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Making Basic Scenery
with the RCT 2 Object Editor
Author/Contributors:
Junya Boy & Buhdewsy
Introduction:
This tutorial will help you to create
and customize basic scenery objects for RCT2. You will need Dr.
J's RCT2 Object Editor to do so, as well as an image editing
program. You will also need an image to work with, it will need
to be an image with all four sides provided (or two sides if the
image can be flipped to create 4 images). All images files must
be in BMP. File format, no other images types are supported. This
tutorial will not cover; creating an image, the use of any 3D editing
programs, and/or importing image files from other games.
Tip:
Your image file must always be a BMP.File and the maximum size
of an image the editor can handle before resizing is 132 pixels
high and 64 wide. |
Getting Started:
As stated, you must find an image you
can use first. We have provided this test image for you to create
an awning for architectural purposes. (Notice there is only two
views, SE and NE) First we will open the image in any image editing
program. Since the image is already angled we don't have to change
it. If the image had not been on an angle but flattened, either
set it to (45, 30) or adjust it to a 45 degree angle. Also if you
are using another image, follow the same steps.
Tip:
Remember SE should be the front view so that in the game the
front will show in the Menu. From there you will follow around
rotating the image counter-clockwise so SW is the flip of SE. |
Creating the Positions
1. Open Dr. J's RCT2 Object Editor
also open the image in your image editing program, (I find Paint
works just fine with pre-made images) then use the squared selection
tool to trim around the top piece of the image. Try to get close
to the awning but not close enough to cut any of it off. This will
give you the SE position in the Object Editor. Copy this portion
(SE) of the image and paste it into the corresponding position in
the object maker.
2. Don't worry about lining the piece
in position at this point. Wait until you have all four views to
do so. Since the SE position is open in Paint, go to the Image tab
and select Flip/Rotate. This will allow you to create the opposing
view (SW) without obtaining a separate image. Select the bullet
to flip the image horizontally. The image should still be highlighted.
Copy this position (SW) of the image and paste it into the corresponding
position in the object editor.
3. Now it is time to make the back
views. Again, using the squared selection tool to trim the bottom
of the image now and try to get close but not close enough to cut
it off. This is the NE view. Notice how it is darker; this will
cause a shaded affect in the game. Copy this portion (NE) of the
image and paste it into the corresponding position in the object
maker.
4. There is one more view remaining.
It is the NW position. To obtain this view you must flip the image
of the NE position. Again, you do this by going to the Images tab
and selecting Flip/Rotate. Select the bullet to flip the image horizontally.
The image should still be highlighted. Copy this position (NW) of
the image and paste it into the corresponding position in the object
maker.
The Object Editor
should look like this:
Tip:
Don't worry to much about the black background of you image.
Dr. J's RCT2 Object Editor sees true black (#000000) as transparent
as does RCT2. |
Aligning the Positions
Now that you have all four views, it
is time to align the images so that they appear in specified points
of a tile. This is a very important step to make sure your scenery
lines up perfectly with the other scenery in the game. First you
need to select what size tile your object will be occupying. This
object will fill the whole tile so select "Full Tile". Next you
will need to select the option at the top of the Object Creator
called "Base and Top Outline". Once you have selected it,
it will show a flickering tile outline of the base of your object.
Adjust the position of each image using the up, down, left, and
right arrows below each of the objects view windows. What you want
to do is imagine the bottom flashing square is where the grid tile
in the game would be and align your object to where it should be
in that tile. Since we are working with a basically square object
this should be easy to see how it should line up. Once you have
the base of all four images aligned you will need to set the clearance.
With the "Base and Top Outline" still selected use the up
arrow next the clearance box to raise the top flashing square up
till it is in alignment with the top of your object. On this particular
object it should be set at 4.
Make sure that you position the image
on the tile so that it appears the same through all views (I.E.
- If position SE is aligned along the back, make sure the back of
each image is the one aligned along the tile).
Setting the Properties
There are various properties that need
to be set including the price, cursor type, options to rotate, stack,
no supports, and flat land only just to name a few. We will cover
these properties and briefly explain why and what there are used
for.
This object has a different view for
all four positions so you'll want to select it to be rotatable.
If this object looked the same from all four sides like maybe a
tree would, you wouldn't want it to be rotatable.
This object won't need to be placed
on the ground so the flat land only option is not necessary. You
might use this option for things like flowers or fountains.
This object will not be on the ground
most of the time and we don't want those ugly supports so check
no supports, this will block out the automatically generated paintable
supports option that happens when you raise it off the ground.
This object will most likely be placed
above ground so check stackable. Although you may not want to stack
it on top of itself you will want to be able to raise it off the
ground and/or stack it on other objects.
"No Walls" this option is mostly used
when creating true roof pieces. It causes the object to not be surrounded
by the walls when placed directly on top of them. It won't affect
this objects main purpose, but someone may want to use this piece
as a roof so go ahead and select this option.
Adjust the price to the most reasonable
price, this is the price it will cost the user to build the object.
Now set the refund price as well, this price is how much it will
cost to remove the object once it has been built. Be realistic,
if it's a tree it should be a negative because it cost to cut it
down and it can't be used again. If it's something like an awning
in this case you wouldn't throw it away so it would just be the
cost of taking it down. But you can pretty much set it to what ever
you want.
