WEBVTT
Kind: captions
Language: en

00:00:15.970 --> 00:00:16.670
Hello!

00:00:16.670 --> 00:00:19.760
Today we'll be looking at how to make an 8-bit mat.

00:00:19.760 --> 00:00:21.210
Some may be wonder

00:00:21.210 --> 00:00:22.450
why?

00:00:22.450 --> 00:00:24.450
One reason is to save space,

00:00:24.450 --> 00:00:28.390
the other is to be compatible with those who don't have a Voodoo card

00:00:28.390 --> 00:00:30.390
(which is next to none)

00:00:30.390 --> 00:00:31.810
As some of you know,

00:00:31.810 --> 00:00:38.540
Jedi Knight was originally developed for computers that could only handle a maximum of 256 colors,

00:00:38.540 --> 00:00:41.350
but had 16-bit color mode as a bonus.

00:00:41.350 --> 00:00:45.560
However, this 8-bit color setup is rather complicated...

00:00:45.970 --> 00:01:03.100
It is a palett of 256 colors each having 64 values for brightness and 256 values for when you look through translucent surfaces as well as during CTF games there are 2 extra color paletts that tint the sector red and gold which had the computer cycling through a good CLUT of 114944 colors.

00:01:03.340 --> 00:01:05.940
But enough with the confusing technical specs,

00:01:05.940 --> 00:01:08.750
we are only here to look at the first 256 colors.

00:01:08.750 --> 00:01:11.270
Lets get down to the conversion, shall we?

00:01:11.270 --> 00:01:14.030
First off you'll need to convert a colormap.

00:01:14.030 --> 00:01:16.510
Go to your Jedi Knight Resource folder,
( C:\Program Files\LucasArts\Jedi Knight\Resource\ )

00:01:16.510 --> 00:01:18.510
open the Res2.gob,

00:01:18.510 --> 00:01:23.240
and extract from misc/cmp the colormap you'd like to use.

00:01:23.690 --> 00:01:27.320
A good starting point is to use the default colormap.

00:01:27.940 --> 00:01:31.660
Next we are going to download JKPaint off of JKHub.

00:01:31.660 --> 00:01:34.090
Links are in the description.

00:01:34.090 --> 00:01:36.090
Open JKPaint,

00:01:36.440 --> 00:01:38.090
click open,

00:01:38.300 --> 00:01:40.090
and look for your colormap.

00:01:41.350 --> 00:01:42.220
wherever that is

00:01:42.550 --> 00:01:43.460
erm

00:01:43.660 --> 00:01:44.240
here

00:01:45.690 --> 00:01:46.350
Yeah.

00:01:46.640 --> 00:01:48.350
I have Paint Shop Pro here.

00:01:48.700 --> 00:01:50.310
And I put all my palettes here.

00:01:50.310 --> 00:01:50.600
But

00:01:50.600 --> 00:01:50.930
lets

00:01:51.960 --> 00:01:53.530
go with...

00:01:54.270 --> 00:01:55.060
DFLT!

00:01:58.980 --> 00:02:02.770
Now click the select palette button,

00:02:03.190 --> 00:02:06.030
and click Save As...

00:02:06.030 --> 00:02:10.810
and we shall save it as a Paintshop Pal Palettes (*.pal)

00:02:10.810 --> 00:02:11.150
we shall save it as a Paintshop Pal Palettes (*.pal) pal

00:02:11.150 --> 00:02:11.600
shall save it as a Paintshop Pal Palettes (*.pal) pal pal

00:02:11.600 --> 00:02:11.720
ll save it as a Paintshop Pal Palettes (*.pal) pal pal pal

00:02:11.720 --> 00:02:12.030
ve it as a Paintshop Pal Palettes (*.pal) pal pal pal pal

00:02:12.030 --> 00:02:12.430
t as a Paintshop Pal Palettes (*.pal) pal pal pal pal pal

00:02:12.690 --> 00:02:13.110
HEY

00:02:13.110 --> 00:02:13.620
Phase Alternating Line

00:02:15.250 --> 00:02:16.450
And we'll save...

