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[RELEASE] BAM Batcher


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#21 pro5

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Posted 04 December 2013 - 01:11 PM

Hey Miloch. I'm hitting an error when trying to convert standard rakshasa animations (MRAK*.BAM) to bmp. It successfully converts first 14 frames but on the 15th this happens:

 

Converting frame 15 (compressed): reading datasize -21067 from offset 23429 ...
ERROR: illegal 44-byte read from offset 3080 of 0-byte file INNER_PATCH "%fm%"
ERROR: [MRAKG1.BAM] -> [bambatch/bam/MRAKG1.BAM] Patching Failed (COPY) (Failure("INNER_PATCH \"%fm%\": read out of bounds"))
Stopping installation because of error.

 

Looks like the patching goes on even if the calculated frame size was invalid.



#22 pro5

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Posted 05 December 2013 - 12:09 PM

Tinkered with it a bit more today, I think this should do it:

 

 

//! Convert BAMs to BMPs /////////////////////////////////////////////////////
BEGIN ~Convert BAMs to BMPs~
SUBCOMPONENT ~BAM Batcher~
NO_LOG_RECORD

//COPY_EXISTING_REGEXP GLOB ~mspi.+\.bam~ ~bambatch/bam~
COPY - ~bambatch/bam~ ~bambatch/bam~
  READ_ASCII 0x0 sg (4) //Signature
  PATCH_IF (~%sg%~ STRING_EQUAL_CASE ~BAMC~ = 1) BEGIN
    READ_LONG 0x8 dl //Uncompressed data length
    DECOMPRESS_REPLACE_FILE 0xc (SOURCE_SIZE - 0xc) dl
    sz = dl
  END ELSE BEGIN
    sz = SOURCE_SIZE
  END
  SPRINT bn ~%SOURCE_RES%~
  PATCH_PRINT ~Converting %SOURCE_FILE% to bitmaps ...~
  READ_SHORT 0x8 fc //Frame count
  READ_LONG 0x10 pf //Palette offset
  READ_ASCII pf pt (1024)
  READ_ASCII (pf + 3) nl (1) //Null
  READ_LONG 0xc fn //Frame entry offset
  FOR (f1 = 0; f1 < fc; f1 += 1) BEGIN //Frame loop
    SET BadFrameSkip = 0
    SPRINT xl ~~ //End of line
    READ_SHORT (f1 * 0xc + fn) fw //Frame width
    df = (fw / 4) * 4
    PATCH_IF df < fw BEGIN
      lz = df + 4 //Line size
      df = lz - fw //Byte difference
      FOR (g1 = 0; g1 < df; g1 += 1) BEGIN
        SPRINT xl ~%xl%%nl%~
      END
    END ELSE BEGIN
      lz = fw
      df = 0
    END
    READ_SHORT (f1 * 0xc + fn + 2) fh //Frame height
    READ_LONG (f1 * 0xc + fn + 8) fd //Frame data offset   
    cp = NOT ((fd & 0b10000000000000000000000000000000) >> 31) //Compression
    fd = (fd & 0b01111111111111111111111111111111)    
    PATCH_IF cp = 0 BEGIN
      ds = (fw * fh) //Data size     
      PATCH_IF (%ds% > 1) BEGIN     
          PATCH_PRINT ~Converting frame %f1% (uncompressed): reading datasize %ds% from offset %fd% ...~
        READ_ASCII fd fm (ds)       
      END  // PATCH_IF (%ds% > 1)
      ELSE BEGIN
        SET BadFrameSkip = 1
      END
     
