Gafbuilder Pro Tutorial

Gafbuilder can be used for a multitude of things when creating goodies for TA. Its main purpose, of course, is to be able to edit and create GAF files. GAF files are used in many things in TA, from interface artwork to weapon explosions, to unit build pictures, to surface features.

Most of the gaffing programs that have been released tend to lean towards the Unit Making side of TA. Not bad at all...but what about us folks who want to do map and tileset work?? Making things like tall spires, trees, metal patches, steam vents, etc... was all made possible by the original Gafbuilder, written by Kinboat a while ago. I have written a few updates that make this nice program even simpler to use, and add a lot of features and usability. 

Surface Feature Basics::

            Surface features are all those cool things that <to me> make TA visually appealing to play. Trees, rocks, spires, steam vents, metal patches, etc... What good would the greenworld maps be if you could not create forests ?? Below are the major types of Surface Features in TA 

Metal Patches: Are just a single image with a setting telling TA its a metal patch and how much metal it provides .Although these could be animated <like liquid metal> , it doesn't normally look good and after 1 minute the repeating animation gets very old, so its best to stick with making non animated metal patches.... Simple stuff here...

Steam Vents: again, just a simple image with settings telling it that its a steam vent. The animation of the steam rising is done by the TA engine.

Spires: Gets a little more complicated here....you must create 2 images at the very least. A main image of the spire, and a separate image of the shadow that the spire casts on the ground. You can also make 'death' sequences so the spire crumbles into dust and other stuff, but normally these just are lurking around the map, blocking movement and fire, and generally looking cool. When a unit walks behind a 'spire; normally you can see it going 'behind' the spire...really adds to the 3d look of the game.

Trees: Again, a bit more complicated than making a simple metal patch or spire...a typical tree can do many types of things:

  • Be destroyed

  • Be burned/catch on fire

  • Cause damage when 'burning'

  • Be reclaimed

Now, as you can imagine, separate images  are needed for the destroy, burn, and reclaim sequences. And if you are planning on making that cool fire you always wanted, then plan on  making 30 or so frames of 'fire' animation, same for the reclame animation as well, if the feature is to be reclaimable.

Of course, you re not strictly prohibited from using those exact categories. For example, the exploding barrels and transparent laser bridges that Blackthorn and I did for my Oxigen tileset. If you use your mind creatively, you can come up with some pretty nifty things and ideas.

How a GAF works <the simple version>

A gaf does not a surface feature make...it also needs a "TDF" file...or a simple text file that contains a definition of the feature. So, these two files combined both make the feature work correctly in TA...the GAF<contains the actual graphic images>, and the TDF <defines what the graphic images are supposed to do>

Actually, the TDF file is what makes the feature actually become available, and the GAF file is what the TDF uses to reference. So , if you make a TDF file , but no gaf to go with it, all your features will show up as blank in TAE or Annihilator. If you make a GAF file, but no TDF, nothing will show up in the editor.

Making Tracks--Footprints

Perhaps one of the hardest things to grasp about making surface features is this thing called a 'Footprint'. When you make the TDF file, one of the things you define is the footprint. This tells the TA engine how 'wide' and how 'long' your feature is. Its like a shoe size ;) This was the most frustrating thing to figure out because one had no way of knowing where the footprint was or how big to make it <not without a lot of trial and error and frustration>. This is where I've made all the refinements to Gafbuilder...i'll explain as i go on...

The footprint is the area of the gaf that will be recognized by the TA engine as something special, either as a metal patch, a steam vent, or a blocking object (like a towering column of rock).

The footprint is measured in "units' of 16x16 pixels, and can be only square or rectangular in shape.

So, what does this mean, you ask?? The footprint area is the are that TA will treat according to how you define it. If you want to make it a steam vent, go ahead!! If you want to make it a metal patch, go for it!. If you want to treat it like a 'Spire' or a column of rock (like those cool Lava spires, or my Evergreen Easter Island monoliths.) you can do that too.....lots of possibilities.

 

Walkthrough: From start to finish -using gafbuilder to make a palm tree.

Ok, here is a brief walkthrough using the two test images included with this program...in a series of steps:  

( look in the tutorial subfolder in the directory in which Gafbuilder Pro is installed) 

    Choose the World

This update to Gafbuilder includes support for TAK, however I am going to be walking you through creating a surface feature for TA. 

        Creating a Project

    Importing Sequences

**You can also use the spinner controls <up/down arrows> by the footprint sizes to increase and  decrease the footprint size.

Before Alignment

After Alignment

The red square area represents the portion of the feature that will be 'untouchable' by units and other features. This is the area that units will not be able to travel on. Think of it as the base of your tree trunk.

Just be sure and use your own judgment when doing this, a difference of 1 or 2 is no big deal

Doing  Shadows

Now its time to import the shadow that goes along with the palm tree. 

Before 

After

To remove the alignment image from the view, right click in the RIGHT window, and choose Overlay Image-->Remove Overlay Image

Save it

Now we need to save our work. Click on " File --Save Gaf ". It should automatically bring you into the "anims" folder of your project. Just type the name you wish to save it under (in this case, type "test feature 1").

Ok, now the easy part.....the TDF creating:

Using The New TDF Editor

Another new feature that I implemented into Gafbuilder is a simple to use TDF creation system. Normally this would have to be done in notepad or something, but this is a nice alternative to doing it the "old fashioned way" . 

Ok, we're done defining our feature!

Pack it up

Now its time to pack up this puppy and place it on a map using either Annihilator or TAE. 

Now, fire up your favorite TA map editor and if you saved  your HPI fileyou should see a tab labeled after your world (the name you typed in for your world folder in the Create Project form) 

As always, if you need any help, feel free to give me a buzz on  ICQ, UIN# :10909371

C_A_P