====== 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.