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Synthetic Reality
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What
Are They? One of the fun things you can do
in Well Of Souls, is design your own
skin. Your skin is what other people see when you
are walking around inside the game.
A skin is just a bitmap file (you could make one
with the Microsoft PAINT program), which follows
certain layout rules. Inside your Well of Souls
folder is a folder called 'skins.' If you add a
file with the proper layout to this folder, then
you will be able to select that skin for use by
your characters inside the game.
Plus,
the game will automatically share skin files with
other players as you encounter them (unless you
disable the option). So, over time, you will
build up quite a library of skins to choose from.
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Skin LayoutA skin file can be thought of as a
film strip of six 'cells,' where each cell is
used for a different purpose. Each cell is a
square (and the 'height' of the overall bitmap
sets the width of each square in the filmstrip).
You can have squares of any size (within reason),
but you probably want to use heights which are an
even multiple of six pixels. For your
convenience, a selection of empty skin files of
varying sizes is available in this ZIP file.
Note the black
guidelines within the image. These must be placed
exactly correctly (so that they get filtered out
before the image is drawn in the game). This is
an excellent reason to start your skin using one
of the blank templates.
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The far left cell of the
film strip is the 'map' cell and it
contains nine small format images of your
character. Each map image is a square
whose dimension is one third of the
bitmap height. The eight images around
the sides of the cell depict your
character walking in one of the 8
possible directions on the map (N, NE, E,
etc.).
The
image in the center of the cell is drawn
when your character is in a scene (it is
only seen by other players who are still
on the map)
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The far right cell is the
'credits' cell and it is where you place
your artistic logo, and credits
information. (So George Lucas can find
you later when he is looking for new
crack artists!) If your skin is derived
from someone else's work, you should
indicate that here. You shouldn't take
credit for someone elses work, nor should
you make them take credit for something
offensive you might have done.
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The four middle
frames are used when your character is in a
'scene' and depict a side view of your character,
posed as if fighting a monster on the left side
of the screen. The four states of your character
are, from left to right:
- READY -
your character is prepared for battle
(looking at monster on left of screen)
- ATTACK -
your character is delivering a mighty
blow (to monster on left of screen)
- PAIN - Your
character is taking damage, or is
poisoned (also shown as black silhouette
when dead)
- CHAT - Your
character is just chillin' with his pals.
A friendly character might be looking out
towards the audience. This frame is
displayed each time you type a line of
chat.
Always draw your
hero acting as if the monster is on the left of
the screen. The game will automatically 'flip'
the image as necessary when the monster is
actually on the right.
Note that in
these four frames there is a special area just
below your character (one sixth of the total
height of the cell). This is where you draw your
shadow. Characters are generally drawn as
'floating' over their shadows.
NEW TO WOS A62 -
MAGIC ATTACK FRAME
A recent change
has enabled an optional seventh frame. If you
extend your filmstrip file one more frame to the
right of the credits frame, then that new frame
will be used during a MAGICAL ATTACK (the old
ATTACK frame will only be used during a PHYSICAL
attack)
The full order
of frames supported is now:
MAP |
READY |
ATTACK |
PAIN |
CHAT |
CREDITS |
MAGIC |
Have fun!
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Transparency, Palettes and File Size:Because your skin file
will be shared with other players, you should
make an effort to keep your skin as small as
possible (measured in bytes of file size). A
typical skin should be 15K to 20K bytes in size.
If your skin is much larger than this, it is
probably because it is a 24 bit RGB bitmap. You
need to change it to a so-called "RLE format
bitmap file", using only the official 256
colors found in the game's palette file. If you
don't, the game may refuse to share your skin
with other players.
You might find
the WoS Viewer tool to be helpful in
checking your skin for alignment, as well as
forcing it to use the proper palette and
compression.
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The 'aqua' color,
RGB(0,128,128), is generally used to
indicate 'transparent pixels' in your
skin file. However, it is actually the
color of the extreme upper left pixel
which defines the transparent color for a
given skin. Note here where the
guidelines meet in the top left corner of
the map cell, we see the aqua color
instead of black. If you have
transparency problems in your skin, it is
probably because your upper left pixel is
not the same color as the rest of your
transparent pixels.
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If you don't
know how to turn your file into an RLE format
file, you should get a copy of PaintShop Pro (an
excellent paint program). You can get a free demo
version from http://www.jasc.com/products/psp
From inside of
PaintShop Pro, do this:
- Open your
skin file (say, "myskin.bmp")
- From the
COLORS menu, select "LOAD
PALETTE..."
- This will
open a file browser.. navigate until you
find the file "souls.pal"
inside your installed copy of Well of
Souls' "ART" folder. This is a
special palette file which has the
definitions of the official 256 colors
that WoS knows about. No other colors can
be displayed in the game.
- Press OK,
then select SAVE AS.. from the FILE menu.
Be sure to save the file as a
"Windows or OS/2 BMP file" (it
should automatically be in RLE format
now, but there is a button which lets you
check)
NOTE:
The Newest Version of Wos Viewer now supports
palette conversion and compression!
Secret
Trick: You
know that upper left pixel which defines the
transparency color? If you also set the bit just
to the right of it to the same color,
then your character will not float. It will sort
of 'glide along the ground.'
For this reason
you'll really want to keep the top row of pixels
set to the guideline color as shown in this
example.
Now go out there
and be creative! But some things to avoid might
be:
- Using
copyrighted materials without permission
(it's your lawsuit, not mine)
- pornographic
skins (unless you are VERY careful in how
you share them)
- recycling
someone else's skin without giving them
credit
- Words and
Numbers which look odd when 'flipped'
- Characters
which are too large to fit on most
people's screens (which will also tend to
be too large in file size to be shared)
- Draw your
character right out to the guidelines (or
within a pixel or two). If your character
is 'floating in a large sea of
transparency,' see if you can use a
smaller frame file instead.
- When
dragging pixels around, watch out for
those guidelines! If you move them, they
will show up at odd moments.
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