Now choose a cursor. Use which ever
cursor best suits the object you are creating. I would use the arrow
or the house for this object.
Choosing a "Sub Type" this is pretty
self explanatory for this object. This object would be a "simple"
object. Most objects will fall into this category. The other types
are for more advance scenery objects and we may cover those in a
future tutorial.
Naming your object is a very important
step and an often overlooked one. Select the description option
next to the outline options. Enter the name in for your object;
you must enter it in for every language even if they are all in
English. If you do not enter it in for every language people using
different language versions of the game will not be able to see
its name listed amongst their other scenery objects. Let's just
call it "Awning".
Saving the Object
Now we need to save the object we just
created. Select the blue disc icon to save your object. It will
ask that you enter a name for your file, It should be something
you'll remember and under eight characters long. Let's use "myawnin".
The First Test
Now that you have it saved, let's test
it out before we go any further. Load your copy of RCT2. Once you
have your game running, go to the red tool box icon and select the
"Scenario Editor". The first window that opens up will be the "Object
Selection" window. In the upper right you will see a button marked
"Advanced" select it. Now more tabs on the left should have appeared,
select the second from the left (with a few trees on it). This will
show you a whole list of scenery. Look for your object under the
name you gave it (Awning). Once you have found it, select it for
use by placing a check next to it. Now advance to the next step
of the editor and close the little pop up window, we don't need
that for our testing. Open the scenery option and select the red
question mark, your object should be shown here. Now play around
with it, use it like you would in the game. Does it sit squarely
in the tiles? Do all four sides look correct? Can you place it on
top of other object and if so does it sit squarely on them? Are
there any spots where the color looks wrong or can you see through
them like they have holes? Check all these things and make note
of anything you find wrong. Quit the game and return to the "Object
Editor". Open back up the object by selecting the file icon and
selecting your file. Now is the time to fix anything you may have
found wrong with your object.
Color Mapping
Now we have our awning it's all tested
and ready to go, but wait, we want it color changeable. There are
two options at the bottom of the program, Map 1 and Map 2. If you
are only making the red portion of the awning colorable, check the
map one option. If you are making both stripes colorable, check
both Map 1 and Map 2. Checking these open up tools to color the
image green or pink. In the game these portions will have the ability
to change colors. Let's make it be multi-color changeable. By selecting
the magnifying glass icon at the bottom of view SW a window will
appear to the right of the editor with a larger copy of the image
in it. Now select the green paint brush to paint all the stripes
(or whatever you other objects may have) you want to be the same
color in the game (Map1). You can do all the painting on the larger
images to the right and it will show up on the smaller version.
After you have that complete select the pink paint brush (Map2)
and paint the remaining stripes. Now do the same process on the
three other views. Now that you have all four views color mapped
it should look like the picture below and you should save your work
once again by selecting the blue disc icon.
The Object Editor
should look like this:
The Second Test
Now go test it again. Does it look
good? Is it still working right? Did you mess anything up while
you were color mapping it? How's your paint job? Now is the time
to fix anything you may need to.
The Final Test
Once you are satisfied with your scenery
object you should build a very small park including your scenery
item (Remember when making a park with custom items to check
Export Plug-Ins under the options tab) this is just for testing
don't get to fancy. Once you have your little park built ask
a friend if you could send it to them for testing. What you are
doing by this is making sure it works properly as an imported file.
Also your friend might see an error that you may have missed while
testing. If your friend does find an error have him report to you
what the problem was and then delete the file from his computer.
Once you have corrected any problems and had your friend retest
it, your ready to use it or sharing it with friends. It may sound
like a lot of testing, but when you make something and share it,
it becomes a direct reflection of you. So if you make an object
and it hasn't been tested enough when someone else downloads it
or opens a park that uses your faulty object and it causes an error
in their game, who do you think they will blame? You that's who
and next time they won't want to download anything from you.
Enjoy Scenery Making!
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Final Tips:
Only use BMP. Files of less
than 132 x 64 pixels
When painting or color mapping
don't forget you have three different paint brush sizes you
can use.
Remember when making a park
with custom items to check Export Plug-Ins under the options
tab. And include a read me file listing the file names of
the user created objects.
Enter the name in for your
object; you must enter it in for every language even if they
are all in English.
Don't worry to much about
the black ground of you image. Dr. J's RCT2 Object Editor
sees true black (#000000) as transparent as does RCT2.
Remember SE should be the
front view so that in the game the front will show in the
Menu. From there you will follow around rotating the image
counter-clockwise so SW is the flip of SE.
The file name of your object
should be something you'll remember and under eight characters
long.
If you do release an object
to the public and find an error later, make sure your updated
file has a new name. And include the first files name in a
read me file so people who wish to upgrade can locate the
old file and delete it if the choose to. If you do not change
the file name it could case saved games to be lost or worse.
Save, save, save, this editor
has no "un-do" option so if you mess something up you must
fix it or start from scratch.
Test, test, test. We can't
stress this enough. Don't put out objects that you haven't
test and are proud to have you name attached to.
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