toti_10
29-05-2003, 11:41 PM
هذا الموضوع من منقول من منتدى اجنبي و جبته لكم بس ما عرفت اطبقه الا في المراحل الاولى فقط ارجو من احد الاخوان يترجم لنا و تكون الترجم مفهومة مش أي كلام و نكون له شاكرين
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As you'll probably know,
there are 2 types of lettering and 4 types of numbering in WE6FE.
However, in order to make a patch, one of them must be sacrificed.
To begin with, open a file called "tex_pl.bin", which looks as the following;
http://my.netian.com/~michellepfeiffer/tu1.jpg
It's easy to give up by browsing the numbers that show up,
which are square-masked in the main window.
In the Alpha picture window just below,
you'll be able to see pretty looking numbers that answers everything.
I do not know the details on Konami's trick
but those numbers in Alpha picture window will be shown in the game screen.
For your convenience, I've added the picture with the masking removed.
http://my.netian.com/~michellepfeiffer/tu2.jpg
Amongst 16 palette, only 5 of them were used to sort out the numbers.
Adjustment in the remaining 11's transparency was done to create such numbers
in Alpha Picture window.
At first, remove unwanted maskings and do it in Gray scale 4Bit Bmp file format.
In black (0,0,0) background,
write down the right style of white (100,0,0) at a right place.
Each number creates three kinds of images
- 256x16, 512x16, 1024x24, but create 1024x16 first (the rest can be shortened).
Use WE Picture Decoder to import these files.
[1: 40,41,42 2: 43,44,45 3:46,47,48 4:49,50,51]
- at the end of the import number, modulating the palette
and alpha palette will do the job just fine.
You can give gradients in palette by 0 (black) - 255 (white)
[it is Gray scale therefore adjust RGB exactly the same].
For example, 1, 17, 34, 51 etc…
Alpha palette
Apply gradients by adjusting 128(transparent) - 0(antitransparent)
[since white numbers were used]. 128, 120, 112, 104 etc…
It will become much clearer from the figure below;
http://my.netian.com/~michellepfeiffer/tu3.jpg
Now you'll be able to create clean, with well-handled edges,
and great-looking numbers at your disposal.
If you are smart enough, you should be able to apply this method in lettering too!!
For those who are too lazy for thinking, please wait for the next update~ ^^
Change Real Madrid and Premier League and so on~ the pleasure is all yours!!!!
If you need sample file, use it!
http://www.netian.com/~michellepfeiffer/nm.jpg
=========================================
اخوكم toti_10:)
=========================================
As you'll probably know,
there are 2 types of lettering and 4 types of numbering in WE6FE.
However, in order to make a patch, one of them must be sacrificed.
To begin with, open a file called "tex_pl.bin", which looks as the following;
http://my.netian.com/~michellepfeiffer/tu1.jpg
It's easy to give up by browsing the numbers that show up,
which are square-masked in the main window.
In the Alpha picture window just below,
you'll be able to see pretty looking numbers that answers everything.
I do not know the details on Konami's trick
but those numbers in Alpha picture window will be shown in the game screen.
For your convenience, I've added the picture with the masking removed.
http://my.netian.com/~michellepfeiffer/tu2.jpg
Amongst 16 palette, only 5 of them were used to sort out the numbers.
Adjustment in the remaining 11's transparency was done to create such numbers
in Alpha Picture window.
At first, remove unwanted maskings and do it in Gray scale 4Bit Bmp file format.
In black (0,0,0) background,
write down the right style of white (100,0,0) at a right place.
Each number creates three kinds of images
- 256x16, 512x16, 1024x24, but create 1024x16 first (the rest can be shortened).
Use WE Picture Decoder to import these files.
[1: 40,41,42 2: 43,44,45 3:46,47,48 4:49,50,51]
- at the end of the import number, modulating the palette
and alpha palette will do the job just fine.
You can give gradients in palette by 0 (black) - 255 (white)
[it is Gray scale therefore adjust RGB exactly the same].
For example, 1, 17, 34, 51 etc…
Alpha palette
Apply gradients by adjusting 128(transparent) - 0(antitransparent)
[since white numbers were used]. 128, 120, 112, 104 etc…
It will become much clearer from the figure below;
http://my.netian.com/~michellepfeiffer/tu3.jpg
Now you'll be able to create clean, with well-handled edges,
and great-looking numbers at your disposal.
If you are smart enough, you should be able to apply this method in lettering too!!
For those who are too lazy for thinking, please wait for the next update~ ^^
Change Real Madrid and Premier League and so on~ the pleasure is all yours!!!!
If you need sample file, use it!
http://www.netian.com/~michellepfeiffer/nm.jpg
=========================================
اخوكم toti_10:)