Custom Texture Tutorial
Robot Arena 2 facilitates creating custom textures for
your robots, and this tutorial provides guidance on how you can do just that.
Note: For this tutorial, we won't cover some of the basic
concepts like how to create a chassis. If you don't know how to use the workshop
to build a chassis , you might want to read the first tutorial on basic construction
before reading this one.
Creating Custom Decals
To add a custom decal texture to the game, follow
the instructions below.
- For a simple square decal, create the custom texture in your favorite image
editor (ie. Adobe Photoshop, Corel Draw, etc.)
- Adjust the image size so that it is 64 pixels by 64 pixels square
- Save the file as a 24-bit bitmap (bmp) file on your hard drive.
- Make sure there are NO spaces in the name. (ie. star.bmp, yellow_star.bmp)
- Copy the file to this folder in your Robot Arena 2 installation directory:
Infogrames\Robot Arena 2\Texture Library\decals\
- To create a decal with an alpha channel, create the custom texture and
corresponding alpha channel in your favorite image editor (ie. Adobe Photoshop,
Corel Draw, etc.)
- Adjust the image size so that it is 64 pixels by 64 pixels square
- Save the file as a 32-bit targa (tga) file on your hard drive
- Make sure there are NO spaces in the name (ie. star.bmp, yellow_star.bmp)
- Copy the file to this folder in your Robot Arena 2 installation directory:
Infogrames\Robot Arena 2\Texture Library\decals\
Creating Custom Robot Textures
To create a custom texture for your robot and
import it into the game, follow the instructions below:
- Create the chassis of your robot. Without the
chassis it will be impossible to do the next step.
- Once the chassis is created you can proceed to the
Paint Shop section of the Robot Workshop.
- In the lower left hand corner there are two buttons
that are used for exporting and importing custom textures.
- Click on the Export Paint Template. You will
then be given two choices:
- By default the exporter will simply export a
texture showing the texture areas used for the current chassis design.
Enter a name and the file will be saved in the Infogrames\Robot Arena
2\Custom Textures\ folder.
- The other option is to create the base texture
within Robot Arena 2 using all of the Paint Shop tools, and then exporting
this texture for additional enhancements. In the exporter dialogue box
there is an option to "Export the current chassis texture instead
of a template". By checking this option it will export out the texture
as a bmp and put it in the following folder: Infogrames\Robot Arena 2\Custom
Textures\ folder.
- Now that you have either a template or a chassis
texture exported. Create or modify the texture in your favorite image editing
software.
- Note: You can NOT alter the size of the texture to
be bigger or smaller. Doing so will create an invalid texture and cause problems
for the game.
- Once you are happy with the texture, save the image.
If you moved the image to another folder for editing purposes then copy the
final bmp to this folder: Infogrames\Robot Arena 2\Custom Textures\
- Now that you have the texture created, we can
now import the texture back into the game using the Import Custom Paint button.
Select the custom bitmap and click ok. Your chassis will now have the custom
texture applied to it.
Creating a Texture Fill Texture
To create an addition
texture fill texture for the Paint Shop, follow the instructions below:
- Create the texture using your favorite image editing
software. (ie. Adobe Photoshop, Corel Draw, etc.)
- Adjust the size of the texture to be 256 pixels x
256 pixels.
- Save the file as a 24-bit bitmap (bmp) file.
- NOTE: You can NOT use spaces in the file name.
- Copy the texture into this folder: Infogrames\Robot
Arena 2\Texture Library\
- Now when you go into the Paint Shop, your texture
will be listed along with all of the other texture fill textures.
Creating Surface Layer Textures
To create additional surface layer textures
for the Paint Shop, follow the directions below:
- Using your favorite image editing software (ie. Adobe
Photoshop, Corel Draw, etc.) create a new texture with the size of 256 x 256
pixels.
- Create the texture and the corresponding alpha channel
layer.
- Save the file as a 32-bit Targa (tga) file.
- Copy the file to this folder: Infogrames\Robot Arena
2\Texture Library\
- Now the new surface layer texture will be in
the Paint Shop the next time you run Robot Arena 2.
Creating Custom Edge Line Textures
To create a custom edge line texture, follow
the directions below. This process is a little more advanced and you will need
to follow these directions closely.
- Using your favorite image editing software,
create a new texture with any of the sizes listed. The larger the texture
the more detail you can add:
- 16 x 16 pixels
- 32 x 32 pixels
- 64 x 64 pixels
- Once you have selected a size, create you edge
texture and the corresponding alpha texture layer.
- Save the file as a 32-bit Targa (tga) file.
- Copy this file to the following location: Infogrames\Robot
Arena 2\Texture Library\edges\
- From here you have to do some text editing
to setup the edge line texture to be used in the game
- Create a new text file in the same folder you
just copied the texture to: Infogrames\Robot Arena 2\Texture Library\edges\
And make sure that you give the text file the same name as the texture file!
- Open the text file and add the following lines(This
is an example File.. your settings will differ from those below):
- Filename: name_of_file.tga
- Preview: name_of_preview.bmp
- Length ratio (world pixels per file pixel):
.04
- Width (world pixels): 8
- Below is a definition of each line in the text
file and what the settings mean. This will allow you to adjust these setting
according to your texture:
- Filename: This is the
name of the .tga file to use for the texture itself. Please use the included
.tga files as a guide in creating your own edge line textures. These are
found in the Texture Library\edges directory under the root install of
the game.
- Preview: The filename of the preview bitmap
to use. Please use the included preview bitmaps as a guide in creating
your own previews. These are found in the Texture Library\edges directory
under the root install of the game.
- Length ratio: This value
determines how often the edge line texture will tile across the bot texture.
The number of tiles is determined by the following formula:
- Number of Tiles = Length Ratio * Pixels
on Bot texture.
- This value can range from 0 (which
means no tiling) to less than 1 (Note: 1 would mean infinite tiling
so don't use that value). You should tweak this value until the visual
outcome is what you desire.
- Width: This value specifies
the width of the edge line and can range from 1 (a hardly noticeable edge
line) to 256 (an edge line that is huge). A good value to use is 24. Again,
tweak this value until you are satisfied with the result of your edge
line.
- NOTE: Name the text file
similarly to the other text files in the directory, as this name is used
in the game interface.
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