Kyshakk Koan La paix Posted March 25, 2008 Posted March 25, 2008 How does one create cmg sheet files on a Mac (OSX)? Also, how would you use already created custom sheets (like from the Louvre)? Quote
Magnificent Ornk Ephesos Posted March 25, 2008 Posted March 25, 2008 I believe you want GraphicAdjuster , made by our very own Niemand. Alternatively, there is the old Classic app ResEdit, but Niemand's app runs native in OS X. Quote
Understated Ur-Drakon Callie Posted March 25, 2008 Posted March 25, 2008 To actually create a .cmg file you need a resourcing program like ResEdit or ResFool (I don't think the former works on OSX). If you wish to use premade custom graphics, you'll have to copy them and paste it into a cmg file you're creating with the resourcing program. Edit: Why am I always beaten to a question? Quote
Well-Actually War Trall Niemand Posted March 26, 2008 Posted March 26, 2008 Images must be copied in PICT format. Copying from Preview or Appleworks should work, copying from newer version of Safari will not work. (The problem is that GA only understands the PICT pasteboard flavor, which many newer programs do not supply.) The import feature is a batch conversion tool which converts wholesale all of the Windows versions of graphics (all those dumb G___.bmp files) for a scenario into a Mac version cmg file. It is only intended for rapidly porting graphics, so it's not what you want if your assembling the graphics for a totally new scenario. Quote
Ineffable Wingbolt aka Ravenwing Posted March 26, 2008 Posted March 26, 2008 Quote: Originally written by Excalibur:To actually create a .cmg file you need a resourcing program like ResEdit or ResFool (I don't think the former works on OSX). ResEdit (IMO, a far superior program to the latter) only runs on Classic, sadly. ResFool doesn't show the image unless you open it, but I dealt with that for about a week before discovering the glory that is Graphic Adjuster. Now all I need ResFool for is custom SFX, which should be used sparingly anyway, as the feature is only compatible with Mac. Quote
Kyshakk Koan La paix Posted March 28, 2008 Author Posted March 28, 2008 Quote: Originally written by Niemand:Images must be copied in PICT format. Copying from Preview or Appleworks should work, copying from newer version of Safari will not work. Are you sure about that? I've used GIF and PNG formats and they worked fine (at least, I sure hope they did! They seem too...). Quote
Understated Ur-Drakon Celtic Minstrel Posted March 29, 2008 Posted March 29, 2008 The format of the image doesn't matter. It's the format the program uses to store it in the clipboard which actually makes a difference. Quote
Kyshakk Koan La paix Posted March 30, 2008 Author Posted March 30, 2008 Very well. I've created a custom walls sheet. However, I can't quite get them to work. The basic walls are always cutaway. Here's the script: Code: begindefineterrain 433; clear; import = 2; te_which_sheet = 502; te_which_icon = 0; te_cutaway_which_sheet = 502; te_cutaway_which_icon = 4; te_name = "Crystal Wall";begindefineterrain 434; import = 3; te_which_sheet = 502; te_which_icon = 1; te_cutaway_which_sheet = 502; te_cutaway_which_icon = 5;begindefineterrain 435; import = 4; te_which_sheet = 502; te_which_icon = 0; te_cutaway_which_sheet = 502; te_cutaway_which_icon = 4;begindefineterrain 436; import = 5; te_which_sheet = 502; te_which_icon = 1; te_cutaway_which_sheet = 502; te_cutaway_which_icon = 5;begindefineterrain 437; import = 6; te_which_sheet = 502; te_which_icon = 2; te_cutaway_which_sheet = -1;begindefineterrain 438; import = 7; te_which_sheet = 502; te_which_icon = 3; te_cutaway_which_sheet = -1; Quote
Understated Ur-Drakon Nioca Posted March 30, 2008 Posted March 30, 2008 How do you know they're cutaway? If you're using the BoA 3D Editor, it always displays walls as their cutaway icon in normal design. Quote
Curious Artila Princess Starlight Posted March 30, 2008 Posted March 30, 2008 Just put the sheet number into the Wall 1/2-field in the town-details and be done with it. Quote
Understated Ur-Drakon Celtic Minstrel Posted March 30, 2008 Posted March 30, 2008 The problem with that is that there are only 2 wall slots available. What if you want three different sets of walls in a town? Quote
Ineffable Wingbolt Dahak Posted March 30, 2008 Posted March 30, 2008 You use extra terrain slots to create a third set of walls. Quote
Magnificent Ornk Ephesos Posted March 30, 2008 Posted March 30, 2008 Well, then you have to waste something like ten terrain slots on a set of 'fake' walls, as Dahak said. 'Fake', in that the engine doesn't draw them quite properly. But you just have to do what Fractal has done, making sure that you replace all of the appropriate traits. There are several values for which icons/sheets are used for cutaway viewing, and you need to make sure that you fix all of them. Quote
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