00:02:16.450 --> 00:02:17.510
give it a name...

00:02:17.510 --> 00:02:17.930
Yeah

00:02:17.930 --> 00:02:18.650
appropriate name

00:02:18.650 --> 00:02:20.580
dflt.pal

00:02:20.790 --> 00:02:22.150
Lets go with that, shall we?

00:02:24.290 --> 00:02:27.510
Now we need a program that can handle palettes well.

00:02:27.510 --> 00:02:31.610
What I have used for a long time has been Jasc Paint Shop Pro,

00:02:31.610 --> 00:02:34.470
which is now owned by Corel and costs a bit...

00:02:34.830 --> 00:02:38.600
Actually, wonder if the latest version still supports palettes?

00:02:38.600 --> 00:02:40.600
I've been using version 7.

00:02:40.950 --> 00:02:44.450
Anyways, we'll be using something that is free and available to all:

00:02:44.450 --> 00:02:46.950
The Gnu Image Manipulation Program

00:02:47.730 --> 00:02:48.580
That's a dog.

00:02:48.580 --> 00:02:49.570
Yeah, well, whatever...

00:02:50.570 --> 00:02:51.260
So.

00:02:51.260 --> 00:02:53.260
Open GiMP and load your texture.

00:02:54.000 --> 00:02:55.750
Lets take this one...

00:02:57.590 --> 00:02:58.580
That's lovely.

00:03:00.090 --> 00:03:00.580
Now.

00:03:01.590 --> 00:03:04.310
Go to Windows,

00:03:04.310 --> 00:03:06.310
Dockable Dialogs,

00:03:06.310 --> 00:03:08.310
and open Palettes.

00:03:10.420 --> 00:03:13.560
Now click on this little arrow here,

00:03:13.560 --> 00:03:15.560
go to Palettes Menu,

00:03:15.880 --> 00:03:18.320
and Import Palette.

00:03:19.410 --> 00:03:22.060
Click on Palette File,

00:03:22.060 --> 00:03:24.060
And search for your palette...

00:03:24.060 --> 00:03:25.040
where did we put it

00:03:25.040 --> 00:03:25.370
it

00:03:25.370 --> 00:03:25.820
was

00:03:25.820 --> 00:03:26.460
somewhere...

00:03:27.720 --> 00:03:28.630
around

00:03:28.630 --> 00:03:29.950
the network...

00:03:30.620 --> 00:03:30.950
no

00:03:30.950 --> 00:03:32.030
not Patterns

00:03:32.030 --> 00:03:33.060
Palettes!

00:03:33.780 --> 00:03:35.060
Jedi Knight...

00:03:37.340 --> 00:03:38.300
DLF

00:03:38.300 --> 00:03:39.200
PAL
DLF

00:03:40.410 --> 00:03:41.200
YaY

00:03:42.130 --> 00:03:45.560
You'll notice the pink area around here.

00:03:46.860 --> 00:03:49.780
This is normal for the default colormap.

00:03:49.780 --> 00:03:55.780
As you may know, different levels have a different theme and this is emphasized in the colors.

00:03:55.780 --> 00:03:59.970
There are 192 colors common to the whole game,

00:03:59.970 --> 00:04:03.710
and then there are 64 reserved colors for the different levels.

00:04:03.710 --> 00:04:07.980
For example Nar Shaddaa has a bit of rust in its bluish metal,

00:04:07.980 --> 00:04:12.470
and Sulon has some rust with blue skies and blue water.

00:04:12.470 --> 00:04:16.900
If you wish to have a MAT compatible with it all, keep to the default.

00:04:16.900 --> 00:04:22.480
Otherwise if your level is going to have a specific color theme, you can convert one of the others.

00:04:26.130 --> 00:04:26.880
Alright.

