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aikidorat

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Everything posted by aikidorat

  1. Mostro, does that work? Have you tried it? If so, let me know and we'll post the instructions on CMHQ, or I'll look into creating the textures and posting them (or, better yet, email them to me and we'll get them loaded up as soon as possible). To the other mac users: MCM3 v 1.1 is almost ready for release. You're gonna love the new features: - better file navigation: popup menus allow you to access a number of mod folders within the selected folder. Great for switching out the different tiger mods for example. Have a folder for each mod, located in a Textures folder (or whatever you choose), then use the menu to select the mod you want to convert. - support for text readme files in the folders. Read the authors notes from within the program - support for jpg preview. We're trying to include jpg screenshots of the modified unit/vehicle. Click on the jpg, see the preview. - ability to enlarge the preview to full size by clicking on the preview. - added in abilty to copy picts from resource(either full resource or selected) - added in default selections to CD-Rom and MCM3 folder, to aid in the file management. - created new Readme with pictures and better instructions. Big file, but walks you through the process. Other things fixed and modified as well, too many to mention (almost a complete recode from V 1.0). Look for it soon. Testing is almost complete, maybe one more week. dave ------------------ History is made at night [This message has been edited by aikidorat (edited 09-18-2000).]
  2. just downloaded Snapz Pro 2 to use for creating a readme for MCM3. It is a great program. thanks for mentioning it. much more powerful than the normal way. dave ------------------ History is made at night
  3. I currently take the built in snap shot (PICT) and use GC to convert it. not to plug GC again, but it's a great shareware program. Use it all the time. dave ------------------ History is made at night
  4. great on the texture fix! Can all you mac guys do me a favor? For textures that need to be fixed, can you email me the FIXED texture(s), and a description (which mod it came with, etc)? I'll contact CMHQ about posting the fixed bmps so others dont have to do it. Hopefully we can have a page that provides all the fixed files. Dave ------------------ History is made at night
  5. aka_tom_W, which mod manager did you use to install the graphics? Just curious, and wanted to hear how the manager worked. as for the one brush texture that has the purple lines in it: It's probably a file where the mask color is slightly off. We've noticed during testing that a few of the bmps have slightly different mask colors than what is recognized (used?) for Mac CM, and that it's pretty simple to replace the offending color with the correct one. check out the tips and techniques area, as one of the mod manager threads talks about it. thanks! dave ------------------ History is made at night
  6. Let us know if the low res grid works. In our testing of the grids we werent able to get any of the grids to work on a video card with 8 meg. I personally dont use the grids. Just didnt look right to me. we're working on a general mod read me for the mac. Not sure when it will get done, curently updating MCM3 to fix a few small things. It will talk about the grids, hi res textures, winter textures, etc. dave ------------------ History is made at night
  7. Any mac users try this pack yet? If so, how'd it work with the mod managers? just curious. I havent had the time to try it myself. dave ------------------ History is made at night
  8. Marty, Glad you got the files working, and that this message board was able to help out. That's what it's for. Another, less desired, option would be to use GC to convert the bmps to picts. Creates another folder of picts but it works. and, just a reminder to everyone - you do NOT need to remove the "-" from the face textures (at least for MCM3), as the program does it anyway. Enjoy! dave ------------------ History is made at night
  9. Rob/1 sorry to see ya go. Good luck, and we'll see you when you come back. I'm glad we got MCM3 working for you, I know it was a bit rough but we got through it. I'm frustrated too by the increase in noise and rudeness shown here as well. The price of success, I reckon. best, dave ------------------ History is made at night
