EOSERV Forum > Programming > EOGFX [Release]
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EOGFX [Release]
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Post #140404 Re: EOGFX [Release]

 

i copied them from the gfx_unpacked folder

also if it would help i do have a server so i use code blocks a lot and it has directories set for my server..... when compiling

thats my error

WARNING: Can't read file's timestamp: C:\Desktop\Eogfx\gfx001\gfx001.rc

Linking dynamic library: ..\gfx\gfx001.egf

mingw32-g++.exe: error: ..\obj\gfx001.res: No such file or directory

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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 #140415 Re: EOGFX [Release]

I get a error of a invalid compiler. On every one of the gfx files I don't quite know what I need to do since I rarely deal with coding.

12 years, 37 weeks ago
Post #140483 Re: EOGFX [Release]

I don't know about the errors, but I think I may have forgotten about needing to pull out the files from the gfx_unpacked folder to get the bmp files into gfx001-025 folders. I'm very sorry that I'm not any guide at writing a better guide for my tools.

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Wish upon a star!
12 years, 37 weeks ago
Post #140488 Re: EOGFX [Release]

It's fine I thank you for designing such a program though. =) If it does what it says then I am amazed kind sir.

12 years, 37 weeks ago
Post #140512 Re: EOGFX [Release]


for you to give sometime to try and make our lives easier is good enough for me ^^

it doesntmatterif it doesnt work its the thought that counts

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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 #140514 Re: EOGFX [Release]
Bladex posted: (17th Apr 2012, 02:16 pm)


for you to give sometime to try and make our lives easier is good enough for me ^^

it doesntmatterif it doesnt work its the thought that counts


Well, it does work, but I'm in no situation to write a completely understandable guide. It's a rush release after all. :S
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Wish upon a star!
12 years, 37 weeks ago
Post #140522 Re: EOGFX [Release]

What do you have problems with? This worked perfectly, to the T, as he explained. :P For me atleast. I'm not in the mood to write a noob-friendly guide, because honestly this seems to be a noob friendly program. :P Is your problem getting it to uncompress, or getting it to compile?

12 years, 37 weeks ago
Post #140531 Re: EOGFX [Release]

It basicallly keeps giving a invalid compiler error (then says it doesn't need anything done) when you then open the .exe it just says thank you for useing the program then it shows plas info etc. And when you press okay the program simply closes.

12 years, 37 weeks ago
Post #140532 Re: EOGFX [Release]
Satan posted: (17th Apr 2012, 06:45 pm)

It basicallly keeps giving a invalid compiler error (then says it doesn't need anything done) when you then open the .exe it just says thank you for useing the program then it shows plas info etc. And when you press okay the program simply closes.


Please move your "gfx" folder from the game client where THAT program is, so it can read them.
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Wish upon a star!
12 years, 37 weeks ago
Post #140533 Re: EOGFX [Release]

Thank you mr.plas xD I actually thought you simply put the gfx.egf into the gfx 001 etc. Lol I feel like a idiot

12 years, 37 weeks ago
Post #140534 Re: EOGFX [Release]
Satan posted: (17th Apr 2012, 06:50 pm)

Thank you mr.plas xD I actually thought you simply put the gfx.egf into the gfx 001 etc. Lol I feel like a idiot


Hehe, np.
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Wish upon a star!
12 years, 37 weeks ago
Post #140535 Re: EOGFX [Release]
Plasmastar posted: (17th Apr 2012, 06:56 pm)

Satan posted: (17th Apr 2012, 06:50 pm)

Thank you mr.plas xD I actually thought you simply put the gfx.egf into the gfx 001 etc. Lol I feel like a idiot


Hehe, np.

Hm also does this recompile when you use the unpacker? Or how do I go about editing? I got the unpacking part to work well (and I must say it works incredible fast with this gaming pc. lol)  I noticed the gfx showing up in the main directory but I'm not 100% sure on how to edit the file with your program. This is my last question and I must thank you for your patience. xD
12 years, 37 weeks ago
Post #140537 Re: EOGFX [Release]
Satan posted: (17th Apr 2012, 07:00 pm)

Plasmastar posted: (17th Apr 2012, 06:56 pm)

Satan posted: (17th Apr 2012, 06:50 pm)

Thank you mr.plas xD I actually thought you simply put the gfx.egf into the gfx 001 etc. Lol I feel like a idiot


Hehe, np.

Hm also does this recompile when you use the unpacker? Or how do I go about editing? I got the unpacking part to work well (and I must say it works incredible fast with this gaming pc. lol)  I noticed the gfx showing up in the main directory but I'm not 100% sure on how to edit the file withyour program. This is my last question and I must thank you for your patience. xD

You could edit the bmp files directly. o:
You may need to put the folders inside "gfx_unpacked" to the same folder as "gfx" so that the files go into the gfx001 through gfx025 folders. You'll need CodeBlocks to recompile them into gfx files. You can do that by right clicking eogfx.workspace and clicking "Build All" (I think) and the new ones will go into the "gfx" folder (xD...).
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Wish upon a star!
12 years, 37 weeks ago
Post #140538 Re: EOGFX [Release]

Okay so once I do build all it basically sends it back to the original gfx folder in the directory? =o

12 years, 37 weeks ago
Post #140539 Re: EOGFX [Release]
Satan posted: (17th Apr 2012, 07:13 pm)

Okay so once I do build all it basically sends it back to the original gfx folder in the directory? =o


Exactly, makes quick work of things if you're just wanting to recompile the files. :p
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Wish upon a star!
12 years, 37 weeks ago
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