Self-made parts for 3D screen

There are two types of 3D parts prepared as standard, "stone wall" and "line drawing".

Although it is not a standard function, you can also make your own parts other than these two types.
You can make your own parts by following the steps below.

1.Add new parts to existing types
2.Add part type
3.Editing the initialization file
4.Display settings for [Object] and [Air Space / Mark] parts

Add new parts to existing types

If you don't have the existing parts you want to use, you can create new parts and add them.

There is an [image] folder in the folder where the "Graph paper" executable file is saved. The image file for the 3D screen is saved in the [view_display] folder in it.
The image file of "Stone wall" is saved in the [001] folder in the [view_display] folder, and the image file of "Line drawing" is saved in the [002] folder.
Edit this image file and create your own parts image.

When you open the [001] or [002] folder, there are folders [16] [32] [64] [128] [256] in it.
This number indicates the size of the part, and each contains an image file that matches the depth of the 3D screen.

The numbers correspond as follows.

[When the screen size is Big]
4 squares away from your current location: [16]
3 squares away from your current location: [32]
2 squares away from your current location: [64]
1 squares away from your current location: [128]
A square in the same line as your current location: [256]

[When the screen size is Small]
3 squares away from your current location: [16]
2 squares away from your current location: [32]
1 squares away from your current location: [64]
A square in the same line as your current location: [128]

By default, the following image files are saved in each folder.
Notice The image of [Line drawing] is displayed as a sample.

 3dimg01.png  
Front of the wall
 3dimg02.png  
Left and right walls of your current location
 3dimg03.png  
A wall located one square to the left and right from your current location
 3dimg04.png  
A wall located 2 squares to the left and right from your current location
 3dimg05.png  
Current location ceiling and flooring
 3dimg06.png  
Ceiling and flooring 1 square to the left and right from your current location
 3dimg07.png  
Ceiling and flooring 2 square to the left and right from your current location
 3dimg08.png  
Air space front
 3dimg09.png  
Air space 1 square to the left and right from your current location
 3dimg10.png  
Air space 2 square to the left and right from your current location
 3dimg11.png  
The front of the object
 3dimg12.png  
An object located one square to the left and right of your current location
 3dimg13.png  
An object located 2 squares to the left and right of your current location
Transparent color

The pink part is the part that is transparently processed on the screen. The color code is [# FF1493].

Part placement and part code

パーツは横方向へ8個まで並べることができます。
If the number of parts exceeds 8, increase the size of the image vertically and arrange them in the second and subsequent rows.

Parts are numbered according to where they are placed.

From the left side of the top row, 1, 2, 3, 4, 5, 6, 7, 8.
From the left side of the second row, 9, 10, 11, 12, ...
If you are making up to the third stage, it will continue with 17, 18, 19 ...

The part code is the sum of the number and the numerical value assigned to each part type.
The numerical values for each type of parts are as follows.

Types of parts Assigned number
 Wall  0
 Flooring  100
 ceiling  200
 Ceiling and flooring  300
 Air space  500
 Object  600

Notice For the image data of the ceiling and floor, the part code is determined by whether to display the upper part, the bottom part, or both the upper and bottom parts of the same image.
Show up: 201-299
Show bottom: 101-199
Show both up and bottom: 301-399

How to use the part code will be described later.

Wall thickness

The gaps on the left and right of the [wall] are the thick parts of the wall. If you want to use a thick image, draw an image of the thick part here.

This is what the [Stone Wall] parts look like.

Notice Since the thick part is not displayed on the 256 size wall, the image data has no thick part.

About object parts

The first part of the image for object parts is the table.
The object parts are displayed as they are placed on the table.

The second green part is a sample to make the frame of the image easy to understand when you make your own part.

Exceptionally shaped parts

The size 256 [3dimg06.png], size 128 [3dimg03.png, 3dimg07.png, 3dimg10.png], and size 64 [3dimg04.png] have different shapes than those described so far.

 256
3dimg06.png
 128  
3dimg03.png 3dimg07.png  3dimg10.png
 64
3dimg04.png

Since these are parts that only show a part of the whole, they are images of only the parts that are actually used.

In addition, the image of the ceiling and flooring is an image in which the border of the entire part is not displayed.
I don't know the whole picture as it is, and I think it's difficult to make parts.
We have prepared an image of the whole picture, so please copy the image from the link below and create a cropped image like the one above based on it.

