MakeCMP.exe is a utility designed to prepare 1 or more user-created textures for use in Motocross Madness 2.

This tool works in conjunction with the Armadillo editor.

Usage: 
-You can model and export all your custom 3D models in 3D Studio Max. Use the Unibastard Max plug-in to export your models as .slt (soultree) files. Note: for information on using Unibastard with the Armadillo editor, see the Unibastard ReadMe.txt file.

-Once you are finished editing the placement of your custom objects in Armadillo, it is necessary to convert all the custom textures required by all you custom 3D models, into a format that is usable by Motocross Madness 2. Unfortunately, you can't just use your .tga files as they are.

-MakeCMP takes as input a collection (*.tga) of targa files in a given folder, and converts them into two files: a .cmp file and a .tex file. The .cmp file contains some color space data and the .tex file contains all your original Targa files, processed into a file.

-MakeCMP requires the use of an .INI file to specify all the settings it should use when processing your images. The sample .ini file provided is named UserMaps.ini. You don't need to change anything in the file in order to use it. Just copy it into a folder that also contains all your texture maps for all your custom models. 

-When you run makeCMP using UserMaps.ini as the control file, MAkeCMP will output 2 new files: UserMaps.CMP and UserMaps.tex. Make sure that when you run MakeCMP, only the targa files you want processed are in the current folder. If there are additional targas in the folder, they will be included, making your resulting .tex file bigger than it needs to be.

-These 2 new files must be copied into the folder where your Armadillo project resides.

-You must edit your Armadillo project .ini file and add 2 new entires for your custom texture files. See the sample below...

-Now just run Armadillo, open your project and IMMEDIATELY click the bundle button. DO NOT CLICK SAVE or Armadillo will re-write your projects .INI file and remove your references to your UserMaps.cmp and UserMaps.tex files.

Here is an example of an Armadillo project .ini file before and after you edit it...
If you had saved your project as MyFirstNats.prj you will find a MyFirstNats.ini in the same folder.
You will notice that there are 3 custom .slt models in the data, but no references to any textures.

Sample: MyFirstNats.ini [before being edited]
------------------------------------------
[ResourceFiles]
TotalFileSets=10
RootPath=C:\Baja\Tracks\Nationals\Track02\Armadillo
FileSet_1=Track02.tdf
FileSet_2=Track02.esb
FileSet_3=Track02.scn
FileSet_4=Track02.trn
FileSet_5=Track02.seg
FileSet_6=Track02.tga
FileSet_7=Track02s.tga
FileSet_8=C:\MotocrossMadness2\TrackEditor\UserModels\MyCustomAirplane.slt
FileSet_9=C:\MotocrossMadness2\TrackEditor\UserModels\Cat.slt
FileSet_10=C:\MotocrossMadness2\TrackEditor\UserModels\MyMailBox.slt
OutputFilename=C:\Baja\Tracks\Nationals\Track02\Armadillo\Track02.env


Sample: MyFirstNats.ini [after being edited]
------------------------------------------
[ResourceFiles]
TotalFileSets=12
RootPath=C:\Baja\Tracks\Nationals\Track02\Armadillo
FileSet_1=Track02.tdf
FileSet_2=Track02.esb
FileSet_3=Track02.scn
FileSet_4=Track02.trn
FileSet_5=Track02.seg
FileSet_6=Track02.tga
FileSet_7=Track02s.tga
FileSet_8=C:\MotocrossMadness2\TrackEditor\UserModels\MyCustomAirplane.slt
FileSet_9=C:\MotocrossMadness2\TrackEditor\UserModels\Cat.slt
FileSet_10=C:\MotocrossMadness2\TrackEditor\UserModels\MyMailBox.slt
FileSet_11=UserMaps.cmp
FileSet_12=Usermaps.tex
OutputFilename=C:\Baja\Tracks\Nationals\Track02\Armadillo\Track02.env









