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  #11  
Old September 21st, 2004, 12:03 AM

Phoenix-D Phoenix-D is offline
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Default Re: Explinations

umm. I'm not seeing a file in either thread, actually..
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  #12  
Old September 21st, 2004, 06:28 AM
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Default Re: Explinations

Just below the reply subject header is a line at the end of which is a hyperlinked attachment

Re: explinations [Re:Phoenix-D]
#296823 - 09/20/04 08:31 PM
Attachment (1 downloads)

Same situation for the graphX thread, with the second post.

Components.txt
http://www.shrapnelcommunity.com/thr...?Number=296823

Components.JPG
http://www.shrapnelcommunity.com/thr...?Number=296183
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  #13  
Old September 21st, 2004, 12:27 PM

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Default Re: Explinations

Ah, oops. Haven't used attachments on this board before.
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  #14  
Old September 21st, 2004, 05:19 PM
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Default Re: Explinations

Quote:
Phoenix-D said:
Ah, oops. Haven't used attachments on this board before.
Took me a bit to figure it out as well, and this is the first group I've found that allows attachments.

Any luck understanding the file(s)?

Note
I'm completely redoing the components file all over from scratch again, so the one in the above thread is no longer really valid (though it is for the comp.txt file I attached). I've expanded my ideas for My Little Mod.
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Old September 21st, 2004, 05:58 PM

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Default Re: Explinations

I plugged both of them in- the component I resaved as components.bmp in my main folder and the other got plopped into campaign 1.

I don't see any problem at all. The pictures are occuring exactly as how you set them. They don't make any SENSE, but they're appearing correctly. For example your standard shield generator is component image ID 121.

Picture 121 may be many things but it doesn't look like a shield to me. Even weirder you have standard armor with a bitmap ID of 157. There is NOTHING in square 157! Its just a purple blotch.
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  #16  
Old September 21st, 2004, 09:29 PM
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Default Re: Explinations

Hrm... I think that jpg might not be working right anyway. I did some minor tinkering after posting it, but things should've remained in place unless my indexing was way off. The next file will have line-by line numbering so I know where I'm looking before I start mapping the new component slots.

I'm glad it worked clearly for you, though. Was being an absolute bugger for me.

Because I wanted to have a visual difference between say... 2 ton standard armor and 20 ton, I was looking for some way of making them look similar but obviously bigger or whatnot. Some came out looking wonky at the first attempt. I found a decent armor set for the next comp.bmp attempt. How they look in the game has yet to be seen.
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  #17  
Old September 22nd, 2004, 02:32 AM

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Default Re: Explinations

Oh, your numbering and the actual file was fine..its just the numbers you assigned in components.txt didn't make any sense.
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  #18  
Old September 24th, 2004, 02:14 AM
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Default Re: Explinations

I suggest you use PNGs in the future. They have lossless compression, so you do not get wacky pictures resulting from jpg conVersion. Or just zip the bmps before uploading them. JPGs should be avoided at all costs, except as a demo when absolutely necessary (PNGs are better in that situation anyways... a bit larger, but no color loss).
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