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Post by greatwyrm on Jan 20, 2023 3:51:39 GMT
Hi Cajun & everyone who's contributed to MSE, I super appreciate the fruits of your labor. I'm hoping you all can help me with MDFCs... I recently installed the 2021 updates, via copy/paste & replace. I want to make MDFC lands like the pathway lands, but I'm running into a few (maybe related?) issues: 1. Upon starting MSE and when switching to the styles-chooser, I get the message "Incorrect bKGD chunk length." Although this doesn't seem to affect anything. 2. I'm not sure which template to use, as none of them seem to have the little spoiler-banners at the bottom of the card faces. The M15 Doublecast template is otherwise close, but it doesn't allow me to choose a type for the back face. Maybe MDFCs aren't a thing in MSE yet? the most up to date stuff is on the Downloads page now, which i think fixes the chunk length problem
modal DFCs are supported by Mainframe DFC, you need to go to the style tab and change DFC type from Standard to Modal
Hm, after replacing my files with the latest stuff, the mainframe DFC template still shows a blank space where the template/card should be. (This is also what it looked like prior to replacing the 2021 files.) Clicking within the blank space activates the frame-color picker drop-down, but picking a color(s) doesn't make the template/card appear.
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Post by greatwyrm on Jan 27, 2023 3:14:19 GMT
Hey cajun, any insight on my blank mainframe DFC issue?
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raphiezar
1/1 Squirrel
Posts: 71
Favorite Card: Rite of Replication
Color Alignment: Blue, Red, Green
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Post by raphiezar on Feb 21, 2023 5:09:49 GMT
Has there been an update that allows for Phyrexian Template for creatures & planeswalkers? I saw someone with them, but if it was added, I don't know where it is.
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Post by jrzman on Mar 3, 2023 18:52:38 GMT
So, for those who have been following, starting in March of the Machine, the collector number is changing. The rarity code will appear first, then the collector number in a four digit format.
Also, I presume you've been busy cajun, but any updates on other frames, like Phyrexian planeswalkers, and other showcase frames, and even updates in terms of keyworded abilities?
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Post by voidminer on Mar 4, 2023 18:48:57 GMT
Hello. I would like to request a ability to put Level and P/T boxes on the class frame to allow for levelers to be made with it. It would be nice to make levelers with more text space available on them for more complex abilities.
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Post by lolamadeus on Mar 12, 2023 20:48:52 GMT
Hi,
Can anyone help please, I am trying to make full art tokens but for them to be a color and not colorless (so the text background at the top and other elements become colored).
Is there a way to do this? I am using the mainframe token template.
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lux
1/1 Squirrel
Posts: 64
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Post by lux on Mar 16, 2023 23:45:34 GMT
Hi. Do we have posted the showcase frames of the last few years (dominaria stained glasses, new capenna art deco', neon kamigawa, crimson vow fangs, etc.) somewhere or they are still missing?
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Post by noescape000 on Mar 23, 2023 21:53:07 GMT
Hi. Do we have posted the showcase frames of the last few years (dominaria stained glasses, new capenna art deco', neon kamigawa, crimson vow fangs, etc.) somewhere or they are still missing? i would also like to know this
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Post by jrzman on Mar 24, 2023 23:40:43 GMT
Not that I'm aware of. In addition, the keywords need to be updated, as keywords from Neon Dynasty forward aren't there. There will also need to be a modification to account for how the collector numbers are being presented going forward.
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lux
1/1 Squirrel
Posts: 64
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Post by lux on Mar 29, 2023 14:43:57 GMT
I hereby request that we need also an Eldraine showcase frame that isn't tied to the adventure mechanic. Like what WotC just showed today with Emry.
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Post by speetdragon on Mar 30, 2023 1:39:34 GMT
Dungeons 2.0!