 16 3dimg05.png   3dimg06.png 3dimg07.png   
 32 3dimg05.png   3dimg06.png 3dimg07.png   
 64 3dimg04.png  3dimg05.png   3dimg06.png 3dimg07.png 
 128 3dimg03.png  3dimg05.png   3dimg06.png 3dimg07.png 
 256 3dimg05.png   3dimg06.png  
background image

The image used for the background of the 3D screen is saved in the [Back Image] folder.

B001_big   Background image used when the screen size is Big
B001_small  Background image used when the screen size is Small
F001_big  Image of the frame used when the screen size is Big
F001_small  Image of the frame used when the screen size is Small

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Add part type

If you want to create a new part type, first copy the contents of the [001] or [002] folder to the folders after the [003] folder.
After that, refer to [Add new parts to existing types] and change the copied image to create a new image.

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Editing the initialization file

If you start "Graph paper" and then terminate it normally, a file called "paper.ini" will be created in the folder where the "Graph paper" executable file is saved.
Please edit this file and register your own image in "Graph paper".

When adding a part type

Look for the following string in paper.ini.

ViewDisplayPartsTypeName[0] = Stone wall

Behind this string ...

ViewDisplayPartsFileName_0[0] = 3dimg01.png
ViewDisplayPartsFileName_1[0] = 3dimg02.png

It continues like this.
This is the part where the [Stone Wall] setting is written.

A little below this, there is a string called ViewDisplayPartsTypeName [2] =.
The place where the number 2 or more is in the parentheses is the place to enter the type of the newly created part.

Enter the name of the new part type after "ViewDisplayPartsTypeName [2] =".

The 16 lines that follow are the lines that record the filename used for that part type.

ViewDisplayPartsFileName_0[2] =
ViewDisplayPartsFileName_1[2] =
ViewDisplayPartsFileName_2[2] =
ViewDisplayPartsFileName_3[2] =
ViewDisplayPartsFileName_4[2] =
ViewDisplayPartsFileName_5[2] =
ViewDisplayPartsFileName_6[2] =
ViewDisplayPartsFileName_7[2] =
ViewDisplayPartsFileName_8[2] =
ViewDisplayPartsFileName_9[2] =
ViewDisplayPartsFileName_10[2] =
ViewDisplayPartsFileName_11[2] =
ViewDisplayPartsFileName_12[2] =
ViewDisplayPartsFileName_13[2] =
ViewDisplayPartsFileName_14[2] =
ViewDisplayPartsFileName_15[2] =
ViewDisplayPartsFileName_16[2] =

Basically, it is OK if you copy the contents of [Stone wall] and [Line drawing] as they are.

ViewDisplayPartsFileName_0[2] = 3dimg01.png
ViewDisplayPartsFileName_1[2] = 3dimg02.png
ViewDisplayPartsFileName_2[2] = 3dimg03.png
ViewDisplayPartsFileName_3[2] = 3dimg04.png
ViewDisplayPartsFileName_4[2] = 3dimg05.png
ViewDisplayPartsFileName_5[2] = 3dimg06.png
ViewDisplayPartsFileName_6[2] = 3dimg07.png
ViewDisplayPartsFileName_7[2] = 3dimg08.png
ViewDisplayPartsFileName_8[2] = 3dimg09.png
ViewDisplayPartsFileName_9[2] = 3dimg10.png
ViewDisplayPartsFileName_10[2] = 3dimg11.png
ViewDisplayPartsFileName_11[2] = 3dimg12.png
ViewDisplayPartsFileName_12[2] = 3dimg13.png
ViewDisplayPartsFileName_13[2] = B001_big.png
ViewDisplayPartsFileName_14[2] = B001_small.png
ViewDisplayPartsFileName_15[2] = F001_big.png
ViewDisplayPartsFileName_16[2] = F001_small.png

If you want to use a different file name, save the image file with a different name and enter that file name.

Associate 3D screen parts with 2D parts

Which 3D screen part is used to display the 2D parts used when editing map data.
By associating it, the 2D parts for editing are converted to a 3D screen and displayed.

Look for the following string in paper.ini.

ViewMode Kabe Code[0] =

The numbers in parentheses are the part numbers of the 2D parts.

The quantity of 2D parts is 80 for each type when counted in the parts list.
The part numbers for [Wall], [Air space / mark], and [Object type] are from 1 to 80. [Flooring] part numbers are only 0 to 79.

