///////////////////////////////// // XMAPEDIT ART FILES EDITOR [MAY 07 2022] ///////////////////////////////////////////////////////////////////////////// XMP ARTEDIT is a tool for editing ART files which contains game graphics. The main advantage of this art editor against all other programs is that this tool is native and makes real-time tile editing possible. In simple terms: you can edit ART files when you in process of creating maps or even SEQ animations (see SEQEDIT tool). XMP ARTEDIT KEY FEATURES: ================================================================== - Two modes are included: batch and single tile editing. - Importing new images. The colors of the images will be automatically converted to the closest game colors, include alpha channel that will automatically converted in transparent color. See more info below. - Importing ART files from another games with automatic color conversion as well. - Export tiles in another single ART file or 32bit TGA images with transparency. - Paint tiles with palookups and palettes or using GUI based color editor which allows to export tile colors as palookup file and use it lately in the game. - Tile four-side rotating and flipping. - Change tile animation type, frames and speed. - Change tile view type and define RFF voxel id. - Change tile surface type, shade and offsets. - Erase or copy tiles. HOW TO USE: ================================================================== Easy. The following ways enables art editing: 1. Press [SPACE] while in tile viewer selecting picnum for an object (wall, sprite etc..). 2. Press [ESC] to open main menu, then select ART from the tools tab. 3. Launch art editor from command prompt. Example: "xmapedit tiles001" opens tiles001.art for editing. IMAGE IMPORTING DETAILS ================================================================== 1. IMAGES: ---------- The image resolution can be up to 32768x32768px. It does NOT have to be converted in to Blood palette before importing since XMP ARTEDIT is smart enough to convert it to the closest game colors for you. At the moment, the following formats are supported: 1. Z-Soft Paintbrush *.PCX 8bit(256 colors) or 24bit (raw or RLE encoded). 2. TrueVision Targa *.TGA 8bit(256 colors), 24bit or 32bit (raw or RLE encoded). 3. Autodesk Animator *.CEL 8bit(256 colors). Additional formats provided by Ken's Silverman KPLIB image decoding library: 1. Portable Network Graphics *.PNG 8bit(256 colors), 24bit or 32bit (raw or compressed). 2. Direct Draw Surface *.DDS (DXT1, DXT2, DXT3, DXT4, DXT5, A8R8G8B8). 3. JPEG File Interchange Format *JPG 8bit(256 colors) or 24bit. 4. Windows / OS/2 Bitmap *BMP 8bit(256 colors), 24bit or 32bit (raw or RLE encoded). I do recommend to use 32bit formats with alpha channel if your image intended to contain transparency since all opaque pixels will be treated as transparent color automatically. This is the fastest way to import such image correctly. 2. ART FILES: ------------- Before importing any ART files, you must load palette which contains proper RGB indexes for selected file. This is especially true if you want to import graphics from another BUILD game. XMP ARTEDIT already contains a nice palette database that usually can be found in the XMAPEDIT\PALETTES\IMPORT directory. 3. FLOOR FILES: ------------- This format used by Chasm: The Rift game. Each file may keep up to 64 textures that normally have 64x64 resolution + 3 mip levels. To import images, a palette must be loaded first. ARTEDIT will try to load it automatically using XMAPEDIT\PALETTES\IMPORT\CHASM.PAL path. PALETTES & TILE PAINTING DETAILS: ================================================================== To paint tiles, you must load the palette as well. Be sure to select palettes which is based on Blood palette (basically, palookup) as it produces best results. XMP ARTEDIT alredy comes with some of such palettes which usually can be found in XMAPEDIT\PALETTES\PAINT directory. At the moment, the following palette formats are supported: 1. (DAT) Standard BUILD palette file (usually called PALETTE.DAT). 2. (PAL) Microsoft palette. 3. (PAL) Paint Shop palette. 4. (PAL) File with raw RGB info (must be 768 bytes length). 5. (PLU) Blood's palookup format. When editing tile colors in the built-in palette editor, you will able to export result as palookup (PLU) file or modify image colors directly in the ART file. I2TPALDB.INI file used to store all palettes to compare it against current game palette. This allows to fix transparent color RGB when importing ART files from another games or images. You may type custom RGB value that must be treated as transparent. LOCKED TILES: ================================================================== While in editing process, you may notice that some (very little amount) of tiles cannot be changed. This is due that they are reserved by the game which uses it in it's own way. Replacing or editing it won't give anything to you as the game will just erase changes. KEYBOARD FUNCTIONS: ================================================================== GENERAL EDITING (works in batch / single modes): --------------------------------------------------- [SPACE] ........................... Cycle through edit modes (None, Batch, Single). [F1] .............................. Show tile info window. [F2] .............................. Save / revert changes menu. [F3] .............................. Export selected tiles in a single ART file or TGA images. [F4] .............................. Import images. [F7] .............................. Change tile animation type. [F8] .............................. Open tile color editor or select palette to paint highlighted tiles. [R] ............................... Rotate highlighted tiles. [X] ............................... X-Flip highlighted tiles. [Y] ............................... Y-Flip highlighted tiles. [CTRL] + [V] ...................... Copy highlighted tiles. [BACKSPACE] ....................... Revert highlighted tiles changes menu. [DELETE] .......................... Erase highlighted tiles (image only). [SHIFT] + [DELETE] ................ Erase highlighted tiles (properties only). [CTRL] + [DELETE] ................ Erase highlighted tiles fully. [CTRL] + [PAD +] ................. Cycle tile animation type forward. [CTRL] + [PAD -] ................. Cycle tile animation type backward. [SHIFT] + [PAD +] ................. More tile animation frames. [SHIFT] + [PAD -] ................. Less tile animation frames. [PAD +] ........................... Faster tile animation speed. [PAD -] ........................... Slower tile animation speed. [PAD 0] ........................... Reset tile animation type, frames and speed. /////////////////// // this changes SHADE.DAT! Affects sprites! // [+] ............................ More tile shade. // [-] ............................ Less tile shade. // [0] ............................ Reset tile shade. //////// /////////////////// // this changes SURFACE.DAT! // [F6] ........................... Change tile surface type. //////// /////////////////// // voxel ID changes VOXEL.DAT! Affects sprites! // [F5] ........................... Change tile view type / set voxel ID. If it // has any of voxel view types, you may press F5 again to // set RFF voxel ID. //////// BATCH TILE EDIT MODE: --------------------------------------------------- [MOUSE3] .......................... Toggle current tile select. [SHIFT] + [~] or [MOUSE3].......... Select many tiles. SINGLE TILE EDIT MODE: --------------------------------------------------- [ESC] ............................. Return back to the Batch edit mode. .......................... Nudge tile origin. [SHIFT] + ................ Set tile origin to respective edge. [PAD5] ............................ Set tile origin to center. [PAD /] ........................... Zoom out. [PAD *] ........................... Zoom in. [PAGE UP / DN] .................... Cycle through tiles by 1. [<] or [>] ........................ Change view angle by 45 degrees. [/] ............................... Set view angle to 0. NAVIGATING: --------------------------------------------------- [ESC] .......................... Quit. ......................... Scroll tiles by 1. [PAGE UP / DN] ................... Scroll tiles by pages. [PAD /] .......................... Show less tiles per row (None / Both modes). [PAD *] .......................... Show more tiles per row (None / Both modes). [HOME] ........................... Go to first tile. [END] ............................ Go to last tile. [G] .............................. Go to tile #. MISCELLANEOUS: --------------------------------------------------- [F12] ............................ Tile screen options (None / Both modes). FOR PROGRAMMERS: ================================================================== XMP ARTEDIT provides compatible extension to the ART files which allows to keep various data such as file palette or additional tile information. Below is the sample code and definitions if you want your software read and write such data. The extension area typically appends to the end which makes it at least read compatible with tool such as EDITART or Build Art Files Editor. The data split up by blocks and comes immediately after header that looks like this: struct XRTBLK_HEAD { unsigned char blktype; // type of data that contains in this block unsigned char headsiz; // size of this block header unsigned short datasiz; // size of data that contains in this block }; For now there is just 2 block types is defined: enum { kArtXBlockA = 64, kArtXBlockB = 128, }; 1. kArtXBlockA contains additional information for each tile in the art file. This allows to not use external DAT files. struct XRTBLKa_DATA { unsigned short number; // tile number signed char shade; // shade of the tile (for SHADE.DAT) unsigned char surface; // surface of the tile (for SURFACE.DAT) signed short voxelID; // internal voxel id (for VOXEL.DAT) }; 2. kArtXBlockB contains 256 color palette of current art file. All tiles in this art file can be remapped to use it, so PALETTE.DAT or stuff like this is not required. struct XRTBLKb_DATA { unsigned char artPal[768]; }; To determine the each block area, you must attach the block map to the end of the ART file: First, write all offsets of blocks you plan to put: // lseek(hFil, -((blockCount * sizeof(int)) + strlen(mapSignature)), SEEK_END); // write(hFil, &block1ofs, sizeof(int)); // write(hFil, &block2ofs, sizeof(int)); // ..... // ..... Then, write how many blocks it contains (max 255): // write(hFil, &blockCount, sizeof(char)); Finally, write an signature, so readers can be sure that they deal with an extended ART file: // write(hFil, tmp, sprintf(tmp, "<-XrT\x1A")); ///////////////////////////////// /////////////////////////////////////////////////////////////////////////////