00:04:27.120 --> 00:04:28.180
Import that...

00:04:29.320 --> 00:04:30.830
And there it is.

00:04:32.120 --> 00:04:32.830
Now

00:04:33.090 --> 00:04:34.690
Go to Image,

00:04:34.690 --> 00:04:35.920
Mode,

00:04:36.340 --> 00:04:37.920
Indexed.

00:04:38.780 --> 00:04:41.620
Select Use custom palette,

00:04:41.620 --> 00:04:44.630
and find our dflt.pal

00:04:44.840 --> 00:04:46.110
Or whatever you named it,

00:04:46.110 --> 00:04:48.110
if you named it anything else?

00:04:48.110 --> 00:04:52.530
Make sure Remove unused colors from colormap is unchecked,

00:04:52.530 --> 00:04:54.240
and Dithering...

00:04:54.240 --> 00:04:54.670
well

00:04:54.970 --> 00:04:58.280
It's to your liking if you want it dithered or not.

00:04:58.280 --> 00:05:00.280
You can say no and

00:05:00.480 --> 00:05:03.130
the image will look something like this.

00:05:03.530 --> 00:05:06.420
Now if we just undo that and

00:05:06.420 --> 00:05:07.440
go again

00:05:07.440 --> 00:05:08.080
Mode

00:05:08.080 --> 00:05:08.650
Indexed..

00:05:09.640 --> 00:05:13.050
and select another kind of dithering...

00:05:14.340 --> 00:05:15.160
we get

00:05:15.850 --> 00:05:16.940
Dithering

00:05:16.940 --> 00:05:18.290
That's what it's called...

00:05:18.560 --> 00:05:21.370
That's what dithering means that

00:05:21.370 --> 00:05:22.840
you get a

00:05:22.840 --> 00:05:25.580
random number of pixels to

00:05:25.580 --> 00:05:28.600
try to match the color.

00:05:28.600 --> 00:05:32.030
You may have seen it up close on some posters,

00:05:32.940 --> 00:05:34.690
when waiting for a bus or something?

00:05:34.690 --> 00:05:35.140
idunno

00:05:35.650 --> 00:05:36.040
But

00:05:36.040 --> 00:05:36.520
tuB

00:05:36.520 --> 00:05:38.480
You know, just play around

00:05:38.480 --> 00:05:40.480
until you get what you...

00:05:40.890 --> 00:05:42.480
until the dithering...

00:05:42.480 --> 00:05:46.290
until you get the dithering you are most comfortable with.

00:05:47.040 --> 00:05:48.460
Not sure about that, but...

00:05:48.940 --> 00:05:49.330
Oh well...

00:05:49.900 --> 00:05:51.920
Lets go with that.

00:05:52.320 --> 00:05:56.140
Once satisfied with your result, it is time to save it.

00:05:56.140 --> 00:05:59.880
Be sure to save it as a Bitmap file (BMP).

00:06:00.510 --> 00:06:02.260
So lets...

00:06:03.190 --> 00:06:04.760
call it...

00:06:05.030 --> 00:06:05.300
yeah

00:06:06.480 --> 00:06:07.110
switch

00:06:07.110 --> 00:06:07.530
ate

00:06:07.530 --> 00:06:07.930
bit

00:06:10.370 --> 00:06:10.940
and

00:06:10.940 --> 00:06:11.720
save

00:06:13.890 --> 00:06:15.220
No compression!

00:06:15.220 --> 00:06:17.220
No Run-Length Encoding!

00:06:17.220 --> 00:06:19.220
Just save it as is.

00:06:20.040 --> 00:06:22.240
Alright, now you are to use

00:06:22.240 --> 00:06:24.240
MatMaster here

00:06:24.240 --> 00:06:26.850
File, New, Texture Mat,

00:06:26.850 --> 00:06:28.850
and convert it straight off.

