User Interface (UI) is somewhat complicated stuff to get it right, but once done really is enjoyable to view.
Allied Force User Interface by PMC
In art\resource\ directory file campmap.idx/.rsc
Filename | Image Details |
---|---|
BIG_AWACS_MAP_ID.tga | 2048×2048 resolution with 256 color |
BIG_MAP_ID.tga | 2048×2048 resolution with 256 color |
Coming soon…
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 | 4096×4096 resolution with 256 color |
BIG_MAP_ID.tga | 4096×4096 resolution with 256 color |
In art\resource\ directory file intel.idx/.rsc
Filename | Image Details |
---|---|
JSTARS_MAP.tga | 370×370 resolution with 256 color |
KOREA_256.tga | 512×512 resolution 256 color |
PAK_REGION_OVERLAY.tga | 512×512 resolution 16bit color |
PAK_OUTLINE_OVERLAY.tga | 512×512 resolution 16bit color |
BID_3FLY_DIS.tga | 512×512 resolution 256 color |
BID_3FLY_DOWN.tga | 344×344 resolution 256 color |
IA_MAP_TGA.tga | 172×172 resolution 256 color |
In art\resource\ directory file select.idx/.rsc
Filename | Image Details |
---|---|
CAMP_SCENARIO_1.tga | 224×86 resolution 16bit color |
CAMP_SCENARIO_1GREEN.tga | 224×86 resolution 16bit color |
CAMP_SCENARIO_2.tga | 224×86 resolution 16bit color |
CAMP_SCENARIO_2GREEN.tga | 224×86 resolution 16bit color |
CAMP_SCENARIO_3.tga | 224×86 resolution 16bit color |
CAMP_SCENARIO_3GREEN.tga | 224×86 resolution 16bit color |
In art\resource\ directory file theaterlabel.idx/.rsc
Filename | Image Details |
---|---|
VICTORY_LABEL_BLU.tga | 99×35 resolution 16bit color |
following tutorial is “bit” obsolete in AF times…
by Widowmaker
Requirements:
Perl tga2res.pl procidx.pl irc2res.pl
UI's are all 800×600 256 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!
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.