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Textures

Joey Lansing edited this page Sep 11, 2018 · 6 revisions

To modify game-global properties of textures, as well as their bitmaps, use the "Textures" window.

hacked-textureseditor

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

Text Properties define what text is displayed in the game when interacting with the texture. Textures have a descriptive NAMEtext and a usetext that is displayed. Usually textures end up being displayed: NAME can't be used. For some textures, usetext is displayed of how to use them.

e.g. The ladder texture 172:ladder, has use text move 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.

Texture Properties

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.
  • 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.
  • 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.

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.

Texture Bitmaps

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.

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