    END ELSE BEGIN
      PATCH_IF f1 < (fc - 1) BEGIN
        READ_LONG ((f1 + 1) * 0xc + fn + 8) nf //Next frame data offset
        nf = (nf & 0b01111111111111111111111111111111)
        ds = (nf - fd)
      END ELSE BEGIN
        ds = (sz - fd)
      END     
      PATCH_IF (%ds% > 1) BEGIN     
          PATCH_PRINT ~Converting frame %f1% (compressed): reading datasize %ds% from offset %fd% ...~
          tx = 0 //Transparency index cleared
          SPRINT fm ~~ //Clear frame data
          cc = 0 //Column count
          FOR (f2 = 0; f2 < ds; f2 += 1) BEGIN //Crawl through frame data
            PATCH_IF tx = 0 BEGIN //If transparency set to 0 (1st byte or non-transparent reached)
              READ_BYTE (fd + f2) bt //1st byte hex value
              READ_ASCII (fd + f2) bx (1) //1st byte ASCII value
              PATCH_IF (bt = 0) AND (f2 < (ds - 1)) BEGIN //If byte is transparent and not last pixel
                READ_BYTE (fd + f2 + 1) bv //Next byte
                FOR (f3 = 0; f3 < (bv + 1); f3 += 1) BEGIN //Augment transparent pixels
                  SPRINT fm ~%fm%%bx%~ //Add byte ASCII value
                  cc += 1 //Column counter
                  PATCH_IF (cc = fw) AND (df > 0) BEGIN //If column is frame width and there's a difference
                    SPRINT fm ~%fm%%xl%~ //Pad line with extra BMP nulls
                    cc = 0 //Reset column counter
                  END
                END
                tx = 1 //Transparency set
              END ELSE BEGIN //If not transparent or last pixel
                SPRINT fm ~%fm%%bx%~ //Add byte ASCII value
                cc += 1 //Increase column counter
                PATCH_IF (cc = fw) AND (df > 0) BEGIN //If column is frame width and there's a difference
                  SPRINT fm ~%fm%%xl%~ //Pad line with extra BMP nulls
                  cc = 0 //Reset column counter
                END
              END
            END ELSE BEGIN //If transparency is not 0
              tx = 0 //Set to 0
            END
          END         
      END  // PATCH_IF (%ds% > 1)
      ELSE BEGIN
          SET BadFrameSkip = 1
      END
     
    END  // ELSE (PATCH_IF cp = 0)


    PATCH_IF %BadFrameSkip% = 0 BEGIN   
        SPRINT fk ~~
        INNER_PATCH ~%fm%~ BEGIN
          FOR (g2 = fh; g2 > 0; g2 -= 1) BEGIN //Reverse rows for BMP
            PATCH_IF cp = 0 BEGIN //If compressed
              READ_ASCII ((g2 - 1) * fw) fl (fw) //Read frame width
              SPRINT fk ~%fk%%fl%%xl%~ //Pad with extra nulls
            END ELSE BEGIN
              READ_ASCII ((g2 - 1) * lz) fl (lz) //Read padded line width
              SPRINT fk ~%fk%%fl%~
            END
          END
        END
        fz = (0x436 + (lz * fh))
        INNER_ACTION BEGIN
          COPY ~bambatch/header.bmp~ ~bambatch/bmp/%bn%%f1%.bmp~
            WRITE_LONG 0x2 fz //File size
            WRITE_LONG 0x12 fw //Width
            WRITE_LONG 0x16 fh //Height
            WRITE_LONG 0x22 (lz * fh) //Image size
            WRITE_ASCIIE 0x36 ~%pt%~ //Color table
            READ_LONG 0x36 p0
            PATCH_IF p0 = 0x9797 BEGIN
              WRITE_LONG 0x36 0xff00 //Fix cyan transparency to green
            END
            //Uncomment line below to write a brown background (similar to in-game look)
            //WRITE_LONG 0x36 0x352e21
            READ_LONG 0x3a p1
            PATCH_IF p1 = 0xff6597 BEGIN
              WRITE_LONG 0x3a 0x080808 //Fix pink shadow to dark grey
            END
            INSERT_BYTES 0x436 (lz * fh)
            WRITE_ASCIIE 0x436 ~%fk%~ //Raster data
          BUT_ONLY
        END       
    END  //  PATCH_IF %BadFrameSkip% = 0
    ELSE BEGIN
        PATCH_PRINT ~Skipping frame %f1% - invalid frame size.~
    END

    
  END  // FOR
BUT_ONLY

 

Basically, just added skipping any frame with frame size 1 x 1 or less - those "pixel" frames are really useless for editing, and if anyone needs to reinsert them later into modified animation bams it should be easy to just clone any one of them with weidu.  Rakshasa animation, as it happens, contains tons of those, so this greatly speeds up conversion process too. The loop index variable still goes up for skipped frames, so for example if out of 100 frames 14-65 were skipped, you'll get *0.bmp through *13.bmp and *66.bmp through *100.bmp in the output folder.

