Texwordeditor (Command Line Parameter)

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Revision as of 02:49, 27 June 2023 by BlackSpectre (talk | contribs)
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Command Line Parameter

-texwordeditor [1] or filename

Edit the text layout for translatable textures.

  • This command opens a window for the editing of translatable textures (images).
  • If used without the option, 1, the game will append the 1 to the end of the command automatically.
  • See the tables below for more information about using the TexWord editor:


Example

-texwordeditor


Default Keybindings
Key Command
space ++stretch
c ++colorpick
j layerunhideall
tab ++orig
esc quit
m menu
rbutton menu
F5 refresh
F6 ++usegl
F7 filesave
lbutton +lbutton
lshift +shift
enter apply
ctrl+z undo
F12 undo
ctrl+y redo
shift+comma fileloadnext 0 0
shift+period fileloadnext 1 0
comma fileloadnext 0 0
period fileloadnext 1 0
1 layerextents 1
2 layerextents 2
3 layerextents 3
4 layerextents 4
5 layerextents 5
6 layerextents 6
7 layerextents 7
8 layerextents 8
9 layerextents 9


Commands Used By TexWord Editor
Command Argument Type Argument Defined
stretch <int>
colorpick <int>
orig <int>
quit <int>
menu
create <string>
layerinsert <int> layer_index
layerclone <int> layer_index
layercopyall
layerpasteall
layerswap <int> <int> layer_index layer_value
layerdelete <int> layer_index
layertype <int> <int> layer_index layer_value
layername <int> layer_index
layerhide
layerunhideall
layersolo <int> layer_index
layerstretch <int> <int> layer_index layer_value
layerimage <int> <string> layer_index string
layertextchange <int> layer_index
layerask <int> <string> layer_index string
layercopysize <int> <int> layer_index layer_value
layercopypos <int> <int> layer_index layer_value
layercopyrot <int> <int> layer_index layer_value
layerextents <int> layer_index
layercolormode <int> <int> layer_index layer_value
layercolorchange <int> <int> layer_index layer_value
layeralphachange <int> <int> <string> layer_index layer_value string
layerfont <int> <string> layer_index string
layerfontstyle <int> <string> <int> layer_index string layer_value
layersubinsert <int> layer_index
layersubblend <int> <int> layer_index layer_value
layersubblendweight <int> <string> layer_index string
layerfilterinsert <int> <int> layer_index layer_filter_index
layerfilterdelete <int> <int> layer_index layer_filter_index
layerfiltertype <int> <int> <int> layer_index layer_filter_index layer_value
layerfilterblend <int> <int> <int> layer_index layer_filter_index layer_value
layerfilterstyle <int> <int> <string> <string> layer_index layer_filter_index string string
layerfiltercolor <int> <int> layer_index layer_filter_index
layerfilteralpha <int> <int> <string> layer_index layer_filter_index string
size <int> <int>
bgcolor [0-3]
filesave
filesavedynamic
fileload
fileloadname <string> string
fileloadnext <int> <int> layer_value integer
filesavelist
fileprune
filenew
filecheckout <string> string
filecheckin <string> string
refresh
lbutton <int>
shift <int>
hideText <int>
apply
undo
redo
color [0-3]
usegl <int> textWords_useG1


Colors
Key Color
0 white
1 red
2 green
3 pale red
4 pale orange (layer types)
5 blue (enums)
6 orange
7 yellow (layer names)
8 cyan (Edit Extents)
9 purple (menu color)


Editor's Note: This is all the information I could find in the game files, but without actually using this editor (which I haven't), explaining more about it is difficult. I mean, I don't even know what a "translatable texture" is? Hopefully this information will help someone get started, and if that's you, any chance you could flesh out this page?