00:06:29.320 --> 00:06:30.850
Uh, where did we pootis

00:06:33.630 --> 00:06:34.170
sie

00:06:35.110 --> 00:06:35.650
mat

00:06:37.040 --> 00:06:39.030
I believe it was called...

00:06:41.980 --> 00:06:42.730
can't find it

00:06:43.030 --> 00:06:43.400
dubya

00:06:43.400 --> 00:06:44.030
are...

00:06:46.260 --> 00:06:47.400
there it is

00:06:49.570 --> 00:06:50.750
We take this.

00:06:51.530 --> 00:06:55.060
No need to Remap Palette because we've already done so.

00:06:55.390 --> 00:06:56.050
And...

00:06:56.510 --> 00:06:58.520
Click MAT to save as MAT

00:06:58.520 --> 00:07:00.520
and there we go.

00:07:01.120 --> 00:07:01.400
double

00:07:01.400 --> 00:07:01.630
you

00:07:01.630 --> 00:07:02.280
are

00:07:02.280 --> 00:07:03.220
switch

00:07:03.220 --> 00:07:03.800
eight

00:07:03.800 --> 00:07:04.370
bit

00:07:04.640 --> 00:07:05.460
something like that

00:07:05.460 --> 00:07:05.880
good

00:07:06.630 --> 00:07:07.880
And you're done.

00:07:07.880 --> 00:07:12.600
You'll probably notice that MATs don't contain any palette information.

00:07:12.990 --> 00:07:15.160
Now for the BONUS ROUND!

00:07:15.160 --> 00:07:20.520
For those who make mods like weapons mods or special levels that need to be played as a mod,

00:07:20.520 --> 00:07:23.990
would probably like to have some nice snazzy menu backgrounds.

00:07:23.990 --> 00:07:27.180
Now, menu backgrounds MUST be 8-bit.

00:07:27.180 --> 00:07:27.760
Why?

00:07:27.760 --> 00:07:32.820
Because LEC didn't think it worth handling the Direct3D just for the sake of menus.

00:07:32.820 --> 00:07:37.550
For this you'll need to import the uicolormap.cmp.pal

00:07:38.360 --> 00:07:40.650
Lets see now where did we put that?

00:07:43.940 --> 00:07:45.990
In the same place as all my other palettes!

00:07:45.990 --> 00:07:46.380
lol

00:07:51.350 --> 00:07:51.740
U

00:07:51.740 --> 00:07:52.050
I

00:07:52.050 --> 00:07:52.830
ColorMap

00:07:52.830 --> 00:07:53.610
uicolormap.pal

00:07:55.390 --> 00:07:56.300
There we go.

00:07:57.230 --> 00:08:00.210
Next you'll need to find yourself some nice pictures,

00:08:00.210 --> 00:08:01.420
one or more.

00:08:01.900 --> 00:08:03.420
Lets go with...

00:08:04.130 --> 00:08:04.880
This one!

00:08:07.390 --> 00:08:07.660
SO

00:08:07.660 --> 00:08:08.050
WRONG!

00:08:08.830 --> 00:08:12.480
You'll also need to make sure it's 640x480.

00:08:12.480 --> 00:08:14.480
Again, Jedi Knight limitations.

00:08:14.710 --> 00:08:16.480
If it's any other size,

00:08:16.480 --> 00:08:17.750
resize it.

00:08:19.320 --> 00:08:19.830
There!

00:08:19.830 --> 00:08:23.990
And resize it before applying the palette!

00:08:23.990 --> 00:08:30.050
If you are not picky about the quality in the colors, you can straight off go through

00:08:30.050 --> 00:08:30.560
Mode

00:08:30.560 --> 00:08:31.190
Indexed

00:08:31.190 --> 00:08:33.190
You know, what we've gone through.

00:08:33.190 --> 00:08:34.870
This time picking

00:08:34.870 --> 00:08:36.010
uicolormap,

00:08:36.410 --> 00:08:36.920
and there!

