Part 6. Designating the sprites
Next you have to designate the sprites. There are 6 sprites each one corresponding to a section of your composite image. Each sprite uses a prefix AND a suffix that must be entered exactly when naming them. Also, for each sprite you need to include the coordinates that bound the sprite on the composite image (texture). Sounds tough but if you are careful you will have no trouble.
The same prefix is used for all six sprites, it is: spr
Each sprite uses a different suffix, the suffixes and the bounding coordinates of the corresponding sprite are indicated in the following chart:
**** NOTE: Ryan has put this into a much more legible format in the next message - sorry for my mess ****
Section Prefix Suffix Bounding Coordinates
1 spr profile 0, 1 to 512, 151
2 spr profilesingle 1, 151 to 214, 255
3 spr topdown 215, 152 to 249, 186
4 spr topdownshadowlarge 250, 152 to 284, 186
5 spr topdownshadowsmall 285, 152 to 319, 186
6 spr topdownglow 320, 152 to 354, 186
Note that there are no spaces included within the suffixes.
Alright. Time to designate the sprites.
In the ‘Resource Type’ box (center of the screen) select ‘Sprite’. The box on the right of the screen will change from the ‘Texture Resource’ box to the ‘Sprite Resource’ box. They are similar but the Sprite Resource box requires you to enter more information.
The same procedure is used for entering each of the sprites – just make sure you use the correct suffix and bounding coordinates. I’ll go over entering the profile sprite as an example.
In the ‘Resource Name:’ field type in the prefix, name of the airplane, and the suffix. Remember not to use spaces between the prefix and the name or the name and the suffix.
In the case of the profile sprite for this example it is: sprflying fortressprofile
Again, spaces within the name are ok. But NOT between the prefix and the name or the name and the suffix.
Next is the ‘Texture:’ field. Make sure it is the name of the texture you just created earlier; if it is not, type in the correct name of the texture. In this example the texture is: texflying fortress
Enter the bounding coordinates in the order: Left, Top then Right, Bottom. Use the chart for the coordinates – if you set up your template correctly then the coordinates are always the same.
In this example, for the profile sprite the coordinates are: Left: 0, Top: 1, Right: 512, Bottom: 151.
After you have entered the coordinates double check them then hit the ‘Add Resource’ button. Again several things will happen. A window will pop up labelled ‘Success’ click OK to clear that window. The large airplane profile (without the rest of the sections of the composite image) will appear at the top of the screen. If you have used the proper background color then you should not see the purple background, it has become transparent. Finally, again notice that your sprite has been added to the ‘Resources’ browser on the left hand side of the screen. You should be able to click and hold on your airplane profile and drive it around the screen noticing that it is the top layer graphic.
You should see something resembling the image attached.
You need to repeat this procedure five times to designate the remaining sprites. Follow the naming conventions! Use the information on the prefix, suffixes and bounding coordinates indicated above. Once you have entered the information for all six sprites you are done!!! The information is automatically saved. Leave this screen by clicking on the round button at the bottom left of the window. Have a beer!! (or your beverage of choice)
