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PC Art Procedures

The document provides instructions for submitting platform specific art assets to the Hit and Run PC build. It outlines the folder structure for storing new PC art files separately from existing files. It also describes the process for exporting new art from the "PC_ART" folder to the game folder in order to view changes in the PC build, which involves copying files from one location to another. Issues to watch out for and contacts for assistance are also mentioned.

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0% found this document useful (0 votes)
43 views

PC Art Procedures

The document provides instructions for submitting platform specific art assets to the Hit and Run PC build. It outlines the folder structure for storing new PC art files separately from existing files. It also describes the process for exporting new art from the "PC_ART" folder to the game folder in order to view changes in the PC build, which involves copying files from one location to another. Issues to watch out for and contacts for assistance are also mentioned.

Uploaded by

THATGUYtm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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Procedure for Submitting Platform

Specific Art to Hit and Run PC Build


August 20, 2003

In order to maintain our existing files, it is necessary to create new source and export files
for our modified PC art. I have created folders in what should be a logical format for our
working files, however due to our pipeline and time constraints, it is necessary to do
things in a more roundabout manner after export.

First the good news; since all our working files will need to be changed, I’ve created a
subfolder under “d:\simpsons2\art\” called “PC_Art”. I think this is the best way to go as
it keeps all of our new work localized and separate from existing files. I’d suggest
keeping the same file structure here as our source files since we are already familiar with
where our old files are.

Now the less good news; to keep the code side of things simple (and easily managed
under the current time constraint), we will be creating another folder called “PC_ART”
under the “d:\simpsons2\” folder. What this means is that we will have an identical file
structure here as what we currently have in our game folder. Where the change lies is in
how we treat files in the “…PC_ART\game\cd\” folder when and after they are piped.
In order to pipe the new art you should have the following in your DOS prompt.

D:\simpsons2\PC_ART\game\build\art> [insert field here] PC

To see your changes in the game, you must copy the files in
“d:\simpsons2\PC_ART\game\cd\” to “d:\simpsons2\game\cd\”. Once this is done you
should be able to see the new art in the game. Seeing as how this set up is only a couple
days old, if this isn’t working for you, the people to turn to would be either Ziemek
(sitting where Yoseuf used to) or Chuck.
Upgrades in Red are Urgent
Upgrades in Blue are Medium
Upgrades in Green are Low
Upgrades in Black are Done