00:08:38.430 --> 00:08:38.790
HOW

00:08:38.790 --> 00:08:39.060
EV

00:08:39.060 --> 00:08:39.360
VAR

00:08:39.870 --> 00:08:43.700
A BM can hold a palette.

00:08:44.060 --> 00:08:47.010
So if you want to be a little more picky

00:08:47.010 --> 00:08:48.820
here's what you have to do:

00:08:49.180 --> 00:08:50.600
Go into Image

00:08:50.600 --> 00:08:51.560
Mode

00:08:51.560 --> 00:08:52.890
Indexed..

00:08:52.890 --> 00:08:56.240
Select Generate optimum palette

00:08:56.240 --> 00:08:58.160
and type in the number

00:08:58.160 --> 00:08:58.590
2

00:08:58.590 --> 00:08:58.920
22

00:08:58.920 --> 00:09:01.030
224

00:09:02.350 --> 00:09:03.410
and convert.

00:09:04.750 --> 00:09:05.000
ö

00:09:05.000 --> 00:09:05.250
öö

00:09:05.250 --> 00:09:05.500
ööö

00:09:05.500 --> 00:09:05.750
öööö

00:09:05.750 --> 00:09:06.510
did I like that?

00:09:06.510 --> 00:09:07.020
Nah

00:09:07.020 --> 00:09:07.300
I

00:09:07.300 --> 00:09:07.630
don't

00:09:07.630 --> 00:09:07.990
think

00:09:07.990 --> 00:09:08.380
I liked

00:09:08.380 --> 00:09:08.740
that

00:09:08.740 --> 00:09:09.530
I'm gonna...

00:09:11.120 --> 00:09:11.820
Tell it

00:09:11.820 --> 00:09:12.090
to

00:09:12.090 --> 00:09:12.540
be

00:09:12.540 --> 00:09:12.750
a

00:09:12.750 --> 00:09:12.930
ay

00:09:12.930 --> 00:09:13.170
aya

00:09:13.170 --> 00:09:13.440
N

00:09:15.280 --> 00:09:15.700
there

00:09:17.270 --> 00:09:19.020
Now in the palettes window

00:09:19.020 --> 00:09:20.440
click the little arrow,

00:09:20.440 --> 00:09:21.880
Palettes Menu,

00:09:21.880 --> 00:09:23.360
Import Palette...

00:09:23.360 --> 00:09:26.070
And this time select the image.

00:09:26.250 --> 00:09:27.220
Now with our...

00:09:27.550 --> 00:09:29.050
and we...

00:09:29.050 --> 00:09:30.590
Lets call it...

00:09:30.590 --> 00:09:30.830
yeah

00:09:30.830 --> 00:09:31.590
So wrong...

00:09:32.700 --> 00:09:33.590
Import.

00:09:34.360 --> 00:09:35.590
And there it is.

00:09:38.490 --> 00:09:41.680
Now find the uicolormap,

00:09:42.430 --> 00:09:45.960
click the little pen icon here to edit the palette,

00:09:50.390 --> 00:09:55.940
and then down here we'll need to write down each of these last 32 colors.

00:09:57.050 --> 00:10:01.510
These last 32 colors are common for the text in the menus.

00:10:01.510 --> 00:10:08.680
The different menus may have different colors, but the last 32 must be the same all over for the text.

00:10:08.920 --> 00:10:13.600
If you want to utilize all 256 colors for your picture,

00:10:13.600 --> 00:10:19.650
then you'll also have to redo the SFT fonts to match all the background pictures.

00:10:23.060 --> 00:10:26.580
Now find the palette you got from the image,

00:10:26.580 --> 00:10:28.990
click on the pen button to edit,

00:10:28.990 --> 00:10:30.990
and start filling in the colors.

00:10:31.160 --> 00:10:32.700
You do this by

00:10:32.700 --> 00:10:34.700
selecting the Foreground Color,

00:10:35.500 --> 00:10:40.050
and then typing in your numbers here...

