gametechmods

Robot Arena => General Support => Topic started by: dragonsteincole on September 15, 2016, 06:57:27 AM

Title: Batch Compile/Decompile of GMFs
Post by: dragonsteincole on September 15, 2016, 06:57:27 AM
As the title says, is there any way to batch compile/decompile GMFs? I don't believe either Serge's or Dummy's programs have that function, so this would extend to .bat files, or anything that could automate the process a little.

(For background as to why, plans for a skinpack for DSL at it's most basic, would require having to decompile 70 components (extenders), and compiling at least 560-1120 (colour variants) back.)
Title: Re: Batch Compile/Decompile of GMFs
Post by: dragonsteincole on September 15, 2016, 11:17:57 AM
Double post, but for those of you who may want to do something similar, 090901 kindly provided a solution/workaround

"if you change the .bmp or .tga name to something with the same number of characters you dont have to decomp the .gmf to edit,  so then for things like extenders you can open and replace the name all at once"

For example, renaming "ti.bmp" to "99.bmp" within the .gmf file would work, whereas "999.bmp" would not, due to the extra character.
Title: Re: Batch Compile/Decompile of GMFs
Post by: Serge on September 15, 2016, 04:00:53 PM
As the title says, is there any way to batch compile/decompile GMFs? I don't believe either Serge's or Dummy's programs have that function, so this would extend to .bat files, or anything that could automate the process a little.

Both compilers are open source and you could easily modify them to take paths from argv instead.