Notice Since the flooring parts are the first parts when there is nothing, there will be one deviation compared to other parts.
Notice For parts other than flooring, consider line 0 to be a meaningless line.

ViewMode Kabe Code is followed by ViewMode Yuka Code, ViewMode Space Code, and ViewMode Object Code.
The meaning of each is as follows.

ViewMode Kabe Code: Setting line for wall parts
ViewMode Yuka Code: Setting line for flooring parts
ViewMode Space Code: Setting line for air space parts
ViewMode ObjectCode: Setting line for object parts

Enter the part code of the 3D screen part after the "=" on each line. Now you can associate.

The part code of the 3D screen parts is as follows by default.

 Part code  Types of parts Description 
0   Nothing is displayed
1  Wall Wall
 2  Wall Door
 3  Wall Door with key
 4  Wall Signboard
 5  Wall switch
 6  Wall trap
 101  Flooring There is something
 102  Flooring Vertical hole leading to the lower layer
 103  Flooring trap
 201  ceiling There is something
 202  ceiling Vertical hole leading to the upper layer
 302  Ceiling and flooring Elevator
 501  Air space Dark zone
 502  Air space Area where magic cannot be used
 503  Air space receive damage
 601  Object table

Parts are identified by the number in the third digit.
If you increase the types of 3D parts, you need to decide and specify the part code. Specify the part code by adding the value depending on the type of part to the value from 1 to 99 depending on the position of the 3D part.

The added values by type are as follows.

Types of 3D parts Addition value
 Wall  0
 Flooring  100
 ceiling  200
 Ceiling and flooring  300
 Air space  500
 Object  600

Notice For the image data of the ceiling and floor, the part code is determined by whether to display the upper part, the bottom part, or both the upper and bottom parts of the same image.
Show up: 201-299
Show bottom: 101-199
Show both up and bottom: 301-399

Appearance setting of wall parts

For wall data, you need to set the type of appearance.
Look for the following string in paper.ini.

ViewMode Kabe TypeCode[0] = 0

The numbers in parentheses are also numbers from 0 to 80, which correspond to the part numbers of 2D parts.

There are three types of settings for this setting value.

 0 Normal wall.
 1 Small type such as a trap. Display by superimposing on the parts behind.
 2 Invisible walls, etc. It is displayed after being transparently processed, and the things behind it can be seen through.

Compare the lines 1 to 80 with the wall part numbers 1 to 80 and set the type of each part in the same way as [Associate 3D screen parts with 2D parts].

Notice By default, all parts except Trap and Invisible Wall are set to 0.

This completes the setting of parts for the 3D screen.

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About the display settings of "object" and "air space / mark" parts

If you made your own [Object] and [Air Space / Mark] parts, you need to set the display format on the 3D screen and map screen in the initialization file.

About [air space / mark] parts

Look for the following string in paper.ini.

ViewMode Space Code[0] = 0

This is the first line of the display setting line on the 3D screen of the [Air Space / Mark] part.
As with [Associate 3D screen parts with 2D parts], use the lines 1 to 80 after this to make the settings.

The numerical values that can be set here are as follows.

Part code Display format
0 Parts image
601 Object parts (table)
501 Dark zone
502 Area where magic cannot be used
503 receive damage

If you specify 0, it will be displayed as a mark on the map screen.
On the 3D screen, the [Air space / mark] part of the 2D part is displayed as it is.

If you specify 601 it will be displayed as a mark on the map screen.
On the 3D screen, the [Air space / mark] parts used when editing the map data are displayed on the table.

If you specify 501, 502, or 503, both the map screen and 3D screen will be displayed as "air space".
However, if you increase the number of parts by yourself, you will be able to specify other numerical values.

About object parts

Look for the following string in paper.ini.

ViewMode Object Code[0] = 601

This is the first line of the line for setting the display of object parts on the 3D screen.
As with [Associate 3D screen parts with 2D parts], use the lines 1 to 80 after this to make the settings.

The numerical values that can be set here are as follows.

Part code Display format
0 Parts image
601 Object parts (table)
602以降 Self-made parts

If 0 is specified, the object parts used when editing the map data will be displayed as they are.

When 601 is specified, the object parts used when editing the map data are placed on the table and displayed.

The 602 has a green square image as a sample, but it is not suitable for actual use.
Please use the values after 602 as the values for your own parts.

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