00:10:40.330 --> 00:10:41.770
which was

00:10:42.010 --> 00:10:42.310
2

00:10:42.310 --> 00:10:42.770
21

00:10:42.770 --> 00:10:43.280
212

00:10:43.430 --> 00:10:44.150
OK.

00:10:44.540 --> 00:10:48.820
And then click on the little plus and page here,

00:10:48.820 --> 00:10:50.820
New color from foreground color.

00:10:51.050 --> 00:10:51.540
*click*

00:10:51.900 --> 00:10:52.500
There you go!

00:10:53.160 --> 00:10:53.530
Now

00:10:53.530 --> 00:10:53.980
repeat!

00:10:54.430 --> 00:10:54.700
1

00:10:54.700 --> 00:10:55.060
14

00:10:55.060 --> 00:10:55.480
141

00:10:56.390 --> 00:10:57.230
becomes

00:10:57.230 --> 00:10:57.500
1

00:10:57.500 --> 00:10:57.740
14

00:10:57.740 --> 00:10:58.140
141

00:10:58.680 --> 00:10:59.490
yes plz

00:10:59.670 --> 00:11:00.490
and add

00:11:03.830 --> 00:11:04.310
1

00:11:04.310 --> 00:11:04.770
113

00:11:05.010 --> 00:11:05.880
yes pls

00:11:06.540 --> 00:11:07.240
and add

00:11:14.590 --> 00:11:16.460
Now that we've set our colors

00:11:16.460 --> 00:11:17.660
we're not done yet

00:11:17.660 --> 00:11:20.740
because this hasn't actually been applied to the image.

00:11:20.740 --> 00:11:22.740
We need to go to Colors,

00:11:23.180 --> 00:11:24.740
Map,

00:11:24.740 --> 00:11:26.740
Set Colormap...

00:11:26.740 --> 00:11:28.740
and select the So Wrong.

00:11:29.570 --> 00:11:30.320
Ok.

00:11:31.590 --> 00:11:33.550
Once you've got that done

00:11:33.550 --> 00:11:35.550
save it as a Bitmap (BMP),

00:11:37.190 --> 00:11:41.410
and name it accordingly to what it's going to be used for.

00:11:41.410 --> 00:11:48.610
For example "bkmain" is for the first menu that pops up when you start the game.

00:11:48.610 --> 00:11:50.780
Alternatively it's Esc

00:11:50.780 --> 00:11:51.360
and

00:11:51.360 --> 00:11:51.720
such

00:11:51.720 --> 00:11:52.080
and

00:11:52.080 --> 00:11:52.440
well..

00:11:52.950 --> 00:11:54.010
You get the idea,

00:11:54.010 --> 00:11:58.890
just look at the list in the description for what it's supposed to be used for.

00:11:59.640 --> 00:12:03.650
Also, it needs to be saved in a special place.

00:12:03.650 --> 00:12:05.340
It needs to be saved

00:12:05.340 --> 00:12:07.340
in your projects

00:12:07.340 --> 00:12:08.290
letseenow

00:12:08.290 --> 00:12:09.650
in your projects

00:12:09.650 --> 00:12:11.650
ui

00:12:12.210 --> 00:12:13.650
bm folder.

00:12:14.740 --> 00:12:15.160
So

00:12:15.160 --> 00:12:15.340
Burger

00:12:15.340 --> 00:12:15.740
King

00:12:15.740 --> 00:12:16.430
bkmain

00:12:16.430 --> 00:12:17.030
dot

00:12:17.030 --> 00:12:17.820
bee erm

00:12:18.090 --> 00:12:18.480
Bee

00:12:18.480 --> 00:12:18.870
Ehm

00:12:18.870 --> 00:12:19.230
Pee!

00:12:19.230 --> 00:12:19.870
bkmain.bmp

00:12:19.870 --> 00:12:20.860
Not bm yet.

00:12:21.610 --> 00:12:22.040
noa

00:12:22.760 --> 00:12:23.540
No Encoding

00:12:23.540 --> 00:12:24.330
And Save.

