THE BASICS OF PATCHING by Talzhemir Saturday, October 5, 2002

This is mainly for BEGINNERS, who have never Patched, or are juuuuust learning. But it's also for the self-taught, for those who picked up their knowledge just in the course of play, to make sure you know all there is to know. This document establishes a solid foundation for patching. :) You can change everything about the way Furcadia looks.  If you modify it in the Default folder, only you see it.  If you modify it, save it in a Folder, and then tell the Dream Editor to access that Patch folder, then anybody entering your Dream will see things "your" way. 1. HOOKING THE PATCH TO THE DREAM When you make a Dream, you use DreamEd.exe, the dream editor program.   In that program, there is a pulldown that says     PATCHES --> DREAM SETTINGS If you choose that option, it lets you choose    ( ) I want to use files from this directory with my dream:"   This is where you "hook up" a directory to your current Dream.  When you save the Dream, that info will be saved too. Also on that pulldown is a setting for [ ] Safety:  Don't let anyone else study my map, dragonspeak or patches.      If you want your map & DragonSpeak kept private, be sure to click that checkbox.  (Although it's frowned on to do so without the artist's permission, art can be screen- captured.  Choosing this option will, however, encrypt the whole patch, so if they wanted to steal the whole thing, it could take them a loooong time.) Okay, now.... how to do Patches!!! 2. RUNNING THE FSH EDITOR Patches are made or edited in the program FSHed.exe    You can open it using Tab C on the filefolder thingies, and clicking the Patch Editor button (you probably already knew that!). It's important that the files have specific names.  Furcadia's "main" server is "hardcoded" to accept only certain names for Patches.   There's    item.fsh   portrait.fsh   wall.fsh   and a few others. The art you see when you first log in is stored in your Furcadia folder, under   Furcadia --->  PATCHES ---> DEFAULT   Changing these files will change the way Furcadia always looks to *you*.  This is most likely not what you want.  (If you change these files, and you want them back they way they were, you will have to reinstall.) So, make a Folder in Patches for your *own* Dream's new Patch. (Right-click an open area in the Patches directory, and choose NEW ---> FOLDER ) Open FSHeditor (you can do this safely right now). OPEN the file "iteme.fsh". Click Tab C (left side of your Furcadia window, the file folder thingy).  Click Patch Editor.  It should "launch" FSHeditor. 3. THE "EXPECTED" NAMES THAT FSH'S MUST BE The Furcadia server "expects" certain names.  You can't name the .FSH file anything you want *if* you want it to "work" in your Dream. Item.fsh and Item2.fsh are "full" and hold an EXACT number of objects.  You cannot make these files longer. You can draw over/replace items in them, however. "ItemE.fsh" can hold up to 199 items. Unlike item.fsh and item2.fsh, iteme.fsh is empty.  So this is the most efficient place to add things to the Patch. You also can add floors with "floore.fsh".   However, there is, at this time, no extended wall patch.  If you want different walls you need to modify the existing wall.fsh file. Current list of .FSH files ( .PCX files are listed because a previous version of Furcadia's shape editor, the Unicorn Patcher, used them. If you click this link, you'll get both Unicorn Patcher and the .PCX files.) 4. USING THE FSH EDITOR At the lower left of FSH Editor are small arrows, like on a tape recorder.  These page through your "Shapes", the pieces of art.  You can also do this with the + and - key, just like you do in the Dream Editor. The tools, from left to right, are:   pencil / eraser / moving hand / eyedropper / capture / fill tool The row below that is: buffer / paste Then there is magnifying glass + and -, which zoom in and zoom out. The "zoom" mode on Furcadia is limited:  that window can not be made larger.  So many Patchers prefer to work in other "bitmap" art programs such as Paint, Paint Shop Pro, and PhotoShop. Under the pulldown option "FILE" you'll find Import and Export.  This program only handles    .BMP    files. When you save a file as a .BMP, it must have "full color mode", not 256 color mode. There is usually a pulldown option under Colors; make it "24 bit" or "16 million colors". (PhotoShop refers to 256 color mode as 8-bit and "Indexed" color).  If you have the wrong mode, you'll get scrambled colors when you try to Import to FSHeditor. The biggest a single Shape can be is 150 X 150 pixels. 