 

Attached Files



#23 Miloch

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Posted 16 December 2013 - 10:12 PM

Whoa, it's pro5! Where've you been the last few years? Thanks for the code check - you are no doubt right about those 1x1 frames. There've been recent checks added in DLTCEP and BAM Resizer for those frames which also caused errors, so why not here as well. Though this tool might become at least semi-deprecated eventually if other tools take its place (always my hope for hacks like this and p5tweaks haha).

 

(And erm, yeah, if you are doing advanced BAM manipulation for stuff like animations, drop me a PM... might be able to hook you up...)


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#24 pro5

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Posted 17 December 2013 - 07:39 AM

(And erm, yeah, if you are doing advanced BAM manipulation for stuff like animations, drop me a PM... might be able to hook you up...)

Done. :)  Been away from BG and IE games and modding, but the stir EE raised has brought me back home, at least for now.



#25 Sam.

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Posted 21 August 2014 - 01:16 PM

Hey Miloch, :Poke:
 
Any chance I can convince you to release an update for BAM Batcher with the updates you have made to your local copy?  I'm assuming it at least includes the previous code fixes from this topic as well as the mass-repaletting stuff? To quote:
 

I added mass-repaletting to BAM Batcher a while back but I guess I probably never released it. You'll have to add the code to the tp2 manually until I get around to updating it properly (might be a while). This is right before the Moinesse's BAM section in my local copy:

//! Repalette BAMs from a BMP ///////////////////////////////////////////////
BEGIN ~Repalette BAMs from a BMP~
SUBCOMPONENT ~BAM Batcher~
NO_LOG_RECORD

OUTER_SPRINT tpath ~~

COPY ~bambatch/bam~ ~bambatch/bam~
  READ_ASCII 0x0 sg (4) //Signature
  PATCH_IF (~%sg%~ STRING_EQUAL_CASE ~BAMC~ = 1) BEGIN
    READ_LONG 0x8 dl //Uncompressed data length
    DECOMPRESS_REPLACE_FILE 0xc (SOURCE_SIZE - 0xc) dl
    sz = dl
  END ELSE BEGIN
    sz = SOURCE_SIZE
  END
  SPRINT tres ~%SOURCE_RES%~
  TO_LOWER tres
  INNER_PATCH ~%tres%~ BEGIN
    READ_ASCII 0 tpal (6)
  END
  READ_LONG 0x10 pf //Palette offset
  INNER_ACTION BEGIN
    ACTION_IF FILE_EXISTS ~bambatch/%tpath%%tpal%.bmp~ BEGIN
      COPY ~bambatch/%tpath%%tpal%.bmp~ ~bambatch/%tpath%%tpal%.bmp~
        READ_ASCII 0x0 sg (2) //Signature
        PATCH_IF (~%sg%~ STRING_EQUAL_CASE ~BM~ = 1) BEGIN
          READ_ASCII 0x36 pt (1024) //Color table
          pq = 1
        END ELSE BEGIN
          PATCH_PRINT ~Palette.bmp is not a valid uncompressed bitmap.~
          pq = 2
        END
      BUT_ONLY
    END ELSE BEGIN
      PRINT ~No %tpath%%tpal%.bmp exists.~
      OUTER_SET pq = 2
    END
  END
  PATCH_IF pq = 1 BEGIN     
    WRITE_ASCIIE pf ~%pt%~ //Palette
    dl = SOURCE_SIZE //Data length
    COMPRESS_REPLACE_FILE 0 sz 9
    INSERT_BYTES 0x0 0xc
    WRITE_ASCII 0x0 ~BAMCV1  ~
    WRITE_LONG 0x8 sz
  END
BUT_ONLY
I forget how it works exactly, but you'll need to have all the BAMs you want to repalette in your bambatch/bam folder and the palette you want for your new BAMs in uncompressed BMP format in the main folder (same palette order as the original palette, just different colors). Always keeps backups of course. You'll need to re-run it for as many different repaletted colors you want for the original BAMs, but it goes through them all at once and applies the same palette.

