Alright, I've tried writing
a few tutorials for making description bams. And have. But
I felt it would be so much better if a person had read a tutorial
explaining Bam Workshop first. So, here's my attempt. This
may need to be edited because there are some things that I
don't use so I know very little about them.
I have edited it to point out a few key items.
There will be tiny little screenshots here and there throughout
this tutorial to make this a little easier.
First off, you must open Bam Workshop, which
when installed normally goes to your Program Files folder
and into a folder called Gafware. I recommend pinning this
to your start menu or putting a shortcut on your desktop.
Now so we have something to work off of on
here, here are some images and bams for you to work with. Tutorial
Files
In there you will see two files. AWTut1.bmp
and AWTut1.bam. These are the files that we will be using.
Now that we have opene up BWI we are going
to start off by looking at a premade bam. For this tutorial
I have included the bam of a simple long sword from the game.
I'm not going to make one, for that is not the goal of this
tutorial.
Go to File-->Open and select the file
AWTut1.bam. Now Your Frame Bar should look like this:
See how it says there are two sequences?
Click on sequence 0. There should be no change. Now click
on sequence 1. You should now see just the handle of the sword
in the frame window.
Now click on the Frames Tab. I'm sure you
can find it. It's on the Frames Bar. Now, if you are on sequence
1 still you will see a frame labeled "Frame 0".
The frame number in an inventory or description bam is really
irrelevant. Possibly for a spell animation too, but I haven't
worked with those yet, so I don't know. But for the GUI this
is VERY important. Trust me. I was working on the buttons
for my chrome GUI and sadly I did so much work, but in the
end it all went to waste because somewhere in the .ui file
apparently they were designated in a special way. So all of
the buttons were off. Check guibtact.bam to see all the work
I did. :( This excessive talk of my GUI does have a point.
Just remember this if you ever get around to making a GUI.
Ok, now let's go over to the left side of
the program. See all those tools. Look familiar? Looks a lot
like Paint doesn't it? Well, it's pretty much the same thing,
but for the sake of explaining everything about BWI, I'll
explain a few key tools.
First off, you don't want to do a lot of
image editing in Bam Workshop. Neither of them. I recommend
a paint program like Paint Shop Pro or Photoshop. I use PSP,
it's a great program. Anyhow, the first tool that I would
like to explain is the Masked Eraser.
This tool, which I believe is in paint also(I
haven't used that program in years), has the ability to change
one specific color in an image to another. I use this when
imporing an image from another file when it still has some
green on it that isn't the transparent kind. I say green even
though it's turquoise.
The transparent colors are the two colors
that are on the far right of the palette bar. They look pink
and turquoise. Pink is supposed to be shadow and green is
the real transparent color. I don't suggest using the pink
color because it usually shows up as pink in the game instead
of shadow.
Now for using the masking tool. Put pink
as your secondary color by right clicking on it in the transparent
colors section.The secondary color is the one that is on bottom
in the current colors window:
Now using your eyedropper;
left click on a color that you don't want.
Now left click and slowly move the square
eraser around the screen until it finds some of that color
that you didn't want. Notice how that color and only that
color turns pink? Now to get rid of this pink and turn it
into a transparent color, or any other color that you want,
make your primary color into the new color that you want and
make your secondary color the one that you want to get rid
of. And do the same thing you did to turn it into pink except
now it will be turning into the new secondary color.
That concludes that part of the lesson. Now
for the Undo command. Don't bother using it unless you want
to reload the whole entire bam. When you click on the undo
command it asks if you want to undo all changes. This pretty
much means, "Do you want to reload this bam?" If
that's what you want to do, then go for it.
Now there is the redimensioning tool. This
isn't going to make your image fit into the size that you
ask for, it will just delete part of the image to fit the
new dimensions. Or if you are enlarging the image it will
fill in the new space with pink. The button for this is on
the effect bar and looks like this:
This tool is very simple to use. Simply enter the new dimensions
that you want and it will be sized to that. When you click
"OK" you will see two borders. The old one and the
new one. Just click on the new one to get rid of the new one
and the excess picture.
