klingondragon
9 years ago
I was looking through the Texture ini files and found most started with:
; ------------------------------------------------------------
; Do NOT edit by hand, ImagePacker.exe auto generated INI file
; ------------------------------------------------------------

When I googled the program the first result was:
http://www.cnclabs.com/forums/cnc_postst10870_ImagePacker-exe-and-Geomatry.aspx 
Rather than replying to that thread (which is ancient and not along this line of thought) I decided to ask my question anew.

Does anyone know the actual software used by EA?
And how to use it?

(Don't just tell me to google it. I already did. Most of the results seem sketchy and I don't really want to fill my laptop with nasty stuff)
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acidbrain
9 years ago
This  might interest you...
Panem et kirkinses
klingondragon
9 years ago
It does interest me.

But it doesn't appear to be the one used by EA. Also there's no description of what it actually does.
acidbrain
9 years ago
Well, just tried all the versions but i could only get version 1 to work and to be honest im not that fond of it...
I'll see if i can make a new cameo mapper in java, will take me a while to program though, patience is key...
Panem et kirkinses
klingondragon
9 years ago
Don't put yourself out on my account. I can just use notepad and paint to make new entries in the ini and new .tga files.
acidbrain
9 years ago
Well it would be a helpfull tool for all of us and im in the mood for a new java project, i dont think it will take that much time, im going to keep it simple...

Basic interface options:
1. App will have a fixed size, 512x512 canvas for the cameos and some extra room for input(buttons ,textfields etc).
2. Textfield to set the size of the new cameo, when set a add cameo button will be enabled.
3. Button to add new cameo, the entry of the last added cameo will be used to put the new cameo in the first free space available.
4. A save project button would be handy i think..:P
5. A button to extract all the name and position data to an ini file.

This is pretty much all unless i get more ideas or people who read this have some ideas...
Im already working on a big project, a mod creator so some of the code is already made, saving data to ini files and such...
I have the attention span of a mosquito some call it adhd so i cant promise if it will be finished anytime soon...:P
Have to finish 2 other applications for my work also, days just have not enough hours ffs...
Panem et kirkinses
klingondragon
9 years ago
I would like it if the export to ini exported it into the 'handcreated' ini file (with all the base game's code in it too).
acidbrain
9 years ago

I would like it if the export to ini exported it into the 'handcreated' ini file (with all the base game's code in it too).

Originally Posted by: klingondragon 



No problem, i think it is handy to export it to a whole new ini file with about the same header as the original stuff...
Something like this:

; ------------------------------------------------------------
; Do NOT edit by hand, CameoStudio.exe auto generated INI file
; ------------------------------------------------------------

MappedImage SASomeUnit_L
  Texture = CustomUserInterface512_001.tga
  TextureWidth = 512
  TextureHeight = 512
  Coords = Left:0 Top:0 Right:120 Bottom:196
  Status = NONE
End

etc


Panem et kirkinses
klingondragon
9 years ago
I was thinking more like:

; ------------------------------------------------------------
; Do NOT edit by hand, CameoStudio.exe auto generated INI file
; ------------------------------------------------------------

MappedImage LoadPageHuge
  Texture = loadpageuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage SCCAttack
  Texture = SCCAttack.tga
  TextureWidth = 32
  TextureHeight = 32
  Coords = Left:0 Top:0 Right:31 Bottom:31
  Status = NONE
End

MappedImage InGameUIAmericaBase
  ;Texture = FrameBaseA.tga
  Texture = SACommandBar.tga
  TextureWidth = 1024
  TextureHeight = 256
  Coords = Left:0 Top:64 Right:799 Bottom:255
  Status = NONE
End


MappedImage InGameUIChinaBase
  Texture = SNCommandBar.tga
  TextureWidth = 1024
  TextureHeight = 256
  Coords = Left:0 Top:71 Right:799 Bottom:255
  Status = NONE
End


MappedImage InGameUIGLABase
  Texture = SUCommandBar.tga
  TextureWidth = 1024
  TextureHeight = 256
  Coords = Left:0 Top:55 Right:799 Bottom:255
  Status = NONE
End

MappedImage TitleScreen
  Texture = TitleScreenuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage MainMenuRuler
  Texture = MainMenuRuleruserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:800 Bottom:600
  Status = NONE
End