Edited by Sam., 30 September 2014 - 08:19 PM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#26 Miloch

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Posted 30 September 2014 - 08:08 PM

Sorry, Sam... been insanely busy. I'm assuming you know enough of basic WeiDU to add that snippet option to your own local copy? Yeah, I should update it but meh... as I mentioned to pro5, we have newer methods that may deprecate a lot of this functionality (some of it anyway). If you're actually doing some stuff that needs this sort of thing, drop me a PM with some description of what you're trying to do. Might be able to suggest some better alternative.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#27 Sam.

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Posted 30 September 2014 - 08:25 PM

Sorry, Sam... been insanely busy. I'm assuming you know enough of basic WeiDU to add that snippet option to your own local copy? Yeah, I should update it but meh... as I mentioned to pro5, we have newer methods that may deprecate a lot of this functionality (some of it anyway). If you're actually doing some stuff that needs this sort of thing, drop me a PM with some description of what you're trying to do. Might be able to suggest some better alternative.

I have no immediate need, was just in a mood to update, and consolidate unofficial updates to, the modding tools I know of or have worked on.  Posting the code from the other topic went along with releasing updated versions of BAM Resizer and BAM Workshop.


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#28 Salk

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Posted 21 December 2014 - 12:45 PM

Hello!
 

I am hitting an error while trying to convert one of the .bmp files.

 

ERROR: [BAMBATCH/INVLARGE/SPIDL.BMP] -> [BAMBATCH/INVLARGE/SPIDL.BMP] Patching Failed (COPY) (Invalid_argument("Char.chr"))

 

Any clues?



#29 Miloch

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Posted 25 January 2015 - 07:45 PM

Oh, heya Salk... sorry, haven't had time to check in here that often anymore. If you send me your BMP and describe what you're trying to do, I'll try to look into it (also PM me to be sure I see it). Assuming you haven't dealt with it already by now.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#30 Salk

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Posted 21 February 2015 - 06:55 AM

Thanks for the offer.


Things were fixed using DLCTEP for the BMP modifications... Apparently there are problems with GIMP screwing the palette and resulting in issues when reconverting back into BAM. I am not even sure how she did but my wife took care of it... :)



#31 Miloch

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Posted 11 March 2015 - 09:24 PM

I am not even sure how she did but my wife took care of it...

Heh, maybe a modding interest runs in the whole family. :) Tell her I said hi.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#32 Yovaneth

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Posted 13 March 2015 - 02:51 AM

A DiB - device independant bitmap - in a Unix system (where GIMP originated) doesn't have the same encoding as a device independant bitmap in Windows. As Unix came first... I'm not one for taking potshots at Microsoft but this problem gives me stick at work too.



#33 Deratiseur

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Posted 28 November 2015 - 11:49 AM

Excuse me , but i don't understand how to use Bam batcher for change IWD2-style icons to BG2-style icons, as i can see in this post http://www.shsforums...s-implemented/, topic #7.

I have made many manipulations and tries, but still unsolved :(


All my mods are on Github


#34 Argent77

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Posted 15 October 2016 - 08:11 AM

An overflow of the transparent pixel count may cause the mod to terminate with the error Salk posted a while ago in this post when converting BMPs into (item or spell) BAMs. It happens when too many consecutive pixels are marked as transparent.

To fix it replace the original setup-bambatch.tp2 by the following file: Attached File  setup-bambatch.tp2   34.44K   363 downloads



#35 Salk

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Posted 17 January 2017 - 12:59 PM

I got another error message while using this software.