That's right baby, after almost a year we're back to the Dungeon frame with a complete overhaul to the system to make it so so so much more powerful than before! You can now have three room entrances and exits, left and right movement, triple-length rooms, dead-ends, variable width rooms, door offsets, even custom floors, the new reminder box, and card colors! A big thanks as always to CardConjurer for the card images and wall textures, and to sleep deprivation for the breakthrough that made this code come together. A Note On Backwards Compatibility! The layout of existing dungeon cards will be completely lost. Your text will maintained, however, due to the room restructure all the rooms but the entrance have been moved: The old Level 2, Room 1 is now Level 1, Room 2, and so on, with the old Final Room now at Level 7, Room 3. Setting a grid of 3,3,3,3,3,3,3, will let you see all the rooms to recover text. Creating A DungeonCreating a dungeon starts over in the Style tab. We have options for Room counts, Room heights, Long rooms, dead ends, exits, custom widths, door offsets, and some other stuff we'll get to at the end. (from The Backrooms)
1. Room CountsIn this style option, list the number of rooms that should be on each level of the dungeon, separated by commas. For example, Lost Mines would be 1,2,3,1, Tomb of Annihilation would be 1,2,2,1, and The Backrooms would be 3,3,3,3,3,3,3,. There is a maximum of 3 rooms per level, and a maximum of 7 levels total. 2. Room HeightsMSE will try to hand out the level heights equally automatically. In this style option, you can set the height of the room in gridblocks for each level also separated by commas. A blank spot will cause it to be sized automatically. The auto sizer may still make your room taller than the number you give if the total number you assign isn't equal to 19, the total maximum of the dungeon. Each level can be a minimum of 2 blocks tall and a maximum of 15. 3. Other Stuff, Part 1Under here you can choose if the Dungeon has a textbox for reminder text at the top like the Undercity, a font size maximum that applies to all the dungeon rooms for consistent text, and add a custom floor image. The last opens an uploadable image box which is clickable along the outside edges of the border walls. From here on, each styling option will apply to a particular level, and (until Advanced Scripts) you don't need to use commas to separate the numbers or order them, “1,2,3,” and 231 will get the same results. 4. Level N Long RoomsIn these style options, list the rooms in this level that are long rooms rather than their own new room, like Oubliette. This can go as long as you want, so make triple-size or quad-size or even sept-size rooms to your heart's content. Each level that the double length room passes through needs to have the same number of rooms listed in Room Counts, but later on we'll have a trick that will allow us to make a room 0 blocks wide, allowing for 2 room → 3 room configurations, like the one seen in Prison above. 5. Level N Dead EndsIn these style options, list the doors in this level that you want to close off. The wall will be filled in and the arrow removed. Since this tracks doors, you may get up to 4 or 5 in here. Note that a long room opening also counts as a door for these numbers. You can also dead end the top level entrances with Level 0 dead ends, and the bottom level exits with whatever the next level number would be dead ends (so a 3 level dungeon would use Level 4, and a 7 level dungeon would use Level 8). 6. Level N exitsIn these style options, list the walls in this level that you want to open. Wall 1 is the left-hand border, Wall 2 is the right hand wall of Room 1, and so on. By default, these doors will get arrows that point out of the dungeon on the borders, and into rooms that don't dead-end on the interior walls, however, all arrows are editable if you want them to point in a particular direction. Additionally there's a lock and key symbol, and custom slots... 7. Other Stuff, Part 2Here we have customization for the arrow symbols. First is Arrow replacement folder, this takes a folder location (ie “foldername/”) from within magic-mainframe-extras, and replaces the symbols with arrowL, arrowR, arrowLR, arrowU, arrowD, arrowUD, lock, and key.png from that folder. Next is custom symbol image names, also in magic-mainframe-extras. If you have an arrow replacement folder, these images will be pulled from that folder as well. Finally you can have all the arrows turned off by default. 8. Advanced ScriptsThe next two options require more intense scripts in order to use, and MSE will hang for a second or three every time it needs to re-render the dungeon (basically, when you change these options, the card color, or switch to the card for the first time). Because of that, there is a toggle here that determines whether these scripts run at all. It is off by default. Switching to preview mode will cause the changes to be applied, but the dungeon will be in black and white so it updates faster. Finally changing this to Yes will render it fully. Editing the card (ie text and arrows) will still work at normal speed so you won't need to worry about that. 9. Level N custom widthsHere we can change how many blocks wide each room in a level is, using a comma-separated list of numbers for each room length. As mentioned before, we can use this to allow for a level with a long room and one normal room to transition to a level with a long room and two normal rooms. To do this, we just use 3 rooms on each level, then use a custom width of 0 for one of the rooms on the intended 2-room levels. If the long room is room 1, this will happen automatically if the first two room widths add up to 16. 10. Level N door offsetsLastly, we can move the doors in a wall left or right here. Positive numbers move that many pixels to the right, negative numbers that many to the left. A block on the grid is 20 pixels, for reference. And once again, happy dungeon crawling. i get only blank
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Post by jimharbor on Mar 31, 2023 13:54:44 GMT
Cajun once against proves why they are the GOAT
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Reality Glitch
2/2 Zombie
Posts: 128
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Reality Glitch on Apr 3, 2023 0:06:25 GMT
Cajun once against proves why they are the GOAT At this point, I just hope they're doing well.