Priority Upgrades

1.) Landmark signs containing Text


a. Kwik-E-Mart signage (includes “Spook-E-” in L7)
b. Krusty Burger signage (includes “Zombie Burger” in L7)
c. Fire Truck texture (containing text)
d. Springfield Retirement Castle sign
e. Casa Nova apartment sign
f. Springfield Elementary
i. Sign above school doorways
ii. School Bus in Elementary school playground (text illegible)
iii. (L7) Springwort’s School sign and rotating textures
iv. Springfield Prison sign (behind school baseball diamond)
v. Salt shakers (behind school baseball diamond)
g. Power Plant sign and rotating textures (in front of parking lot)
h. Trailer Park sign
i. Evergreen Terrace and SNPP sign over L1 r7 bridge
j. Springfield Cemetery sign (Pet Cemetery sign as well)
k. Courthouse signs
l. Museum signs
m. Hospital signs
i. Springfield General Hospital sign
ii. Rotating Signage (under front entrance signs)
iii. Emergency sign (possibly glow FX too)
n. Screaming Monkey Laboratory sign (up the bit depth)
o. City Hall signs
p. Springfield Stadium signs
i. Main Stadium sign
ii. Evening Itinerary sign
q. Police Station sign and light globes
r. Sit-N-Rotate Room Sign
s. Googolplex Theatre Sign
t. Monorail Station sign
u. Matlock Expressway signs
v. Herman’s Military Antiques sign
w. DMV sign
x. Helter Shelter & Plasma Centre signs
y. Veterans of Unpopular Wars sign
z. Try-N-Save sign
aa. Springfield Car Wash sign (glow FX too)
bb. Lexicon Bookstore sign
cc. LBSC sign (as well as pool hall sign over the stairway)
dd. Android’s Dungeon Sign and Robot
ee. Noiseland Arcade sign
ff. Barney’s Bowl-O-Rama sign
gg. Squidport sign
hh. Squidport Store signs
ii. Planet Hype sign
jj. Duff Brewery sign (on top of building)
kk. Duff Truck textures
ll. Duff Blimp landing pad textures
mm. Krustylu Studios signs
nn. Observatory sign
oo. Kamp Krusty
i. Kamp Krusty sign
ii. Chief Starvingbear sign
2.) Buzz Cola Memorabilia - Texture Complete (need to export to props)
a. Krusty Glass
b. Buzz Cola Crates
c. Buzz Cola vending machines
d. Buzz Cola Wooden wall breakables
3.) Generic building signs containing Text
4.) Generic building signs needing higher bit depth
5.) Billboard signs containing Text
6.) Billboard signs needing higher bit depth.
7.) Street Race Props containing Text
8.) Stonecutter’s tunnel
a. Poly Problem – Exiting to Power Plant from the tunnel, there are
double poly’s on the left side, second stone arch from the end (Critical)
9.) Mr Burns’ Mansion
a. POLY PROBLEM – (L4) Window poly’s are too recessed and you can
see inside the building or through the world (Critical)
b. “B” at the front of the house (above the entrance)
c. Floor Textures
d. Wall textures where possible (if they aren’t shared; book shelves OK)
e. Furniture (optional)
f. Secret console texture (optional)
10.) Power Plant textures
a. Grey pipe texture in Cog Jump and Exit tunnel
b. Black and Yellow Hash Lines on exits
c. Radioactive symbols in Cog Jump room (optional)
11.) Gag textures and signs containing text
a. Flag gag in Kamp Krusty
b. Rat Milk gag text (on top of LBSC)
c. Vent Gas sign on PP gag (?? Radioactive symbol as well ??)
Secondary Upgrades

1.) Prop Textures where necessary (bit depth and texture size where necessary)
g. Text on Phone booths
h. Stop Sign
i. Street Poles (only intersection ones with walk/don’t walk lights)
j. Gas pumps
k. Washing machines in Nelson’s yard
2.) Landmark Textures where necessary (bit depth or specific textures)
a. Lard Lad donut texture (and glow in L7)
b. Portraits in the Stonecutter’s tunnel
c. Stonecutter’s Icons in tunnel and “Great Hall”
d. Garage Jump house in L7 (text needs to be beefed up)
e. Willie’s Shack textures
f. Homer’s work console in his office (radioactive barrel in corner too)
g. Cemetery Gate textures
h. Orange bridge girders on Bridge to Sticks
i. Laundry texture between trailers in Trailer Park (Lantern texture
between buildings in Squidport too)
j. Kwik-E-Mart mat on Nelson’s house door (optional)
k. Stone Evergreen Terrace sign (optional)
l. Courthouse textures (where necessary)
m. Museum textures (where necessary)
n. Springfield Park sign
o. Stone Lion texture (in Springfield Park and in front of Courthouse)
p. Slide factory and “East/West Side” signs in rail yard
q. Tea Factory sign
r. Mr Burns Mermaid texture
s. Globex breakable sign and C-Spanker sign
t. C-Spanker Ship textures
u. Krustylu Studios Globe
v. Totem Pole in Kamp Krusty
3.) Building Textures where necessary (bit depth or specific textures)
a. Ritzy neighbourhood textures (up the bit depth)
b. Red brick building texture (with windows) in L2 (up the bit depth)
c. Construction area signs (optional)
d. Wooden fence textures behind Simpson’s house (optional)
4.) Track texture in the Power Plant (between toxic tunnel and cog jump entrance)
5.) Billboarded Props
a. Flowers in Simpson’s yard
b. Trees (optional)

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