5. THE TRANSPARENT COLOR Whatever color pixel is in the lower right hand corner of an Imported .BMP is turned into background color. If you don't want this transparent, add an extra bottom line of pixels in a color not used in the art. Suppose you made a spiderweb in PAINT.EXE and don't want to fill in all those holes, though. Make sure that whatever color is in the lower right hand pixel is the same as those holes. Aero asks how you could make something semi-clear.  "translucent" or "half-transparent".   Furcadia is currently an "8-bit" "256 color mode" "Indexed Color" program.  We don't yet support this function. We may, several updates down the line, but it requires major re-coding.  We *will* have it so that each *item* can have its own 256-color unique palette (although not *this* Update yet). So, right now, we do "shadows" as dithers (checkerboards of pixels) with background color in between. 6. THE SWITCHING COLORS Portraits and walkabouts have a special system of "switching colors" that is documented here: switching.colors.gif If you open the file   portrait.fsh     you'll see what I mean. Please open the file:   player.fsh     (using FSHeditor) You should see Shape 0.  There is no Shape 0. Click the < or > buttons near the bottom to scroll through to Shape 1. You should be seeing one of the rodent walkabouts. The head-fur (hair) is shades of pink.  On the right side is the palette.  The pink shades (next to the bright greenish yellow) are "hardcoded" to turn into whatever hair color the player furre picked for their avatar. //Anywhere you use those pink pixels, Furcadia will switch colors out.  This is true of both Walkabouts and Portraits.// Candy Dandy asked:  if u import, will the pictures be correct? Yes and no... FSHeditor "guesses" what the nearest match is. But I designed the palette so that no two hues have the same brightness.  So, if you made a pink sphere in 3D and Imported it, FSHeditor might toss in shades of light brown that did not "color switch" like hair. Advanced artists can draw a figure in one color range, and then switch color ranges in Dpaint to achieve switching. colorswitch.how.gif The surest way to make sure only color switching shades were used, is to draw the art in those shades.   That's why walkabouts take such a long time-- they're drawn dot by dot in most cases. 7. DRAWING THE ART: CONTOUR, SHADING. PERSPECTIVE! The thing to remember when doing any Furc. art is that the diagonal lines go up-one/over-two. If you're using a 3D program, that's a floor tilt of exactly 26.5 degrees. The Gryffes were not rendered in 3D, they were hand-drawn.  They started out as silhouettes drawn in 1 shade each of the clothing colors.  So, green bodies, gray heads, purple pants, orange leg-warmers. If you can get the silhouette right, chances are, the rest, like the shading, will follow.   Elsae wants to know how to make it look   real with shadows on the patch you are   making like making it look like a light   is on it. Here's my Procedural on making items in a paint program.     procedural.scratch.gif NOTE: As you work on a piece of new art, I recommend saving the different versions with names  that have 1, 2, 3, 4, 5, etc. in them.   If there is ever a question of whether or not you made something, you'll want to be able to prove that you did it, and intermediate versions are just about the only way to do that.  Furcadia has no record of who uploaded a certain pattern of bits first. Things that go flat on walls (paintings, brick patterns, etc.) can be made in a lot of ways.  My favorite method is to reduce the width by 10% and skewing it 27 degrees (my program doesn't allow 26.5 but this is close enough).   Things that go on the floor are reduced in *height* by 50%.  Circles become a very specific oval shape. You can't half the height or take 90% of the width in Paint.  That's why I usually use Paint Shop Pro. You can see an example of this oval in the Pudding Pit objects, in this Patch, the depicting the Further Confusion hotel. (When the REAL Further CONfusion furry convention goes on in California, we upload this so we can have a virtual convention on Furcadia!) Further Confusion 2 zip NOTE: You Don't Need Your Own Paint Program. A small one called FSH Editor was included in the download when you acquired Furcadia. You can also use art generated by Paint.exe (MS PAINT) and import them into FSH Editor later. FSH Editor requires .BMP's. Here are two art programs Talzhemir recommends: Paint Shop Pro 7.0 $83.99 (Mail-in rebate will bring this to $53.99!!!) This program is much easier to use than Photoshop. SALE: Paint Shop Pro Version 3.12, on 3.5" disk just $42.99 This version is even easier to use than later versions. If you would like to try it for FREE (Free! Free!), just download it from: JASC 8. ITEM PLACEMENT:  the .FBJ FILES The placement of the items is stored in a second file, called the .FBJ. This data shares the same name as the .FSH you're working on.   