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Post by jrzman on Apr 4, 2023 4:31:13 GMT
I agree with that sentiment fully.
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Post by behrendninja on Apr 5, 2023 19:29:10 GMT
Hi! I wanted to know how could I add a custom frame to MSE? I am fairly new and didn't seem to find the answers on the videos so I figure I would ask. Many thanks for the help.
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raphiezar
1/1 Squirrel
Posts: 71
Favorite Card: Rite of Replication
Color Alignment: Blue, Red, Green
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Post by raphiezar on Apr 6, 2023 6:06:01 GMT
Do we have anyone working on the Battle Template?
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Post by cynderstone on Apr 10, 2023 1:13:54 GMT
Do we have anyone working on the Battle Template? We probably need higher quality scans to do that, but I'll admit I don't know what's available on that front right now either
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raphiezar
1/1 Squirrel
Posts: 71
Favorite Card: Rite of Replication
Color Alignment: Blue, Red, Green
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Post by raphiezar on Apr 10, 2023 2:33:09 GMT
If that's the case, we'll probably need to wait until set release for people to get the scans.
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kolya
1/1 Squirrel
Posts: 71
Formerly Known As: fedosu
Color Alignment: Blue, Red, Green
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Post by kolya on Apr 10, 2023 4:03:49 GMT
Just a note about scans. The card image gallery actual includes high resolution images now (as of All Will Be One). On the gallery page, the images display scaled down as before, but the files themselves are high resolution (646 x 902). So any blanking that needs to be done need not wait for scans. The scans that Scryfall hosts may be marginally larger (672 x 936) but the overall image quality is lower. MOM Gallery PageGallery Image Example Scryfall Scan Example
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lux
1/1 Squirrel
Posts: 64
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Post by lux on Apr 11, 2023 9:44:46 GMT
Ok, I'm making here a complete lists of all the templates that are currently and totally missing on MSE:
- Phyrexian planeswalker template - Unfinity galaxy showcase template - Prototype template ability from Brother's War - All Will Be One full art basic lands - "Crystal"Ikoria showcase template (ex: all the companions from March of the Machine Multiverse Legend Bonus Sheet) - "Ravnican" showcase template (ex: Aurelia the Warleader from March of the Machine Multiverse Legend Bonus Sheet) - "Dragon" showcase template (ex: Anafenza, Kin Tree Spirit from March of the Machine Multiverse Legend Bonus Sheet) - Eldraine showcase template on non-Adventure spells (ex.: Ayara, First of Lochtwain from March of the Machine Multiverse Legend Bonus Sheet) - Ixalan showcase template "Atzecan" style (ex: Captain Lannery Storm from March of the Machine Multiverse Legend Bonus Sheet)
* Stained Glass Showcase from Dominaria United * Golden Age Showcase from New Capenna * Art Deco Showcase from New Capenna * Scryscaper Showcase from New Capenna * Ninja Showcase from Neo Kamigawa * Samurai Showcase from Neo Kamigawa * Neon Showcase from Neo Kamigawa * Fang Showcase from Crimson Vow * Equinox Showcase from Midnight Hunt * Universe Beyond template
and clearly the whole new card type, the Battle Template. If I'm missing anything please anybody tell me but I think we got all the others.
Now, all the things I listed with * are not actually a priority because you can still use them with Card Conjurer (not the current website but the one you can download locally). But since Card Conjurer was taken down not even all the other templates I listed exist yet (also because several just appears from nowhere very recently in the March of Machine bonus sheet). If anybody is able to have a clean textless version of all five colors of the first seven templates + Battle I listed here, then I could do the work to make them work on Magic Set Editor by using as a model an already existing file template (I already did this work in the past, I know how to do it). I just need someone that have the patience to provide aesthetically clean and empty card frames from those templates, because I am not good at all for this job. Anybody wanna help me in this?
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Post by oooblyjooblies on Apr 11, 2023 23:47:12 GMT
It'd probably also be fair to say that the DFC template as a whole needs an overhaul. Not only do we have new icons - the up/down arrows - but on the back face, said icon is now located on the right hand side of the name box, rather than the left.
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Post by cajun on Apr 13, 2023 0:49:21 GMT
updates for things are underway. there are just many things.
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lux
1/1 Squirrel
Posts: 64
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Post by lux on Apr 13, 2023 5:41:40 GMT
Ooh all right, we're so happy that you're alright man, we gonna wait you then take all time your need. (Just wanna say that I edited my last post and remind that exist also the Ikoria Showcase Template...damn, this March of the Machine sure gived lots of new showcases all in once!).
