the texture animation groups.
- Value=
-
Animation Index - Each texture Animation Group supports up to 4 textures in sequence:
- Value=
0
for the first and Value=3
for the last bitmap in the sequence.
- Value=
In order to be able to change these properties, the file textprop.dat
must be available in the loaded mod. When starting with a mod from scratch, copy the textprop.dat
from the main game into the mod directory before loading it in the editor.
Currently it is unknown whether and how the source-port variants handle modified texture property files.
Textures have bitmaps in four different sizes (mipmaps): Large (128x128), Medium (64x64), Small (32x32), and Icon (16x16).
For importing, refer to Import Processors for conversion rules.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.