 

Installing [BAM Batcher -> Convert BMPs to inventory BAMs] [v1]
Copying and patching 1 file ...
[BAMBATCH/INVLARGE/IHELMK5L.BMP] loaded, 826 bytes

Converting ihelmk5l.bmp to a BAM ...
ERROR: illegal 1024-byte read from offset 54 of 826-byte file BAMBATCH/INVLARGE/IHELMK5L.BMP
ERROR: [BAMBATCH/INVLARGE/IHELMK5L.BMP] -> [BAMBATCH/INVLARGE/IHELMK5L.BMP] Patching Failed (COPY) (Failure("BAMBATCH/INVLARGE/IHELMK5L.BMP: read out of bounds"))

 

Stopping installation because of error.
Stopping installation because of error.

 

I know there is not much activity here but perhaps someone can help me figure out what went wrong?

 

We just tried a simple recoloring of two .bmp files but when we tried to reconvert them into an inventory .bam we got this message.



#36 Sam.

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Posted 17 January 2017 - 02:46 PM

I got another error message while using this software.

 

Installing [BAM Batcher -> Convert BMPs to inventory BAMs] [v1]
Copying and patching 1 file ...
[BAMBATCH/INVLARGE/IHELMK5L.BMP] loaded, 826 bytes

Converting ihelmk5l.bmp to a BAM ...
ERROR: illegal 1024-byte read from offset 54 of 826-byte file BAMBATCH/INVLARGE/IHELMK5L.BMP
ERROR: [BAMBATCH/INVLARGE/IHELMK5L.BMP] -> [BAMBATCH/INVLARGE/IHELMK5L.BMP] Patching Failed (COPY) (Failure("BAMBATCH/INVLARGE/IHELMK5L.BMP: read out of bounds"))

 

Stopping installation because of error.
Stopping installation because of error.

 

I know there is not much activity here but perhaps someone can help me figure out what went wrong?

 

We just tried a simple recoloring of two .bmp files but when we tried to reconvert them into an inventory .bam we got this message.

What program did you last use to save your new BMPs?  If you upload a .ZIP with the two BMPs originally spit out by BAM Batcher plus your two new recolored ones, I'll take a look.


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#37 Salk

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Posted 17 January 2017 - 09:19 PM

Thanks a lot, Sam!
 
I saved the files both with GIMP and Paint but I get the same error.
 
Here are the files.

 

Attached File  Bitmaps.zip   2.83K   325 downloads


Edited by Salk, 17 January 2017 - 09:19 PM.


#38 Sam.

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Posted 18 January 2017 - 04:27 PM

I saved the files both with GIMP and Paint but I get the same error.
 
Here are the files.

I took a look at the files you saved from GIMP.  Ideally, you should use BMP Version 3 (Microsoft Windows 3.x) instead of BMP Version 4 (Microsoft Windows 95) Version 4.x, and with the full 256 palette entries (instead of a truncated palette).  (Decent description of BMP File Formats.)  With that being said, the code changes for BAM Batcher shouldn't be that bad (not that I have actually looked into that side of things yet).  Basically, the OffsetToPalette needs to be (Size+14) not a static value, and the length of the palette needs to be (ColorsUsed=0?1024:ColorsUsed*4) then pad any missing values.


Edited by Sam., 18 January 2017 - 04:27 PM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#39 Sam.

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Posted 18 January 2017 - 05:31 PM

I have only tweaked the Description Inventory BAM section so far but see if this works:

Attached File  BGRs fix.rar   5.48K   325 downloads


Edited by Sam., 19 January 2017 - 06:53 AM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#40 Salk

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Posted 19 January 2017 - 12:05 AM

Hello Sam!

 

Thanks a lot!

It did work although I am not sure I understand how it does since you said you only tweaked the Description BAM section while my problem was with the BMP to Inventory BAM operation? :)

 

Thank you also for the advice about the BMP format. I did want to use the full palette but GIMP automatically forced a truncated palette when I changed mode from RGB to Indexed.