====== User Interface ====== User Interface (UI) is somewhat complicated stuff to get it right, but once done really is enjoyable to view. ====== Allied Force User Interface ====== **Allied Force User Interface** by PMC ====== AF 64 Segment ====== In **art\resource\** directory file campmap.idx/.rsc ^ Filename ^ Image Details ^ | BIG_AWACS_MAP_ID.tga | 2048x2048 resolution with 256 color | | BIG_MAP_ID.tga | 2048x2048 resolution with 256 color | //Coming soon...// ====== AF 128 Segment ====== All these following images are flipped vertically, they are upside down. In **art\resource\** directory file campmap.idx/.rsc ^ Filename ^ Image Details ^ | BIG_AWACS_MAP_ID.tga | 4096x4096 resolution with 256 color | | BIG_MAP_ID.tga | 4096x4096 resolution with 256 color | In **art\resource\** directory file intel.idx/.rsc ^ Filename ^ Image Details ^ | JSTARS_MAP.tga | 370x370 resolution with 256 color | | KOREA_256.tga | 512x512 resolution 256 color | | PAK_REGION_OVERLAY.tga | 512x512 resolution 16bit color | | PAK_OUTLINE_OVERLAY.tga | 512x512 resolution 16bit color | | BID_3FLY_DIS.tga | 512x512 resolution 256 color | | BID_3FLY_DOWN.tga | 344x344 resolution 256 color | | IA_MAP_TGA.tga | 172x172 resolution 256 color | In **art\resource\** directory file select.idx/.rsc ^ Filename ^ Image Details ^ | CAMP_SCENARIO_1.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_1GREEN.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_2.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_2GREEN.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_3.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_3GREEN.tga | 224x86 resolution 16bit color | In **art\resource\** directory file theaterlabel.idx/.rsc ^ Filename ^ Image Details ^ | VICTORY_LABEL_BLU.tga | 99x35 resolution 16bit color | ====== Red Viper User Interface ====== **Red Viper User Interface** by PMC ====== RV 64 Segment ====== In **art\resource\** directory file campmap.idx/.rsc ^ Filename ^ Image Details ^ | BIG_AWACS_MAP_ID.tga | 2048x2048 resolution with 256 color | | BIG_MAP_ID.tga | 2048x2048 resolution with 256 color | //Coming soon...// ====== RV 128 Segment ====== All these following images are flipped vertically, they are upside down. In **art\resource\** directory file campmap.idx/.rsc ^ Filename ^ Image Details ^ | BIG_AWACS_MAP_ID.tga | 4096x4096 resolution with 256 color | | BIG_MAP_ID.tga | 4096x4096 resolution with 256 color | In **art\resource\** directory file intel.idx/.rsc ^ Filename ^ Image Details ^ | JSTARS_MAP.tga | 370x370 resolution with 16bit color | | KOREA_256.tga | 258x258 resolution 16bit color | | KOREA_512.tga | 516x516 resolution 16bit color | | PAK_REGION_OVERLAY.tga | 512x512 resolution 16bit color | | PAK_OUTLINE_OVERLAY.tga | 512x512 resolution 16bit color | In **art\resource\** directory file main.idx/.rsc ^ Filename ^ Image Details ^ | BID_3FLY_DIS.tga | 344x344 resolution 256 color | | IA_MAP_TGA.tga | 172x172 resolution 256 color | In **art\resource\** directory file select.idx/.rsc ^ Filename ^ Image Details ^ | CAMP_SCENARIO_1.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_1GREEN.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_2.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_2GREEN.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_3.tga | 224x86 resolution 16bit color | | CAMP_SCENARIO_3GREEN.tga | 224x86 resolution 16bit color | //Please note that the GREEN named files are for Allied Force, you dont need them in OF/RV but they cause no harm and since they are so small files you can include them there and make universal select.rsc for all Falcon versions.// ====== Open Falcon User Interface ====== **Open Falcon User Interface** by PMC //Coming soon...// ====== OF 64 Segment ====== In **art\resource\** directory file campmap.idx/.rsc ^ Filename ^ Image Details ^ | BIG_MAP_ID.tga | 2048x2048 resolution with 256 color | //more coming soon// ====== OF 128 Segment ====== In **art\resource\** directory file campmap.idx/.rsc ^ Filename ^ Image Details ^ | BIG_MAP_ID.tga | 4096x4096 resolution with 256 color | In **art\resource\** directory file intel.idx/.rsc ^ Filename ^ Image Details ^ | JSTARS_MAP.tga | 370x370 resolution with 16bit color | | KOREA_256.tga | 258x258 resolution 16bit color | | PAK_REGION_OVERLAY.tga | 512x512 resolution 16bit color | | PAK_OUTLINE_OVERLAY.tga | 512x512 resolution 16bit color | In **art\resource\** directory file main.idx/.rsc ^ Filename ^ Image Details ^ | CAMP_SMAP.tga | 344x344 resolution 16bit color | | IA_MAP_TGA.tga | 172x172 resolution 16bit color | ====== Main UI Background Screen Tutorial ====== //following tutorial is "bit" obsolete in RV/OF/AF times...// by Widowmaker Requirements: Perl tga2res.pl procidx.pl irc2res.pl UI's are all 800x600 256 colors TGA 8 bit uncompressed and flipped (turned up side down) be sure to name the tga files the same as here: Main screen - **mainbg.tga**\\ Dogfight screen - **dgftbg.tga**\\ Tactical Engagement screen - **tacengbg.tga**\\ Campaign screen - **campbg.tga**\\ use the following lines to produce the idx/rsc files ./tga2res.pl mainbg.tga MAIN_SCRN\\ ./tga2res.pl dgftbg.tga DGFT_SCREEN\\ ./tga2res.pl tacengbg.tga TAC_SCREEN\\ ./tga2res.pl campbg.tga CB_MAIN_TGA\\ Perl script has now created the following files: mainbg.idx\\ mainbg.rsc dgftbg.idx\\ dgftbg.rsc tacengbg.idx\\ tacengbg.rsc campbg.idx\\ campbg.rsc Copy the newly produced files into art/resource folder. You're done! ====== Credits Tutorial ====== How to build your theaters own Credits file which is shown at exit from sim. Grab a copy of default Korean credits.idx and credits.rsc files from art\resource directory. Use the perl ./procidx.pl credits.idx And you'll get ENGLISH_CREDITS.txt file, now edit there your own credit information and then use cred2res.pl to create new credits files, like this: ./cred2res.pl credits.idx ENGLISH_CREDITS.txt Perl script just produced you a credits.idx and credits.rsc files which you need to place to terrdata\Theater.name\files directory so TSwitch.exe can swap them when you change theaters. That's it.