
Well.... I finally managed to work out skinning... models (not the cat)
Still haven’t got anything to show for it yet though

I’ve been really impressed by the models put out by our dedicated team of in-house (unpaid

A big thanks to LnS for some very helpful info esp the bit on dead spot placement which has revived some hope I had regarding some ideas I through around a little while ago over in the general forum
See – (link)... oops, found it http://pcpuzzle.com/forum/viewtopic.php ... ght=robbie
In lieu of any real models, I’ve attached some doodles of ideas that any & all are more than welcome to take up & try out before I (eventually) get to it
1: Introducing...
The first idea is that of an introduction area.
As we don’t have an intro spot for our levels apart from the level title that shows up then vanishes again, I thought it might be nice for people to have the option of unleashing a little artistic flare into a little area that Stinky would first appear on showing
*** a title
*** the author (you!)
*** maybe some pictures relating to the level
I don’t know how big an area would be adequate 6x6, 7x7, 8x8 ??? but it would allow also for placement of a teleporter which would take you to a “start” area.
This may not be appropriate in levels where you need to get moving to a task or avoiding nasties right from the word go but there’s plenty of levels a little more laid back that could incorporate this feature.
The size for the 3DS file is pretty much negligible unless you want to build a little model up over the teleporter square – click on the link above to see some of the ideas I jotted down. The bigger file will be the jpg file depending on the level of detail you want – you might need to play around with this to get some sort of balance between clarity/detail & file size.
The dead spot would need to be outside the perimeter or at least not on the teleporter square.
Also for consideration when using certain backdrops (like Warp) you will need to add an equal no of “empty” rows/colums on the opposite site of the level so that it still sits in the middle of the background.
2: Level Enviroments...
The second idea related to skinning an entire level !



Before our modellers (LnS, Popo,...) pass out, again it’s more a matter of skinning. In showing this I had our 14x14 ladies in mind with their small levels.
It would involve putting up walls around the level & make them available for skinning in much the same vain the Pat has done with the custom housing.
A few different options would include:
*** 3 or 4 walls (including the front)
*** putting the walls on a slope – back away from the play area
*** not only skinning the walls but also the floor
*** eventually different sized levels
In the example below I skinned my paper (ha! easier than doing it on my computer) with a Jungle theme in mind.
Again the dead spot would need to be outside the perimeter by at least 2 squares.
Other themes might include
*** Outer Space (rocket ships, aliens – Bigzips area51)
*** Kid’s Room
*** Beach
*** City
*** Lollypop Land
*** Lava Land
*** Winter Wonderland
*** Raceway
*** Haunted Mansion/Graveyard
*** Theme Park
*** Big Brother (oh please!)
*** Library
*** Restaurant/Kitchen
*** Playground
*** Minigolf
*** Village Life (Jungle/Resort)
*** Wild West
*** Pirate Ship
*** Ancient City (Greek/Roman/Egyptian etc)
*** Under Da Sea!
*** Mad Scientist
*** Seasons & Holidays
*** Mario!
*** Tron
*** Maybe an ode to your favourite Anime, cartoon character, computer game
*** or to your favourite movie/music star – for our Grandma’s their retro cars
3: Custom Walls/Teleporters
The third (related to #2) idea would be skinning building blocks & teleporters related to your topic.
As an example I’ve thrown in a couple of Jungle type blocks with a little variation for the walk-through one, along with a pit & some nasty spikes (and the remains of some poor unfortunate) for a teleporter.
Now for these, the dead spot would need to be at least 18-20 squares (say) behind the model. The reason being that with walkthrough blocks & teleporters you would not want a dead spot appearing anywhere on the 14x14 area for the sake of making the blocks & teleporter squares available to anyone who wants to use your theme. While the “solid” block doesn’t need a distant dead spot, for ease of level creation, each of the 3 types should be set with similar dead spots.
When it comes to creating a level using themed blocks & teleporters, you will need to create a level as normal but then 18-20 squares to the north, layout these custom blocks so they will appear within the 14x14 play area. It may take some fiddleing & playtesting to see exactly where the placement needs to be. In this area you will also need to set the floor type to ‘empty’.
On the squares where there will be “solid” custom blocks/walls appearing you will need to set the floor to not walkable (the big X thing), and all other walkable blocks (walkthough & teleporters), put your teleports/coins/$$$ as per normal.
In effect you will have the ability to fully theme your level without worrying about deadspot mania.
If you are skinning a model with a floor as well, obviously you’ll need to give consideration to placement of nasties like electric floor tiles, floors with limited life expectancy.
While this may give more to the look of a level, without these considerations you might end up with a level more frustrating than enjoyable. It may be better to leave this up to the more advanced who can create their own floors – rather than having a whole floor skinned, creators might want to skin certain area of the floor of a level & leave the balance empty. Besides there’s plenty of good in-game flooring.
Again, you might need to consider adding rows/colums (make them empty) to ‘centre’ the level over a background...
So what do you think guys (looking over to the faithful few)...

Robbie
