Updated August 08, 2005
HOME PAGE > TOOLS > MMP FILES GENERATOR
Blade Textures for LED
May - 2001
GEN MMP allows you to make your own .mmp file. It is very complex to select the appropriate textures for a map without the bmp files. Lerfox13 (12+1 in the RAS forums) has captured for us almost all the main map textures from the BAB tool. The bmp screenshots for mmp files are: MMP Size (KB) 3arena 1.394 arena5 541 arena7 637 barb 2.517 barramaya 51 btomb 2.981 casa 1.251 castle 1.164 chaos 3.032 defile 3.264 desert 2.594 dwarf 2.901 ice 2.101 island 3.259 king 252 labyr 2.960 mine 2.711 nobjs 1.261 orcst 2.759 palace 2.145 ragnar 2.608 ruins 3.089 skl 198 tomb 2.657 tower 2.749 tutorial 2.209 vid 320 vid-tower 121 volcano 2.640 you can get this files and asociated resources at url: http://www.uco.es/~cc0luesr/BladeResources The internal textures names used in LED are very confused, so we have decided to reorganize the bmps. The following categories have been created: o ARC - Arcos: arches and doors. (4.701KB) o EXT - Exteriores: outdoors, cliffs,... (4.901KB) o MAD - Madera: Wood. (4.747KB) o MET - Metal: Metal. (462KB) o MOT - Motivos: ornamental elements, fretworks,friezes...without visible wall. (4.745KB) o MUR - Muros: simple walls. (10.986KB). o MUA - Muros con adornos: walls with ornamental elements. (10.578KB) o SYT - Suelos y techos: floors and roofs. (10.803KB) o VID - Vidrieras: windows :) (695KB) o VAR - Varios: others. (908KB). The bmps has been distributed among these categories. It is possible that some textures are not well classified and they can be repeated. There are several versions of some textures with different saturation grades, gamma settings,... but we have preferred not to eliminate none. The bmps has been renamed with the following format: CLSnnn__MMPName__RASName.bmp where: CLS : is the class/category. nnn : is a sequential number. MMPName : is the source MMP file name. RASName : is the original RAS name for the texture. We have also created a catalog in PDF format (Acrobat 4.0 required) with all the available textures, very useful to choose one. And two reference charts to help to convert the names of the textures. Finally, we have created a python script (genmmp.py) to generate easily our own mmp file: 1. Copy genmmp.py at ..\Compilers\Textures Compiler folder. 2. Modify genmmp.py to point BODHome to the folder where you have installed Blade (for python lib stuff). 3. Make a ..\Compilers\Textures Compiler\mymap subdirectory. 4. Copy the selected textures (bmps)into mymap folder. 5. Start BAB and use the console to write: import genmmp genmmp.process ('mymap') 6. You wait until all the textures are processed to write: genmmp.save() 6. You have a mymap.mmp file and mymap.dat file into mymap folder. You can use these files with LED as the originals MMPs from RAS. The internal names used in LED are CLSnnn: ARC001, VID007,... We hope it is useful. It has been a quite expensive work. By the way, maybe it is not legal. As always, if RAS doesn't like it... we stop it. Lerfox13 and Masklin firstname.lastname@example.org ###### to make truecolours Registered User Posts: 13 (3/17/03 11:12 am) Reply Bab Well when i put in the (l1) file "TrueColourAlpha" ((l1 ,"TrueColourAlpha")) Then it give me a errro message somtihing like cano't open file. But with TrueColour and the rest i've done it at the same way and it worked. prospero Registered User Posts: 351 (3/17/03 1:58 pm) Reply Re: Bab Hmmmmmmmm.........try this: BaBx.ProcessBitmaps(l1,"TrueColourAlpha") If it isn't that then make sure the bitmap names in the code match the actual bitmap names exactly. Its all to easy to get them slightly wrong .