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Post by qulddell on Apr 13, 2023 19:23:29 GMT
Ok, I'm making here a complete lists of all the templates that are currently and totally missing on MSE: - Phyrexian planeswalker template - Unfinity galaxy showcase template - Prototype template ability from Brother's War - "Crystal"Ikoria showcase template (ex: all the companions from March of the Machine Multiverse Legend Bonus Sheet) - "Ravnican" showcase template (ex: Aurelia the Warleader from March of the Machine Multiverse Legend Bonus Sheet) - "Dragon" showcase template (ex: Anafenza, Kin Tree Spirit from March of the Machine Multiverse Legend Bonus Sheet) - Eldraine showcase template on non-Adventure spells (ex.: Ayara, First of Lochtwain from March of the Machine Multiverse Legend Bonus Sheet) - Ixalan showcase template "Atzecan" style (ex: Captain Lannery Storm from March of the Machine Multiverse Legend Bonus Sheet) * Stained Glass Showcase from Dominaria United * Golden Age Showcase from New Capenna * Art Deco Showcase from New Capenna * Scryscaper Showcase from New Capenna * Ninja Showcase from Neo Kamigawa * Samurai Showcase from Neo Kamigawa * Neon Showcase from Neo Kamigawa * Fang Showcase from Crimson Vow * Equinox Showcase from Midnight Hunt * Universe Beyond template and clearly the whole new card type, the Battle Template. If I'm missing anything please anybody tell me but I think we got all the others. Now, all the things I listed with * are not actually a priority because you can still use them with Card Conjurer (not the current website but the one you can download locally). But since Card Conjurer was taken down not even all the other templates I listed exist yet (also because several just appears from nowhere very recently in the March of Machine bonus sheet). If anybody is able to have a clean textless version of all five colors of the first seven templates + Battle I listed here, then I could do the work to make them work on Magic Set Editor by using as a model an already existing file template (I already did this work in the past, I know how to do it). I just need someone that have the patience to provide aesthetically clean and empty card frames from those templates, because I am not good at all for this job. Anybody wanna help me in this? Is there a Class template? Could not see any, but i might be blind And also big fan of all the work people do to maintain MSE, is there a place where one can learn to make templates?
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GenevensiS
3/3 Beast
Posts: 170
Favorite Card: Baleful Strix
Favorite Set: Urza's Saga
Color Alignment: Blue, Black
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Post by GenevensiS on Apr 13, 2023 19:49:58 GMT
The class template is an option of the saga template. Go in the style tab, select the "M15 Sagas" template. Then, underneath, in the "Other options" field, enable the class option.
If you want a tutorial on how to make templates, I've made one here: I tried to be as clear as possible, although this means the tutorial is a bit wordy to say the least. I'm open to criticism.
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lux
1/1 Squirrel
Posts: 64
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Post by lux on Apr 14, 2023 8:15:19 GMT
Keep edited the missing things list post, added the new full art template of basic lands of phyrexia: all will be one.
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Post by feras on Apr 14, 2023 21:50:19 GMT
MLSDev provides an offshore dedicated development team that can help you accelerate your product development cycle. Our experts have expertise in various cutting-edge technologies, from web and mobile development to artificial intelligence and machine learning. We use an agile approach that ensures quality and scalability of the product mlsdev.com/services/dedicated-development-team.
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Apr 16, 2023 21:37:17 GMT
Ok, I'm making here a complete lists of all the templates that are currently and totally missing on MSE: - Phyrexian planeswalker template - Unfinity galaxy showcase template - Prototype template ability from Brother's War - All Will Be One full art basic lands - "Crystal"Ikoria showcase template (ex: all the companions from March of the Machine Multiverse Legend Bonus Sheet) - "Ravnican" showcase template (ex: Aurelia the Warleader from March of the Machine Multiverse Legend Bonus Sheet) - "Dragon" showcase template (ex: Anafenza, Kin Tree Spirit from March of the Machine Multiverse Legend Bonus Sheet) - Eldraine showcase template on non-Adventure spells (ex.: Ayara, First of Lochtwain from March of the Machine Multiverse Legend Bonus Sheet) - Ixalan showcase template "Atzecan" style (ex: Captain Lannery Storm from March of the Machine Multiverse Legend Bonus Sheet) * Stained Glass Showcase from Dominaria United * Golden Age Showcase from New Capenna * Art Deco Showcase from New Capenna * Scryscaper Showcase from New Capenna * Ninja Showcase from Neo Kamigawa * Samurai Showcase from Neo Kamigawa * Neon Showcase from Neo Kamigawa * Fang Showcase from Crimson Vow * Equinox Showcase from Midnight Hunt * Universe Beyond template and clearly the whole new card type, the Battle Template. If I'm missing anything please anybody tell me but I think we got all the others. Now, all the things I listed with * are not actually a priority because you can still use them with Card Conjurer (not the current website but the one you can download locally). But since Card Conjurer was taken down not even all the other templates I listed exist yet (also because several just appears from nowhere very recently in the March of Machine bonus sheet). If anybody is able to have a clean textless version of all five colors of the first seven templates + Battle I listed here, then I could do the work to make them work on Magic Set Editor by using as a model an already existing file template (I already did this work in the past, I know how to do it). I just need someone that have the patience to provide aesthetically clean and empty card frames from those templates, because I am not good at all for this job. Anybody wanna help me in this? Another thing to add: double-face tokens, for Incubators. This could probably be folded into the DFC template, rather than the token template.
