PyGRP
Oct 2 2007, 5:00 am
By: poiuy_qwert  

Oct 2 2007, 5:00 am poiuy_qwert Post #1

PyMS and ProTRG developer

PyGRP is now one of the many tools included in PyMS


PyGRP is a GRP converter written in Python. It is capable of converting
StarCraft GRP files to and from a group of 8-Bit, BMP files. This program
is intended for Mac users, but since it is written in Python, it will
work on Windows (or any os for that matter). Windows users must download
the latest Python from www.python.org, Mac users should have Python
already, if not get it from the same place.
It currently only has a command line interface, but I might eventually get around to adding a GUI if people ask for it. All bugs/features/constructive criticism are welcome!

Changes
--------
v1.5
- Added support for palette file types:
* RIFF .pal
* JASC .pal
* ZSoft .pcx (What StarCraft uses)
* StarCraft TileSet .wep
- Added support for uncompressed GRP's (like 'game\icons.grp')
- Added support for loading RLE compressed BMP's (can't convert to RLE
encoded BMP's, only from)
- Fixed various bugs
v1.2
- Fixed various bugs
v1.1
- The <out> parameter no longer needs to be specified

Download

Post has been edited 4 time(s), last time on Jul 20 2017, 3:54 pm by poiuy_qwert.




Oct 2 2007, 5:36 am ShadowFlare Post #2



Hmm, interesting. How well would you say it does the conversion to GRP so far?

(I decided to reply here, too, since you seem to have more posts here)



None.

Oct 2 2007, 12:58 pm poiuy_qwert Post #3

PyMS and ProTRG developer

I tested on a couple GRP's from StarDat.mpq and all compiled to a bit smaller then the origionals.




Oct 3 2007, 1:42 am Lakai Post #4



nice a universal program :)



None.

Oct 6 2007, 2:23 pm Nai Post #5



Very nice I will try it out.



None.

Oct 7 2007, 11:55 pm LegacyWeapon Post #6



It's Maplantis.org not .net

Edit: I had to change .\Palette to ./Palette to get it to work on my compy :(

Otherwise, great job! I like it a lot :D

Post has been edited 2 time(s), last time on Oct 8 2007, 12:03 am by LegacyWeapon.



None.

Oct 8 2007, 6:19 am poiuy_qwert Post #7

PyMS and ProTRG developer

Ah yes, sorry about that. Fixed for next version.




Dec 12 2007, 1:24 am poiuy_qwert Post #8

PyMS and ProTRG developer

Bump for update.

Post has been edited 2 time(s), last time on Jun 9 2008, 9:33 pm by poiuy_qwert.




Dec 17 2007, 5:37 am poiuy_qwert Post #9

PyMS and ProTRG developer

For the next release PyGRP will not be alone. Im changing the project to PyMS (Modding Suite), and will be including tools for as many of the files as I can do. There will be NO GUI's until everything is complete and stable (unless i change my mind). That means everything will be command line and hard file based. Right now I currently have:
- GRP (Uncompressed and Compressed) to/from BMP's (RLE loading supported)
- Palette files (Can do everything PalEdit II can except having a GUI)
- Units.dat (Opening and decompiling. No recompile yet)
- IScript.bin (Opening and decompiling. No recompile yet)
- TBL files

Things I know for sure will be included (maybe not for the first release but eventually):
- GOT files
- LO* files
- All DAT files

Things I want to add but might not because of various reasons:
- FNT files
- Tileset files (I WILL do these if I can figure out a good way to let users edit them without a GUI)
- Grafting files (I was thinking I could make something that would output valid FireGraft .fgd files for Mac users to make their mods available to Windows users, but I have no idea who would want to do that)

Any comments/ideas welcome. Also: Please post feedback on PyGRP!!!!!!!!

Post has been edited 2 time(s), last time on Jun 9 2008, 9:32 pm by poiuy_qwert.




Dec 24 2007, 3:45 am Durandal Post #10



Apparently it's much more then just a GRP converter @_@



None.

Dec 29 2007, 2:20 am NightKev Post #11



Interesting, a Starcraft modding program made in Python. I guess Python is more popular than I thought. ^^



None.

Jan 15 2008, 2:51 am Centreri Post #12

Relatively ancient and inactive

Not really. Just somewhat universal, so anyone can install it.



None.

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[07:31 pm]
Dem0n -- Oh_Man
Oh_Man shouted: i wonder how they did grand moff tarkins voice in star wars
Got someone to do a decent impersonation and then used professional audio engineers to make it sound like the original actor
[2024-3-01. : 8:11 pm]
IlyaSnopchenko -- Sure doesn't sound perfect... nothing is. I know it's better than my own attempts at voiceacting (but I'll have to resort to that, too; I've just been putting that off for ages).
[2024-3-01. : 2:58 pm]
Oh_Man -- i wonder how they did grand moff tarkins voice in star wars
[2024-3-01. : 2:58 pm]
Oh_Man -- oh right, yeh if ur trying to do additional dialogue for dead or unavailable actors then its ur only option. it still doesnt sound perfect though
[2024-2-29. : 8:30 pm]
IlyaSnopchenko -- I'm 99% satisfied with the results Jun3hong was able to extract from Elevenlabs for our project... but of course YMMV
[2024-2-29. : 8:29 pm]
IlyaSnopchenko -- It is a good solution for original characters, I guess, but if you want to visit a canon character, there's bound to be issues.
[2024-2-29. : 11:05 am]
Oh_Man -- the alternative is go on voices dot com or some pay to play sites and hire some cheap talent
[2024-2-29. : 9:18 am]
Sila12 -- Nothing
[2024-2-29. : 5:20 am]
IlyaSnopchenko -- Mind you, it was almost impossible to get decent expressions for Zeratul, mostly because he is very much emotionless most of the time in his real voice lines. Which is understandable for story reasons, of course, but not beneficial for our purposes. :-)
[2024-2-29. : 5:18 am]
IlyaSnopchenko -- I feel it's good enough, and the alternative is having nothing at all. And sometimes, in our case, Jun3hong got surprisingly good performance out of the AI. You can ask him how many attempts it took him.
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