Readables Prefabs: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
mNo edit summary |
|||
Line 22: | Line 22: | ||
* First make your own plain text xd file, eg, mymap.xd. (Do this BEFORE launching Doom/TDM else it won't load it - you'll have to exit and open TDM again.) | * First make your own plain text xd file, eg, mymap.xd. (Do this BEFORE launching Doom/TDM else it won't load it - you'll have to exit and open TDM again.) | ||
* In your map editor, in orthoview, point to where you want the readable, RMB, insert prefab, select a readables prefab. | * In your map editor, in orthoview, point to where you want the readable, RMB, insert prefab, select a readables prefab. There are images at [[Fonts Screenshots]] so you can see what the fonts look like. | ||
* With the readable selected, in Entity Inspector note the xdata name from xdata_contents. (tip: highlight then Ctrl+C to copy it) | * With the readable selected, in Entity Inspector note the xdata name from xdata_contents. (tip: highlight then Ctrl+C to copy it) | ||
* Find that xdata name below here now (tip: F3 to search (usually) paste in the name) | * Find that xdata name below here now (tip: F3 to search (usually) paste in the name) | ||
Line 63: | Line 63: | ||
* In your map editor, in Entity Inspector, change the xdata name on the readable entity to the one in your xdata file, eg, mymap.xd. Tip: if you copy and paste this from your xd file make sure you do not accidentally include any linefeeds - it can cause problems. | * In your map editor, in Entity Inspector, change the xdata name on the readable entity to the one in your xdata file, eg, mymap.xd. Tip: if you copy and paste this from your xd file make sure you do not accidentally include any linefeeds - it can cause problems. | ||
==Testing & Troubleshooting== | ==Testing & Troubleshooting== |
Revision as of 18:52, 15 September 2008
written by Fidcal
Summary:
- Select a readable prefab in your map editor.
- You now have a working readable with blank pages.
- Copy its template xdata from xdata/prefabs.xd to your own xd file and give it a unique name.
- Type in your own text between the quotes where shown.
- Enter the number of pages where shown (default is 1)
Introduction
'Readables' are any documents, books, scrolls, sheets, etc. that can be read by the player in-game. Dark Mod readables are very flexible and you can make your own custom styles and designs (see Readables) but for quickness there are prefabs already prepared for a wide range of types and categorized that way so you can easily select what you want, for example:
book_static_thick_print_stone.pfb
scroll_rolled_mobile_gothic_bamberg.pfb
Inserting Readables Prefabs
- First make your own plain text xd file, eg, mymap.xd. (Do this BEFORE launching Doom/TDM else it won't load it - you'll have to exit and open TDM again.)
- In your map editor, in orthoview, point to where you want the readable, RMB, insert prefab, select a readables prefab. There are images at Fonts Screenshots so you can see what the fonts look like.
- With the readable selected, in Entity Inspector note the xdata name from xdata_contents. (tip: highlight then Ctrl+C to copy it)
- Find that xdata name below here now (tip: F3 to search (usually) paste in the name)
- Select & copy the complete xdata section including the name and the last end curly bracket. (tip: look for a few blank lines then the next xdata header name.)
- Paste it into your own xd file, eg, mymap.xd.
- Still in your own xd file, change the xdata name header, eg,
from book_gothic_bamberg to eg, nightwatch_logbook.
It MUST be a unique name used nowhere else in this or any other xdata file on the player's system so make it distinctive. 'path' not essential but recommended to make distinctive, eg,
mymapname/magic_book3
ADDING TEXT:
- In all xdata sections, your main text should be typed between double quotes usually in a 'body' section where shown.
- Almost all also have a page 'title' which uses a larger font.
- Both 'title' and 'body' sections can fill the same page so when mixing leave spaces for the other font.
- You now have choices:
- Put text in the body only and leave the title blank.
- Put a header in the title and your main text in the body beginning with a \n to linefeed past the header.
- Put subheading(s) in the title line-spaced down with \n\n\n and also text in the body also line-spaced down with \n\n\n.
- Use only the title for the whole page if you want a larger font.
- Some provide an 'illuminated' capital initial letter where shown else leave empty (can precede with \n\n to force linefeeds.) If you do insert an illuminated capital letter then also horizontal-space out the start of the first three body lines to leave room.
- Enter your text in paragraphs between double quotes which in turn are between the curly brackets.
- Use \n to linefeed within the quotes else two empty double quotes for blank lines if needed, eg...
{ "paragraph" "" "paragraph" "" "paragraph" }
- Do not press the Enter key to start a new line within the quotes - let your plain text editor wordwrap and long lines will also wordwrap in the game readable. If you should want to force a new line within quotes then type \n. Tip : set your text editor to wordwrap and narrow its window to approximate the width of the page in-game.
ADD NUMBER OF PAGES:
- If more than 1 page then change the number of pages where shown, eg,
"num_pages" : "1" ... change to "3"
- If more than 5 then add more at the end of the section.
- If less than the default 5 no need to remove any - just use the ones you want (unless you are desperate to save a few bytes.)
- Resave your xdata file.
- In your map editor, in Entity Inspector, change the xdata name on the readable entity to the one in your xdata file, eg, mymap.xd. Tip: if you copy and paste this from your xd file make sure you do not accidentally include any linefeeds - it can cause problems.