Tool documentation

Practical guides for preserved track-making and game-modification tools.

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

  1. Finish modelling, exporting, and placing the objects. See Unibastard.
  2. Create a clean working folder containing only the TGAs required by this track.
  3. Copy makecmp.exe and the supplied UserMaps.ini into that folder.
  4. Run MakeCMP with UserMaps.ini as its control file.
  5. Confirm that it created UserMaps.cmp and UserMaps.tex.
  6. Copy both outputs into the Armadillo project folder.
  7. Open the project's .ini in a text editor. Increase TotalFileSets by two and add both files after the existing entries.
  8. 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.txt and UserMaps.ini in MakeCMP.zip.
  • Unibastard supplied workflow.