Making Changes To The Client

*Taken from the RealmCrafter: Standard documentation*

## Change the Character Selection Screen Background

Change the set.b3d file with one of your
own, and be sure to include textures in the same directory.

Use E\_set.b3d if you wish to use an
encrypted file. This file is encrypted when exported to RC from Architect.

## Add Music to the Game in character creation/selection/title page

Place a file named "Menu.mp3" (or .ogg, .mid,
.mod) into the \Data\Music folder for background music.

## Add movie (optional) as game intro to the game

Place a file named "Menu.avi" (or .mpg, .mpeg)
into the \Data\Game Data\ folder

## Change graphics for backgrounds and menus

Edit the file named "Menu Background.bmp"
in the \Data\Textures folder.

You can add a logo for your game to
the character selection screen by editing the file named "Menu Logo.bmp" in the
\Data\Textures folder.

## GUI Sounds

You can set up GUI sounds
in the client by changing the sounds for beep and click in the /data/UI/
folder

## Tutorial from community member Arindale

Your Project\Data\UI holds all the graphics
for the windows and buttons in game. They are individual parts for bottom top
left right and the corners with 3 different files for each part representing
normal highlight and selected or pressed forms of the button. They each have a
letter appended to the end of the name to show which button state it is. No
letter means normal not highlighted and not pressed/selected. D means
Selected/Pressed and P means Highlighted. Kind of backwards but if you
experiment by changing them and testing the results in game you can see what I
mean. That's how I eventually got it all done.

Example:

ButtonBottom.bmp - Bottom boarder of all buttons in game. Normal state

ButtonBottomD.bmp - The Pressed/Selected state
ButtonBottomP.bmp - The
Highlight state.

What this means is the bottom of ALL buttons use
ButtonBottom.bmp and when you move the mouse over the button the P version is
drawn instead. That is the highlight. When you click it the D version is drawn
instead. If its a click button its drawn as long as the button is held down and
then goes back to highlight. If its a select button like when you pick your
character at the char select screen it will stay the D version until something
else is picked (Another char for instance)

This folder also contains
the close checkbox and minimize buttons for in game windows as well. It also has
the Mouse cursor graphic and the window title graphics for focused and unfocused
windows. ProgBarBackground and ProgBarForeground are the graphics for ALL the
progress bars in the game. That is any attribute bars the quit bar the sound
volume bar all of them. Background is the actual bar. You can resize this
graphic and make it as fancy as you like. Mines 256x32 I believe is what I made
it and has an actual bar with room inside for the Foreground. The Foreground is
the progress the bar makes across the background. It only needs to be a few
pixels wide with no patterns because its stretched the full length of the bar as
the bar fills. It should be grayscale as well because its colored per bar in
game.

The fonts folder in this folder is for changing the font. You
can make it whatever font you want as long as you make sure you don't go too far
outside the size of the original font. Since you cant edit the .dat for the font
you have to make sure they match up pretty well. I redid that font you see in my
screens like 5 times completely from scratch until I got it looking like it does
now.

Colours.txt is a file in this folder that has values for
changing certain in game window attributes like boarder width and color for lots
of things. I haven't touched this file yet to see how it works exactly its kind
of hard to read cause its in a compressed format but I am pretty sure you can
use it to tweak certain settings for the in game windows. I mainly want to
change the thick white boarder that I mentioned is the only graphics you cant
find in any of the folders.

Your Project\Data\GUE the folder for the
actual editors interface and doesn't need to me changed.

Your
Project\Data\Gooey Gooey is the way GUI is suppose to be said out loud as if you
were talking to someone. I personally think its stupid and I call it G U I maybe
its just me. Anyway this folder is basically a backup of the real GUI folder and
I believe this was the original name of it and is now obsolete. At any rate
changing this graphics do nothing to the game.

Your
Project\Data\Textures\Menu This folder contains ALL the buttons for the menus
OUTSIDE the main game. That's the start screen. Login server select char select
and creation options screens so on and so forth. The buttons IN GAME are made of
the files in the GUI folder and the words are the game font. This folder
contains 3 states for each button just like the GUI folder the exception here is
that the selected/pressed state is never used that I've seen. Just Highlight and
Normal.

Example:
BCancelCharU.PNG - The Cancel button seen in
Character Select Normal or UP state
BCancelCharH.PNG - The Highlight state

BCancelCharD.PNG - The Pressed/Selected state. UNUSED AT THIS POINT as far
as I can tell.

The D state unused applies to all buttons in this
folder. I've changed every single U and H state and never once seen the default
unchanged D state come up in my menus. That's why I think its completely unused
at this time.
I made my buttons out of the same parts I used with the in
game windows I just copy/pasted the parts into the button windows and went from
there. There's only 3 basic button sizes that I can recall and 1 stray button
that doesn't fit any of the other sizes. The sizes are the long buttons as seen
on the start screen the normal buttons as seen everywhere else like char select
and creation and the big square buttons that have the rotational controls in
them. The odd man out button is the Done button for the options menu its doesn't
fit the shape of any other button so I had to make it from scratch from the
button pieces the rest I used blank template buttons I made for fast copy/paste.

As you can see in this folder there's single graphics for the
windows outside the main game. Menu.PNG is the background of the Start Screen
only. Its stretched to cover it not tiled.

Your
Project\Data\Textures\GUI This folder contains the action bar and big xp bar as
well as the background for the buttons on the action bar. It has JUST the
backgrounds of the in game windows like Inventory Trade Group etc. Its just the
background of those windows no boarder no nothing. It also has the graphics for
the slots in the inventory screen. EmptySlot.bmp is just what it says it is. The
slots on the action bar. Backpack.bmp is the general inventory slot background.
That's all the 32 slots under the equipment slots. Its black by default which
means its completely transparent so you see the boarder made by the button files
and nothing else. This folder also has the up and down arrows for changing
action button sets and the small icons for the window selection area of the hot
bar. The highlight and pressed states for all these buttons are controlled by
color changing them with colors controlled by the Colours.txt mentioned above.

The action bar itself is pointless outside of general design. The
graphic for mine is completely black so its blank in game. The hotkey slots are
all boarded by the button pieces as well are the window selector buttons so the
ones drawn on the action bar graphic mean nothing and you cant even see them
behind the default button boarders. So if you plan to make a new bar graphic
just take the general size of the button area into account don't worry about
making button spaces on the graphic.