  10. Thanks guys. (blush) I appreciate the comments, though the coding definately wasnt that slick (MCM3 was my first real application I've created. Learned alot from it, and from cleaning up the code for the next release). From a coding standpoint, MacMod is really slick. but seriously, this makes it all worth it. All the time spent getting it tested, improving it, fixing the bugs (I had a great test team in Michel and Toad. Cant say enough about them), and all the loss of sleep paid off. in fact, it paid off last night when I accidently wiped out Graphics 4 (completely mod'd). only took about 10 minutes to do MDMP-1, 2, and third party mods that I wanted to try. It sure would have taken a lot longer if I had to do it manually, that's for sure (those patches for MDMP-1 took forever and a day to do and test.) As you use MCM3 (and MacMod) more, give us ideas on features you think may be needed. How can it be improved? (I've already added a convert folder command for V1.1 (in addition to the convert selected)and cleaned up the revert bug that will crash MCM3 if you revert G13 back to the original, then click on a winter cammo texture. Doesnt like trying to access something that doesnt exist. ) Other improvements as well. I hope to have v 1.1 out to test in about a week, and then release it a week or so after that. and glad everyone gets to enjoy the mods that are out there. Been a while, but we beat the PC guys to the punch with the mod managers. lastly, let us know if there are incompatible textures (third party) that either dont work or have purple spots. That way we can get them fixed, or create a list to warn others. And, have you guys done the Kelly's Heroes face mods? Too cool! (Oh, you *dont* have to delete the dash number before converting, as the program does it for you. What that means though is select which one you want to modify and then convert individually). later! dave ------------------ History is made at night
  11. We looked at assembling one to assist in MCM3 and MacMod, and have the list of files per resource, but not per vehicle. Too much effort to figure out which vehicle was which. However, a suggestion: All you mod makers: If you can provide the bmps in *folders* that tell what vehicle it is for, we should be able to compile a list pretty darn quickly, what with all the mods going on. ie, folder name: PZIVJ inside are ONLY PZIVJ textures. Then, all some enterprising person needs to do is a quick program to grab the folder title, and strip out the texture numbers. Compile into some program and wa lah! There we go. Or, how bout a file that someone can send updates to? As people do mods they can email madmatt or someone to update the file? Or provide a text file that states which files were modified for what vehicle. I'm sure we can find some poor...err volunteer to compile all the info. Just not me. just thinking out loud here. dave ------------------ History is made at night
  12. Fellow mac users: Anyone interested in a mac manager for different sounds? Let us know, and we'll see what we can do. Either Bsoplinger or the MDMP team will look into what it would take to create a program. Not sure we can easily do it, so I'd like to see if there's any interest in one. Thanks! dave
  13. Hi guys! Didnt notice this thread here - I had set the other one up so I would get an email when someone posted. Luckily I saw this. in regards to MCM3: After hitting the 'Open Mods' Button, you CHOOSE the folder you want to convert. This will then load all the files contained in that folder into the listbox, enabling you to select either one, or all, or some of them for conversion. I wasnt able to figure out how to get teh Folder Open screen to highlight the CHOOSE option, as opposed to OPEN (then again, other programs do the same thing), in order to make it more apparant, but no luck so far. That should let you load up the files. Then click on a name, and a preview screen should open up. If you get an error saying 'not a pict or bmp', and it is a bmp, you may need to follow the troubleshooting outlined in the other thread. also: Edit -> Select All will choose all the mods in the left hand list, enabling you to convert all of them at once. (I've added a button for the next release that will say 'Convert All' and elminate any confusion. So you'll have the option to Convert Selected, or Convert All. Not sure why I didnt do that in the first place). Hope this helps. if not, please let me know. Anything else, now that I know where to look? dave ------------------ History is made at night [This message has been edited by aikidorat (edited 09-06-2000).]
