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JK Tutorial: How to create 8-bit MAT files

2014-11-14 19 Dailymotion

This video will show you how to create 8-bit MATs and Menu Backgrounds in Star Wars Jedi Knight Dark Forces II. <br /> <br />Some may be wondering if there is any point to this seeing as JK has support for 16-bit MATs and even in 8-bit mode it cycles through enough CLUTs to become a simulated 16-bit mode, and most people today can, or at least are required to run the game in 16-bit mode. <br /> <br />There are a few valid reasons. <br />If not for saving disk space or download times (which I'm sure everyone has Gigabit Fiber up and down), then at least for the fact that JK has a resource limit. It can only load so many megabytes of Materials, Objects, Animations, etc. <br />I'm sure you'd love to have nice handsome 2048² 16-bit MAT animating through 16 cels, but JK still has its limits. <br /> <br />But this is important when changing the pictures to the menus in the game. They have to be 8-bit and static. Why LucasArts never thought to turn them into interactive DVD menus is beyond Windows 95. :p <br />The different background names to use are: <br /> <br />bkbuildload.bm - Multiplayer character and lightsaber setup <br />bkbuildmulti.bm - Multiplayer character selection screen <br />bkdialog.bm - Dialog boxes / prompts (no internal palette) <br />bkesc.bm - When hitting Esc to pause the game <br />bkfieldlog.bm - Objectives screen (bit of a mess) <br />bkforce.bm - Choosing force powers <br />bkloading.bm - When a level is loading <br />bkmain.bm - Main Menu, first thing you see <br />bkmulti.bm - Multiplayer setup screen <br />bksetup.bm - Setup options screen <br />bksingle.bm - Singleplayer level menu <br />bktally.bm - End of Level score results <br /> <br />The rest you can look at in the Res1hi.gob <br /> <br />The programs used in this tutorial are: <br />JKPaint http://www.jkhub.net/library/index.php?title=Tools:JKPaint <br />MatMaster http://www.jkhub.net/library/index.php?title=Tools:MatMaster%202 <br />GiMP http://www.gimp.org/

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