EOSERV Forum > Programming > EOGFX [Release]
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EOGFX [Release]
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Post #140346 EOGFX [Release]

http://ssh.st0rage.org/~plasmastar/downloads/eogfx.exe


Requirements: EOGFX Archive (Link above) and CodeBlocks


This package includes a program written in Rapid-Q Basic with DLL written in C++ so I could bypass some limitations, that will extract the files in the "gfx" folder residing in the same directory as the program.


Using CodeBlocks, you will need to right click eogfx.workspace and choose "Compile" (or whatever it's named, haven't touched it in a while.)


This project will remove ALL "security"/compression from the gfx files, and even make the files a bit smaller (enough to consider recompiling your files). In addition, extracting them may give you an easy/quick view of all your files and a way to keep a bit organized if you're pixelist.


Thanks to:
Elevations: Testing and getting code fixed.


P.S. Still sorry about (proper) docs.

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Wish upon a star!
12 years, 37 weeks ago
Post #140347 Re: EOGFX [Release]

Wow, I must say. Nice job!

Now I can explore/edit my GFX files without Resource Hacker. But simply open BMP files to view.

I love it <3! Great job.


EDIT: Time to steal client art :D

12 years, 37 weeks ago
Post #140348 Re: EOGFX [Release]

Nice job plas :D

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Love you too.
12 years, 37 weeks ago
Post #140349 Re: EOGFX [Release]

Oddly, It gave me a different file o.o it gave me your proxy. xD Maybe my pc? I'm not sure I'm on your downloads index now but I see nothing =(

12 years, 37 weeks ago
Post #140350 Re: EOGFX [Release]

Yea, same happened to me, you just need to copy the text and paste it in your address bar.

12 years, 37 weeks ago
Post #140351 Re: EOGFX [Release]

Thanks man I didn't know why it done that. xD

12 years, 37 weeks ago
Post #140379 Re: EOGFX [Release]

Thanks guys, hope you enjoy it and put it to use. Also, fixed the link, was kind of a rush release.

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Wish upon a star!
12 years, 37 weeks ago
Post #140388 Re: EOGFX [Release]

Wait i dont get it what is it meant to do?

compiling it doesnt work....

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"With your feet steady and firm on the ground soar high and ignore limitations"  -Bladex
EOSERV Class : Pixel Artist, Grammar Nazi, Server Owner, Mapping Artist, Server Coder, Test Player,
The Game Maker
12 years, 37 weeks ago
Post #140389 Re: EOGFX [Release]
Bladex posted: (16th Apr 2012, 02:25 pm)


Plasmastar i dont mean to disregard your work at all but this can be done in resource hacker

under

Action -> Save Resources

it will save everything in that gfx file to bmp for you .....

but nonetheless great job on coding

 

You know what would be really usefull if you could make a program that puts all these bmp files back to a resource gfx so we wouldnt have to click all day long to replace and add resources .... haha just a thought


Bladex, I used ResHacker to obtain the resource script files, but that could be some work too. The program does all of it automatically, plus has the added benefit of defeating any "security"/compression somebody used on their gfx files, which usually only just lags the client anyways. If you have CodeBlocks, you can compile the bmp files into NEW gfx files, ones that aren't terribly hacked and slashed by ResHacker, and ones that are slightly small enough to consider recompiling your files with it.
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Wish upon a star!
12 years, 37 weeks ago
Post #140391 Re: EOGFX [Release]


oh so it does buil your gfx files for you

but how???? i compiled and i get errors

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"With your feet steady and firm on the ground soar high and ignore limitations"  -Bladex
EOSERV Class : Pixel Artist, Grammar Nazi, Server Owner, Mapping Artist, Server Coder, Test Player,
The Game Maker
12 years, 37 weeks ago
Post #140393 Re: EOGFX [Release]
Bladex posted: (16th Apr 2012, 02:38 pm)


oh so it does buil your gfx files for you

but how???? i compiled and i get errors


With CodeBlocks. Right click and "Build All" eogfx.workspace or something. I don't have CodeBlocks with me, so you'll have to look. And maybe post the error? Might help a little.

Edit: Whoops, did you remember to put your "gfx" folder along with the files so EOGFXUnpacker can unpack them?
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Wish upon a star!
12 years, 37 weeks ago
Post #140395 Re: EOGFX [Release]


just figured that out im unpacking them now then do i merge the folders together with the ones with eogfxcpp files i them?

 

Well missing directory errors i think i need to change my codeblocks settings??? i really dont wanna do that...are you sure were meant to compile these?

 

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"With your feet steady and firm on the ground soar high and ignore limitations"  -Bladex
EOSERV Class : Pixel Artist, Grammar Nazi, Server Owner, Mapping Artist, Server Coder, Test Player,
The Game Maker
12 years, 37 weeks ago
Post #140398 Re: EOGFX [Release]
Bladex posted: (16th Apr 2012, 02:49 pm)


just figured that out im unpacking them now then do i merge the folders together with the ones with eogfxcpp files i them?


When you build the project, the new files should go into the same "gfx" folder. A.K.A. It'll overwrite the old ones if you leave them there. :)
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Wish upon a star!
12 years, 37 weeks ago
Post #140401 Re: EOGFX [Release]


with howyou edit the bmpfiles and the resource codes i suppose? its easy enough to understand after looking at it no? but it seems im still getting a directory error... lemme try sumthing one sec

Edit: nope not working

lemme jus get an overview this is whats suppose to happen

you put all gfx files in gfx folder

after that you click on Unpacker ->it unpacks all files to bmp in thier corresponding folders in the folder gfx_unpacked

--->what i did after was copy all the folders gfx001-gfx0025 and paste it in to the main folder of eogfx which will then -> ask me to merge the folders to gether with the ones in the main folder so i say yes now we have all the .rc files in those folders and we can finally viewtheresources in code blocks

codeblocks basically reads these files that basically corresponds to resource names and which bmp number is it -> what it basically shows in res hacker

now im lost after that... so is it from there were meant to be able to compile it back into a gfx file with any changes we want??

 

also what is the folder LoadBitamp and obj for?

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"With your feet steady and firm on the ground soar high and ignore limitations"  -Bladex
EOSERV Class : Pixel Artist, Grammar Nazi, Server Owner, Mapping Artist, Server Coder, Test Player,
The Game Maker
12 years, 37 weeks ago
Post #140403 Re: EOGFX [Release]
Bladex posted: (16th Apr 2012, 03:13 pm)


with howyou edit the bmpfiles and the resource codes i suppose? its easy enough to understand after looking at it no? but it seems im still getting a directory error... lemme try sumthing one sec

Edit: nope not working

lemme jus get an overview this is whats suppose to happen

you put all gfx files in gfx folder

after that you click on Unpacker ->it unpacks all files to bmp in thier corresponding folders in the folder gfx_unpacked

--->what i did after was copy all the folders gfx001-gfx0025 and paste it in to the main folder of eogfx which will then -> ask me to merge the folders to gether with the ones in the main folder so i say yes now we have all the .rc files in those folders and we can finally viewtheresources in code blocks

codeblocks basically reads these files that basically corresponds to resource names and which bmp number is it -> what it basically shows in res hacker

now im lost after that...


Don't move the folders gfx001-025 or their contents or they won't compile. D:

LoadEOBitmap is the source/binary I used to rid myself of a limitation with the language I usually use to make programs.
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Wish upon a star!
12 years, 37 weeks ago
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