Of course! You are already in my "Acknowledgements", so yes.Dinoguy1000 wrote:I know this might sound like I'm trying to take credit when I really didn't work on the scripts themselves any, but will I recieve a code for my part?
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- Mon Mar 07, 2005 12:06 am
- Forum: Game Archive
- Topic: Carnivores, Carnivores 2, Carnivores Ice Age
- Replies: 65
- Views: 20631
- Mon Mar 07, 2005 12:04 am
- Forum: Plugins
- Topic: ALL CURRENT MEXCOM SCRIPTS!
- Replies: 111
- Views: 47998
- Sun Mar 06, 2005 9:45 pm
- Forum: Game Archive
- Topic: Carnivores, Carnivores 2, Carnivores Ice Age
- Replies: 65
- Views: 20631
Okay , good. By the way, I have fixed the If-bug and that will work better in the next version. Also, I have included commands for a bit of string manipulation, so now you can edit filenames prior logging them. Though the next version will need a registration (either by donation or other means of su...
- Thu Mar 03, 2005 11:46 pm
- Forum: News
- Topic: Mike Zuurman's MultiEx .plan thread
- Replies: 74
- Views: 38523
- Thu Mar 03, 2005 9:34 am
- Forum: News
- Topic: Mike Zuurman's MultiEx .plan thread
- Replies: 74
- Views: 38523
- Wed Mar 02, 2005 5:26 pm
- Forum: Game Archive
- Topic: Carnivores, Carnivores 2, Carnivores Ice Age
- Replies: 65
- Views: 20631
OK, thanks. Here's another quick question: is there a way to add data before saving a block? Since with the addition of the proper headers (18 bytes for a .TGA file, 40 bytes for a .WAV file) one could extract the texture and sound data directly to standard formats... Well, there's none built in. Y...
- Wed Mar 02, 2005 4:07 pm
- Forum: Game Archive
- Topic: Carnivores, Carnivores 2, Carnivores Ice Age
- Replies: 65
- Views: 20631
- Wed Mar 02, 2005 3:56 pm
- Forum: Game Archive
- Topic: Carnivores, Carnivores 2, Carnivores Ice Age
- Replies: 65
- Views: 20631
- Wed Mar 02, 2005 8:35 am
- Forum: Game Archive
- Topic: Carnivores, Carnivores 2, Carnivores Ice Age
- Replies: 65
- Views: 20631
- Mon Feb 28, 2005 11:14 pm
- Forum: Game Archive
- Topic: Ascaron Entertainment Sacred
- Replies: 24
- Views: 10940
Well,
viewtopic.php?t=1098
That would be the next step, using the BMS file above.
Then you can open the textures.pak file and extract the (stripped) TGA files.
viewtopic.php?t=1098
That would be the next step, using the BMS file above.
Then you can open the textures.pak file and extract the (stripped) TGA files.
- Sun Feb 27, 2005 12:55 pm
- Forum: Holy Cow!
- Topic: Electronic Arts - The Dutch Article That Wasn't
- Replies: 15
- Views: 13406
Hier dan nog de commentaren op dit stuk van de bezoekers van Arena51 (vroeger http://www.spelletjesgarnaal.be ) : Originele item op Spelletjesgarnaal: Elektronische Verlichting Door: archiver | 27 okt 2004 | 15:46 Garnaal liet een interessante link vallen op het redactiekanaal. Het gaat hier om een ...
- Sun Feb 27, 2005 12:29 pm
- Forum: Game Archive
- Topic: Howto: Add a BMS script to MultiEx Commander 4.01
- Replies: 7
- Views: 6131
Howto: Add a BMS script to MultiEx Commander 4.01
To add a custom Binary MultiEx Script (BMS) to your MultiEx Commander supported scripts do the following: 1. Locate and backup the MC.MRF file in the data/config directory of MultiEx Commander. 2. Open this MC.MRF file using MexBinder Plus ( http://multiex.xentax.com ) 3. Click 'Add Single Format' a...
- Sun Feb 27, 2005 12:27 am
- Forum: Game Archive
- Topic: Ascaron Entertainment Sacred
- Replies: 24
- Views: 10940
Here's the new script for textures.pak: ComType ZLib1 ; IDString 0 TEX ; Get Version Byte 0 ; Get Items Long 0 ; Get Unknown Long 0 ; Set ListStart Long 256 ; GoTo ListStart 0 ; For T = 1 To Items ; Get ItemType Long 0 ; SavePos OOFF 0 ; Get ItemOffset Long 0 ; Savepos SOFF 0 ; Get ItemComSize Long ...
- Sun Feb 27, 2005 12:22 am
- Forum: Game Archive
- Topic: Ascaron Entertainment Sacred
- Replies: 24
- Views: 10940
Here's some info onall the pak formats (I downloaded the demo): Scroll below for the new script for the textures.pak and the BMS. [============================================] Creatures.pak [============================================] ID CIF Type BYTE (0) ItemNum LONG UNKNOWN LONG Items start at ...
- Sat Feb 26, 2005 8:05 pm
- Forum: Game Archive
- Topic: Ascaron Entertainment Sacred
- Replies: 24
- Views: 10940
ComType ZLib1 ; IDString 0 TEX ; Get Version Byte 0 ; Get Items Long 0 ; Get Unknown Long 0 ; Set ListStart Long 256 ; GoTo ListStart 0 ; For T = 1 To Items ; Get ItemType Long 0 ; SavePos OOFF 0 ; Get ItemOffset Long 0 ; Savepos SOFF 0 ; Get ItemComSize Long 0 ; SavePos FilePos 0 ; If ItemType > 0...
