Author Topic: New beta GMF compiler!  (Read 8888 times)

Offline ACAMS

New beta GMF compiler!
« Reply #60 on: November 20, 2008, 01:13:50 PM »
Edit this map-----
 

Offline WhamettNuht

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New beta GMF compiler!
« Reply #61 on: November 20, 2008, 01:23:04 PM »
Ok, i have, heres my new one:
https://gametechmods.com/uploads/images/19317wheel_slim.bmp
And now what?
Damn I should probably put something fancy in this bit huh?

Offline ACAMS

New beta GMF compiler!
« Reply #62 on: November 20, 2008, 01:29:39 PM »
Put it in C:\Program Files\Infogrames\Robot Arena 2\Components\wheel_slim\maps...but be sure to rename the original so you will still have it.

Offline somestrangeguy

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New beta GMF compiler!
« Reply #63 on: November 20, 2008, 01:38:27 PM »
But if he is making a whole new component of it and doesnt want the new skin to interrupt the origional ones skin, there are a few lines that need to be changed in the gmf file.

Offline Serge

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New beta GMF compiler!
« Reply #64 on: November 20, 2008, 01:49:24 PM »
The ASCII GMF file format is quite self-explanatory - the variable names are in English.
The lines to be changed are in the material list - change the bmp file name.

I'll get back to work on the compiler this weekend. Sorry for the interruption.
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Offline Sage

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New beta GMF compiler!
« Reply #65 on: November 20, 2008, 04:17:02 PM »
making a new one isn't hard... just takes  while to understand it. much easier just to edit the .bmp.
You got my vote for RA2 Wizard. Always and forever.