MappedImage CreditsScreen
  Texture = CreditScreenuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage America_ScoreScreen
  Texture = America_ScoreScreenuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage GLA_ScoreScreen
  Texture = GLA_ScoreScreenuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage China_ScoreScreen
  Texture = China_ScoreScreenuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage MutiPlayer_ScoreScreen
  Texture = MutiPlayer_ScoreScreenuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage MainMenuBackdrop
  Texture = MainMenuBackdropuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage Victorious
  Texture = Victorious.tga
  TextureWidth = 1024
  TextureHeight = 256
  Coords = Left:0 Top:0 Right:600 Bottom:219
  Status = NONE
End




MappedImage Defeated
  Texture = Defeated.tga
  TextureWidth = 1024
  TextureHeight = 256
  Coords = Left:0 Top:0 Right:600 Bottom:219
  Status = NONE
End


MappedImage GameOver
  Texture = GameOver.tga
  TextureWidth = 1024
  TextureHeight = 256
  Coords = Left:0 Top:0 Right:600 Bottom:219
  Status = NONE
End


MappedImage SAFactionLogoPage_US
  Texture = SAFactionLogoPage_USuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage SNFactionLogoPage_China
  Texture = SNFactionLogoPage_Chinauserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage Mp_Load
  Texture = Mp_Loaduserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage Skirmish_Load
  Texture = Skirmish_Load.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage SUFactionLogoPage_GLA
  Texture = SUFactionLogoPage_GLAuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage ReturnLoadPage
  Texture = ReturnLoadPageuserinterface.tga
  TextureWidth = 1024
  TextureHeight = 1024
  Coords = Left:0 Top:0 Right:799 Bottom:599
  Status = NONE
End

MappedImage SASomeUnit_L
  Texture = CustomUserInterface512_001.tga
  TextureWidth = 512
  TextureHeight = 512
  Coords = Left:0 Top:0 Right:120 Bottom:196
  Status = NONE
End
That is to say: with all the entries from HandCreatedMappedImages.ini (where you're supposed to put new artwork).
acidbrain
9 years ago
Well, imho it is easier to add new stuff to a new ini file, you are making a new spritesheet for the images so a unique ini file with the name of the spritesheet for example would be handy, there could be an option in the CameoStudio to put in the name of the new ini file...
So the texture could be named CustomUserInterface512_01 and the ini file CustomUserInterface512.ini, same names is handy for oversight of the files imho...
You can add more spritesheets such as CustomUserInterface512_02 from which the data could be added to the CustomUserInterface512.ini file...
Panem et kirkinses
klingondragon
9 years ago
I'm thinking of the end user. As we know some things have to be in the right ini file (e.g. weapons, armour, commandsets, etc.). If the new textures have to be in HandCreatedMappedImages.ini the user will have to add the other entries to that file anyway.
If it's like objects and they can be in any ini file in that folder, it should be fine to do what you suggest.

acidbrain
9 years ago

I'm thinking of the end user. As we know some things have to be in the right ini file (e.g. weapons, armour, commandsets, etc.). If the new textures have to be in HandCreatedMappedImages.ini the user will have to add the other entries to that file anyway.
If it's like objects and they can be in any ini file in that folder, it should be fine to do what you suggest.

Originally Posted by: klingondragon 



Im getting the impression that you think that you have to add new image data to HandCreatedMappedImages.ini, that is not the case, you can make as many new files as you like, have been doing that for years, i seperate everything...
UserPostedImage
It is an old example but it is clear, you can add as many files as you like...


Panem et kirkinses
klingondragon
9 years ago
It's the whole "Anything you like in 'Object'" thing again.
It must be that the game scans the whole directory tree for those folders but only that single file in the root ini folder.

Perhaps a folder 'commandbutton' with multiple inis would work the same way (I'm not sure and I don't have time to test it now, I'll do that when I have more time (unless someone else wants to test it sooner)).

acidbrain
9 years ago


Perhaps a folder 'commandbutton' with multiple inis would work the same way (I'm not sure and I don't have time to test it now, I'll do that when I have more time (unless someone else wants to test it sooner)).

Originally Posted by: klingondragon 



already tested that years ago and doesnt work, just as ObjectCreationList and such...
In the Object folder you can pretty much do what you want, you can even make new folders in that folder...
UserPostedImage
Panem et kirkinses
renaissance
9 years ago
late to the discussion but imagepacker.exe was just a little program to map textures into corresponding files. Way back when I used it a couple times but once I got a feel for how it worked it seemed to be faster doing it manually.
UserPostedImage
klingondragon
9 years ago
Any chance you still have it?
acidbrain
9 years ago
vtulcobra and me are working on a new cameo mapper application, if anyone has ideas and/or suggestions i suggest that these are ventilated over here...
Panem et kirkinses
renaissance
9 years ago
I don't think I have the old one but I can check.
UserPostedImage
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