To truly resize your image to where you keep
the whole image unlike the last tool, you can use the the
resize button. This one looks like this
When you click on this you get a popup window.
In this window you see the current size, new size, and a box
with two scroll bars labeled "Cols" and "Rows"
Which simply stand for "Columns" and well, "Rows"
At the bottom of the window is a checkbox
labeled "Maintain Aspect Ratio" which will keep
the image proportioned so nothing gets stretched awkwardly.
Grayscale; ;
is a tool that I have figured out [i]could[/i] be helpful
in the making of description bams. This tool, when clicked,
makes the image lose all of it's colors except for the transparent
ones. Simple as that. More clicking=more graying.
Negative;
is useful for.... I don't know. But what it does is cause
the image to, for a lack of better words, become negative.
It appears as a negative representation of all the colors.
The closest thing that I can think of that explains it is
a negative of a photo. Click once for the negative, click
twice to change it back to the original.
Color Balance; ;
effects the color strength of the current frame. Lets say
that you have an image that you would like a little more red.
You would simply move the scroller over to the right to strenthen
the red. The opposite happens when you move it to the left.
The same goes for the other colors. R=red; B=blue; G=Green.
Contrast;
]; pretty much just darkens the object of the frame. Moving
it to the right causes it to becoem lighter, moving it to
the left causes it to become darker.
Edit Palette;
I assume this is basically the same as the palette editor
in DLTCEP, but I'm not 100% sure what to do with this. One
thing that I figure you can do with it is to mask the image
with one color so that you can find the false transparent
colors(ones that you think are transparent but are barely
off). Other than that, this tutorial will need to be updated
once someone tells me what it's for.
Flipping and Rotating Commands;
I'm sure you can figure out what to do with these. The first
one flips it to where the left goes to the right. The second
one flips the bottom to the top. The third one rotates the
top to the left side of the screen, and the last one rotates
the top to the right side of the screen.
Full screen;
puts the image into a full screen view. You can't edit the
bam from here, it just gives you a larger view of your image.
Import/Export;
imports or exports frames or sequences. This is the most important
part of Bam Workshop in my opinion. Lets say that you have
an animated gif that you want to make into a bam. BW can import
that gif. To do this you must click on the sequences tab and
then select the import button. Find your gif(there is one
included in the files you downloaded called awake.gif) and
select that and click open. That gif is now imported as a
sequence along with all of it's individual frames. You can
also import other animated files such as avi's and other bams.
To import a frame you simply click on the frames tab and select
the import option and find your image that you would like
imported. Now for a list of image files supported by BW as
frames: .bmp; .gif; .png; .tga; jpegs; .tif; portable image
maps; .pcx; MacPaint; QuickDraw Pics; .img; .fax; .gd, .gd2;
Borland Graphics; .ico(windows icons); .cur(windows cursors);
.rsb; .wi; .mos(from IE games); wireless bitmaps; and .plt.
BW can also export frames into these formats. Now let's say
you have an animation made in BW and you wish you could have
it as a gif. What do you do? You simply click the Sequences
tab and select the sequence you wish to export and select
the file type, name it, and save it. I have a few animations
that I'm working on or were in BG2 on my website here
Previewing;
has two methods. One, you can click the Play button. This
one will play the sequence in the frame display window. Not
very effective for seeing what it will look like in game.
The other way is to click the preview button. This will open
a new window with a background from Icewind Dale. If your
bam is one frame then it will show that frame as whatever
it is, however it will show up in the game. So if you see
green floating around your image then it will look like that
in game. This does not go the same for pink though. Pink will
be displayed as a shadow in the preview, but in game it may
show up as just pink. If you have an animated frame, such
as a spell animation, it will show the animation over and
over again. Simply click the X button to leave this. To preview
other sequences you have to click on that sequence in the
sequence window under the sequence tab and then select preview
again.
Manage;
just gives you the option to permanently delete a frame from
a bam. This, I have no idea why it is there.
And finally, we are done. Hopefully this
tutorial will be helpful to some of you. If you have any suggestions
please or send me a personal message at any forums that you see me
at.