00:12:25.980 --> 00:12:27.880
Ok, now that you've saved that

00:12:27.880 --> 00:12:29.880
open up JKPaint.

00:12:29.880 --> 00:12:32.250
Click on the new button up here,

00:12:33.640 --> 00:12:39.060
make sure BM and 8-bit is selected,

00:12:39.600 --> 00:12:42.680
go into the Select Palette,

00:12:43.640 --> 00:12:44.820
click Open...

00:12:46.350 --> 00:12:48.430
Select your bitmap here,

00:12:48.430 --> 00:12:50.720
bkmain that we've called it,

00:12:51.540 --> 00:12:52.260
makesh

00:12:52.260 --> 00:12:53.440
everything looks good?

00:12:53.440 --> 00:12:54.310
Ok.

00:12:54.970 --> 00:12:57.780
Now click on the Plus to add a frame.

00:12:57.780 --> 00:13:00.490
And in menus you can only have one frame.

00:13:01.600 --> 00:13:04.140
Sad to say but that's the JK Limits.

00:13:04.140 --> 00:13:04.890
(pre dvd era)

00:13:04.890 --> 00:13:07.240
Select your bkmain.bmp,

00:13:07.600 --> 00:13:08.440
Open,

00:13:10.700 --> 00:13:13.030
click on properties,

00:13:13.570 --> 00:13:16.940
make sure you've got Yes on Internal Palette.

00:13:16.940 --> 00:13:20.020
The Offset is only used for HUDs,

00:13:20.020 --> 00:13:24.600
to offset various graphics and overlay graphics.

00:13:24.600 --> 00:13:28.970
Transparent Color you don't need to fiddle with, that will take away that...

00:13:28.970 --> 00:13:36.230
The game takes care of the transparency for the menus automatically so you don't need to bother with that yet.

00:13:36.230 --> 00:13:38.230
So click with that,

00:13:38.910 --> 00:13:40.870
go to File,

00:13:40.870 --> 00:13:42.650
Save As...

00:13:42.650 --> 00:13:48.010
And we save as bkmain.bm.

00:13:48.010 --> 00:13:53.680
REMEMBER! We are not adding the P to this, it is only BM Textures.

00:13:53.680 --> 00:13:56.510
And make sure it is in your project as well.

00:13:57.390 --> 00:13:58.110
Project

00:13:58.110 --> 00:13:59.070
Project/ui

00:13:59.070 --> 00:13:59.740
Project/ui/bm

00:14:00.730 --> 00:14:01.000
yeah

00:14:01.420 --> 00:14:02.060
fitting name

00:14:02.810 --> 00:14:03.350
Save!

00:14:04.440 --> 00:14:05.250
AND!

00:14:05.250 --> 00:14:06.460
Now that you...

00:14:06.460 --> 00:14:08.460
Once you run the game,

00:14:09.110 --> 00:14:11.700
pointing the -path to your Project path,

00:14:11.700 --> 00:14:16.340
you should see this lovely image welcome you to your new mod.

00:14:16.340 --> 00:14:19.020
Yeah, that is a very lovely image.

00:14:19.020 --> 00:14:21.710
Zero Raven is probably gonna kill me for this.

00:14:22.580 --> 00:14:24.000
Lets close this immediately!

00:14:24.000 --> 00:14:24.210
yeah

00:14:24.780 --> 00:14:25.830
So!

00:14:25.830 --> 00:14:28.310
I hope you've learned something new here.

00:14:29.930 --> 00:14:34.870
Notice that in MotS the last 32 colors are different

00:14:34.870 --> 00:14:38.610
so you'll have to take note of those as well.

00:14:38.610 --> 00:14:39.370
But anyways,

00:14:39.370 --> 00:14:41.370
hope you've learned something new from all of this.

00:14:41.720 --> 00:14:42.980
Enjoy your editing!

