MakeCMP
Download: MakeCMP.zip
Game: Motocross Madness 2
Purpose: Convert custom-object TGA textures into the .cmp and .tex resources MCM2 can load from a bundled track.
Workflow
- Finish modelling, exporting, and placing the objects. See Unibastard.
- Create a clean working folder containing only the TGAs required by this track.
- Copy
makecmp.exeand the suppliedUserMaps.iniinto that folder. - Run MakeCMP with
UserMaps.inias its control file. - Confirm that it created
UserMaps.cmpandUserMaps.tex. - Copy both outputs into the Armadillo project folder.
- Open the project's
.iniin a text editor. IncreaseTotalFileSetsby two and add both files after the existing entries. - Start Armadillo, open the project, and immediately bundle it. Do not save the project first: Armadillo rewrites the INI and removes the hand-added resource entries.
Example:
[ResourceFiles]
TotalFileSets=12
FileSet_11=UserMaps.cmp
FileSet_12=UserMaps.tex
Keep the existing RootPath, earlier FileSet lines, and OutputFilename; the numbers above are illustrative.
Important behavior
- MakeCMP processes all matching TGAs in its current folder. Stray images enlarge the TEX and may unintentionally ship with the track.
- The CMP holds color-space information; the TEX holds processed texture data. Both are required.
- The manual INI-and-bundle procedure is a historical Armadillo workaround. Later Dillo Too/APM workflows may manage resources differently, so do not add this stage automatically if the newer tool already packages the textures correctly.
Sources
- Packaged
ReadMe.txtandUserMaps.iniinMakeCMP.zip. - Unibastard supplied workflow.