  14. Grim, we're also looking at putting it up on the CM site where you download the managers. Also, I found a small bug in MCM3 - when trying to revert a Graphics 10,11,12 or 13, you can only revert to another file named Graphics 10, 11, 12 or 13. The option to revert to a 'backup' file is broke. I've already fixed that, but wont be releasing the next version until I clean up the code some and add some other features. Probably a couple of weeks, as I intend to play a bit. Seeing how this thread isnt getting too much traffic, I'm assuming both programs are working as intended. Either that or no one is using them. dave ------------------ History is made at night
  15. I'll be adding the capability to drop a foldr on MCM3 next revision, and some other tweaks, already in work. Also the ability to strip the PICTS out of the resource file (though you can use Graphic Converter to do that if you want to. Great program.) Why we really released two versions is that I was *this* close to being done when Bsoplinger emailed me about creating one. Turns out he's a fast, efficient programmer, and cranked an alpha out over a weekend a while ago (I had hoped to finish that weekend but wound up not working on it at all. Family stuff. ) anyway, I was far enough along that I really didnt want to give it up, and bsoplinger was too, so we decided to release both. The mac community has two choices, and both work, just in a slightly different way. Choose the one you like, or use both. MCM3 provides lists that you can scroll through, to select a certain range of textures, whereas MacMod has a slider bar to do something similar. I think we'll find a good split on who likes which program, which is great! I released MCM3 as freeware, mainly because I used it to learn more about programming on the mac (well, really, I started the program because I heard from MadMatt about a PC mod program and I was going to be darned if they had one and we didnt!) Wasnt able to find anyone to code it up, so I started it. MCM3 is my first 'real' program, and I learned a ton doing it, and more refining the code and adding some features. Anyway, enjoy, and let us know what you like and dont like. dave ------------------ History is made at night
  16. Or, you can use Graphic Converter. I forget the values in that, but I will add them to this post later. or, use GC to open up a bmp that works, use the color picker to pick the purple/pink value, and then use those values to set the color.. ok, here they are: either: 100% magenta or: Hue Angle: 300 degrees Saturation: 100% Value: 100% (edited as I thought someone had said there was a problem with the file, but there wasnt (in the game). Jumping the gun as usual. ) dave ------------------ History is made at night [This message has been edited by aikidorat (edited 09-04-2000).] [This message has been edited by aikidorat (edited 09-05-2000).]
  17. Well, with all the wasted bandwidth going on, figured I'd bring this thread back up to the front to see what you all think about the mod managers. And, in case anyone missed it, the managers are released! Check out any of MadMatt's posts to get the link. Hope you're enjoying the mod programs. I'm already working at cleaning up my code in order to support some new features and ideas I have for MCMMM. And a new, cool Readme is in the works too! dave ------------------ History is made at night
  18. Rob/1, sorry, miscommunication. I thought you were asking about a patch instead. the mod managers work on any graphics resource. You can start with the originals, modify to your hearts content, etc. so no, no need for MDMP-1 as a starting point. dave
  19. Rob/1 Just FYI, but, as mentioned before, there will NOT be a MAC patch for MDMP-2. Instead, you will have to use one of the mod managers to convert the bmps over. It's easy, and will only take a few minutes to learn, and gives you more flexibility. We released MCMMM as freeware so no one feels forced to pay for mods for the mac. MacMod is guilt-free shareware, so that's an option too. This does not mean that we arent supporting the mac anymore. Far from it - we just have better projects and things to spend our time on. More announcements later on what those might be. dave ------------------ History is made at night
  20. yeah, I've seen those. Lotsa work, that's why we came up with the managers. Now you can pick and choose. dave
  21. Rob/1 sent ya an email. Let's get these working for you. The mods are well worth the few minutes it will take. dave ------------------ History is made at night
  22. Rob, which mods are you referring to? dave ------------------ History is made at night
  23. Rob, whoa. which program are you trying to use? did you read the read mes? Did you see the post in the Tips and Techniques section? dave ------------------ History is made at night
  24. All mac users: just opening this up for discussions, seeing how the managers are supposed to be posted real soon. What I'd like this topic to be: - discussion on ways to improve the programs - Ie, what do you use, what dont you need, what do you like, not like, etc. - discussion on which bmps are not mac-friendly. We know that 536.bmp is not (a fix is in the works), but what others gave you problems? - general questions on why we did what we did, if you want to know. - etc. BUG REPORTS: I'd prefer that bug reports for MCMMM be emailed to me first, and not posted here. I can respond to my email address a heck of a lot faster than checking this topic. And, no one else can understand the hack of a code I used to bring MCMMM to ya, so no need to waste their time. Brian can post how he wants to handle bug reports, but I'd prefer they be directed to him. Thanks, and looking forward to comments, suggestions and, of course, commendations! enjoy! dave ------------------ The only reason for time is so everything doesn't happen at once
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