For instance, if you save castle8.FSH, you will get castle8.FBJ, which must go into the Patch directory to work. When you save the .FSH, if you've done any repositioning or properties, it will create the .FBJ automatically. Items in iteme.fsh default to unwalkable, ungettable, and unsittable. Items in defaults such as item.fsh default to whatever they are as a default. Properties for each item are set using the pulldown option VIEW ---> SHAPE PROPERTIES That would be sittable/walkable/gettable.  Positioning of shapes is done with the pulldown option VIEW ---> SHAPE POSITION You can also enter offset numbers in the pulldown    VIEW --->  SHAPE PROPERTIES. Two-part chairs arrange art to be both in front and back of the furre walkabout (avatar). The back part of the seat is placed properly in the tile. The "foreground" part, however, is placed in the tile south of the main object. They're very effective but they prevent dropping items on that one spot on the floor. Place a bright reference dot on both parts, and line them up. Then erase the reference dots. The placement of furres is limited in FSHeditor.  The bottom of the diamond tile that you stand in, is the lowest that you can place a furre.  (This will be corrected in the next version of FSHeditor.) In a preliminary version, the Gryffe is sitting way too high to reach the cushion when facing NE or NW.  That's because their wingtip couldn't be placed lower in the picture. That will get fixed by Sanctimonious when he creates the actual Update.) 9. THE "HARDCODED" ITEMS A few of the default items (notably, the red ball, and the teleporters to main maps) have code that cannot be changed in the editor.  Nor can those properties be assigned to items via the FSHeditor. 9. SONGS AND SOUND EFFECTS Music is done by saving .MID files into that same folder, with a name that is M*.mid such as m1.mid, m2.mid, m3.mid, etc. The number replacing * is the number you put in the Editor, if you mention it in the Dragonspeak. You can also change the sound effects. They have to be named s*.wav,   as in   s1.wav, s2.wav, etc. 10. THE PALETTE Furcadia is currently a single standard 256 color palette.  FSHeditor will convert the .BMP to that palette for you.  (We almost never change the palette.  When we do, the new palette is named for the creature that appeared in that release of Furcadia.  The current is referred to as the "Bunny" palette.) The current Furcadia palette is stored in the file Border1.pcx  For those advanced Patchers who want a different palette, that can be done by adding a Marbled.pcx file to a Patch.  (It must be a 256 color .PCX with NO stencil saved.) Marbled.pcx is the background behind the buttons. Made for a World of Darkness setting (Wraith: the Oblivion), this file reduces colors to twilight. nightvision.zip *NOTE: Title261.pcx has the WRONG palette.  It's missing 2 shades of blue. I asked Sanctimonious to use the same convention that Paint Shop Pro uses, that you automatically "eyedropper" on the next click, if you hold down the CTRL button. You can Eyedropper the gray-blue background color that's Transparent color and you can draw or fill with it as if it were a regular color. 11. THE "ON SERVER" PATCHES If your connection is too slow to upload, take heart- you can use the "on server" Patches. Open "Dream Settings" (CTRL-L) in DreamEd, and select option 3 "I want to use a patch from the server. Here's the name of the patch". Write in any of the names below to the text blank: Name Made by Description christmas1 Talzhemir Winter patch for Christmas halloween1 Talzhemir The halloween patch for scary dreams =^.^= night1 Talzhemir Night patch (note: this Patch may produce actual depression.) 12. FURCADIA ART USING 3D RENDERINGS Furcadia's original first walkabouts were made in 3DStudio. Bird and butterfly wings were done much later using 3DS Max. Flapping wings are pretty hard to do in perspective. Here is information on the free 3D program Introducing GMAX Official Patch Info is kept here.

*Patches

These Patches were donated by their artists for other furres to use. If you place a small text file called readme.txt in your Patch folder, that too will be uploaded with your Dream, taking up almost no time in the download. Please credit all artists whose works you either use or modify-and-use. From time to time, I'll create a sort of play-by-play of how something was done. They're not quite tutorials, but they're very similar; they're called "procedurals". (If you do a Search in the Patches Forum for the keyword Procedural you'll get a listing of them.) --Talzhemir