PC Art Procedures
PC Art Procedures
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.
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.) 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)