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[PSP] Rcomage v1.1.1 - new RCO manipulation tool
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WoobiE
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Post: #141
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
gsmoke Wrote:Ok i made i small guide that might give everyone an idea on how tihngs get done.

http://endlessparadigm.com/forum/showthr...?tid=20594

it all started from Zings readme ....

Gah, you beat me to it. I've got a PDF tutorial going on. Maybe I'll still release it because I'm doing a more detailed one.
16/12/2009 03:53 PM
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gsmoke
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Post: #142
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Yes release it!
Woobie that will be great , so the more guides the better is for us users.

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17/12/2009 09:56 AM
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sniperwolf137
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Post: #143
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
@ZiNgA BuRgA can you please tell me what rco file should i dump to make a moving or animated background wallpaper?

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18/01/2010 12:25 AM
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ZiNgA BuRgA
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Post: #144
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Try system_plugin_bg.rco
18/01/2010 02:07 AM
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yammata684
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Post: #145
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
This probably is a stupid question but could you explain how exaxtly a person should use the command line version. Because when I use it, I get a corrupted RCO and I used the help command too. It's probably just me being stupid but could you give an example. This is what I have now:

Files\Include\rcomage.exe compile Files\Build\system_plugin_bg\system_plugin_bg.xml Files\TEMP\VSH\resource\system_plugin_bg.rco --pack-hdr zlib

This is being used in a theme installer I'm making. After the user picks the options and waves and other stuff it builds the RCOs accordingly. How would I do this because right now I'm lost. The XML file and other stuff works fine in the GUI version though.

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(This post was last modified: 18/01/2010 02:34 PM by yammata684.)
18/01/2010 02:33 PM
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sniperwolf137
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Post: #146
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
ZiNgA BuRgA Wrote:Try system_plugin_bg.rco

thanks I'll try it

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18/01/2010 07:07 PM
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ZiNgA BuRgA
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Post: #147
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
yammata684 Wrote:This probably is a stupid question but could you explain how exaxtly a person should use the command line version. Because when I use it, I get a corrupted RCO and I used the help command too. It's probably just me being stupid but could you give an example. This is what I have now:

Files\Include\rcomage.exe compile Files\Build\system_plugin_bg\system_plugin_bg.xml Files\TEMP\VSH\resource\system_plugin_bg.rco --pack-hdr zlib

This is being used in a theme installer I'm making. After the user picks the options and waves and other stuff it builds the RCOs accordingly. How would I do this because right now I'm lost. The XML file and other stuff works fine in the GUI version though.
The only thing I can really think of now would be if you converted GIMs to PNG files (or you've got .png files in the XML where it says format="gim") and it's failing cause there's no GimConv.  If this is the case, try supplying the GimConv path to Rcomage.  You can always check the source code of the GUI for assistance.
18/01/2010 08:17 PM
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sniperwolf137
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Post: #148
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
how can i put the images in the tree or in the XML file

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18/01/2010 08:36 PM
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clispe
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Post: #149
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
lol its probably me, but I made a theme full of animations but wen I tested it out nothing animates…they just stay there still and do nothing
18/01/2010 08:59 PM
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ZiNgA BuRgA
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Post: #150
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
sniperwolf137 Wrote:how can i put the images in the tree or in the XML file
Just add it - follow the same syntax/style as existing images (check other RCOs to see what it looks like).
You can also try the various guides around to see if they help.

clispe Wrote:lol its probably me, but I made a theme full of animations but wen I tested it out nothing animates…they just stay there still and do nothing
Give a small example XML probably.
Did you link up the animation entries to onLoad events?
19/01/2010 07:37 PM
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