Updated August 26, 2005
HOME PAGE > TOOLS > LED EDITOR > DARK SIDE OF MAPPING > TEXTURES WITH BAB.EXE
In this page we will see how to prepare the textures for your future map.
But first of all, what is a texture ? ... Good question, isn't it ?
Well, look at the wall in the room you are in. What do you see ? the wall ?
No, you don't see the wall, you see only the paint that covers the wall. Or the external surface of the cement, or the surface of the bricks or the texture of whatever your wall is made of.
Your wall is a solid area in which you are not. If you were inside your wall, you wouldn't see anything else than black...
So, the texture is what you see on your wall, nothing else. And it's the reason why, in our map, we will need some pictures to cover our walls to see them. These pictures are called the textures, and when applied on our walls, they will give an illusion of stones, bricks, clay, wood, grass, snow, etc...
These pictures are originally in format bitmap, 256x256 pixels and 72 dpi.
LED Editor needs two files:
1 / textures.mmp
2 / textures.dat
But for the moment, we have not these 2 files. We will have to prepare them. To do that, we will compile your set of original bitmap pictures (the textures .bmp).
Question: Uh, what is compiling ?
Answer: compiling is an operation that translates your original .bmp images in a file that LED Editor and the program Blade of Darkness can understand. Unfortunately, they can't work directly with the format .bmp...
Once compiled, the textures files .mmp and .dat will be saved in:
Note: this folder already contains a black texture, named NULL.bmp. Don't remove it, we will need it later.
If you don't have it, download HERE, unzip and save it in this folder.
Notice: it's name MUST be NULL.bmp, but NOT null.bmp (case sensitive). If you forget that, you will have something wrong later...
So, let's begin the operations ! Uh... yes, but...
Question: OK, but where can I get the .bmp textures ?
Answer: we will choose these textures by clicking HERE , and following as below:
Choose and click on the texture flr002.bmp in PAGE 01 ( as in the picture below ).
Here is the original texture flr002.bmp , in 256x256 pixels.
Save the picture...
... in the folder C:\Codemasters\editor\compilers\bab\textures .
The texture is saved now. Look in the folder C:\Codemasters\editor\compilers\bab\textures and verify if all is OK (like the picture below).
Notice: If you have Windows XP, you can display the thumbnails of your pictures instead of the icons: right-click on the white area and select the thumbnails option instead of the icons option.
OK, now return in the webpage of textures.
Click on the texture flr033.bmp . Note that you can see the name of the texture in the bottom of the page when the cursor is over the thumbnail.
Save it same way than before.
The texture flr002 is already here, now you will add the texture flr033 . Press SAVE...
... and so on with the following texture mad018 ...
Click on PAGE 02 to see the others textures, and continue the same way.
Choose the texture mot029 , save it, etc...
So, now you've understood the method. Choose and save all the following pictures from the pages 1 to 9 of the site, so that you will have these 11 textures in your folder (exactly the sames, not more, not less, including the texture NULL.bmp).
OK, the textures are ready to be compiled now. Open you folder C:\Codemasters\editor\compilers\bab , and verify that you have genmmp.py in it. If you don't see it, you can download it HERE (don't forget to unzip!).
So, you have it, now double-click on BAB.EXE to start the compiler...
... and a new window opens, with the console inside !
You will need the console, open the white text area with the pointer and left button of your mouse ( see the pictures below ).
OK, now type import genmmp , press Enter,.. ...type genmmp.process('textures') , press Enter.
The compilation begins. Once ended, the window looks like this:
Now, to save the compiled files, type genmmp.save() and press Enter. In the gray windows, the console indicates that the files are generated and saved.
That's all ! Now close all the windows...
... and look in the folder C:\Codemasters\editor\compilers\bab\textures, the two new files textures.dat and textures.mmp are created and ready for your future map !
Note: I have customized my Windows XP so, your icons will probably be different, but don't worry, it's not a problem !
Original Maps Folders: Barb_M1 = Kashgar Ragnar_M2 = Tabriz Dwarf_M3 = Khazel Zalam Ruins_M4 = Marakamda Mine_M5 = Mines of Kelbegen Labyrinth_M6 = Tel Halaf Tomb_M7 = Tombs of Ephyra Island_M8 = Ilse of Karum Orc_M9 = Shalatuwar Orlok_M10 = Gorge of Orlok Btomb_M12 = Oasis of Nejeb Desert_M13 = Al Farum Volcano_M14 = Forge of Xshatra Palace_M15 = Temple of Ianna Tower_M16 = Tower of Dal Gurak Chaos_M17 = Abyss Ice_M11 = Fortress of Nemrut