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Reality Glitch
2/2 Zombie
Posts: 128
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Reality Glitch on Apr 18, 2023 2:24:59 GMT
updates for things are underway. there are just many things. Glad to here you're doing well.
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SilverSwag
0/0 Germ
Posts: 3
Favorite Set: Eldritch Moon
Color Alignment: Black, Green
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Post by SilverSwag on Apr 18, 2023 11:31:42 GMT
Dungeons 2.0!
That's right baby, after almost a year we're back to the Dungeon frame with a complete overhaul to the system to make it so so so much more powerful than before! You can now have three room entrances and exits, left and right movement, triple-length rooms, dead-ends, variable width rooms, door offsets, even custom floors, the new reminder box, and card colors! A big thanks as always to CardConjurer for the card images and wall textures, and to sleep deprivation for the breakthrough that made this code come together. A Note On Backwards Compatibility! The layout of existing dungeon cards will be completely lost. Your text will maintained, however, due to the room restructure all the rooms but the entrance have been moved: The old Level 2, Room 1 is now Level 1, Room 2, and so on, with the old Final Room now at Level 7, Room 3. Setting a grid of 3,3,3,3,3,3,3, will let you see all the rooms to recover text. Creating A DungeonCreating a dungeon starts over in the Style tab. We have options for Room counts, Room heights, Long rooms, dead ends, exits, custom widths, door offsets, and some other stuff we'll get to at the end. (from The Backrooms)
1. Room CountsIn this style option, list the number of rooms that should be on each level of the dungeon, separated by commas. For example, Lost Mines would be 1,2,3,1, Tomb of Annihilation would be 1,2,2,1, and The Backrooms would be 3,3,3,3,3,3,3,. There is a maximum of 3 rooms per level, and a maximum of 7 levels total. 2. Room HeightsMSE will try to hand out the level heights equally automatically. In this style option, you can set the height of the room in gridblocks for each level also separated by commas. A blank spot will cause it to be sized automatically. The auto sizer may still make your room taller than the number you give if the total number you assign isn't equal to 19, the total maximum of the dungeon. Each level can be a minimum of 2 blocks tall and a maximum of 15. 3. Other Stuff, Part 1Under here you can choose if the Dungeon has a textbox for reminder text at the top like the Undercity, a font size maximum that applies to all the dungeon rooms for consistent text, and add a custom floor image. The last opens an uploadable image box which is clickable along the outside edges of the border walls. From here on, each styling option will apply to a particular level, and (until Advanced Scripts) you don't need to use commas to separate the numbers or order them, “1,2,3,” and 231 will get the same results. 4. Level N Long RoomsIn these style options, list the rooms in this level that are long rooms rather than their own new room, like Oubliette. This can go as long as you want, so make triple-size or quad-size or even sept-size rooms to your heart's content. Each level that the double length room passes through needs to have the same number of rooms listed in Room Counts, but later on we'll have a trick that will allow us to make a room 0 blocks wide, allowing for 2 room → 3 room configurations, like the one seen in Prison above. 5. Level N Dead EndsIn these style options, list the doors in this level that you want to close off. The wall will be filled in and the arrow removed. Since this tracks doors, you may get up to 4 or 5 in here. Note that a long room opening also counts as a door for these numbers. You can also dead end the top level entrances with Level 0 dead ends, and the bottom level exits with whatever the next level number would be dead ends (so a 3 level dungeon would use Level 4, and a 7 level dungeon would use Level 8). 6. Level N exitsIn these style options, list the walls in this level that you want to open. Wall 1 is the left-hand border, Wall 2 is the right hand wall of Room 1, and so on. By default, these doors will get arrows that point out of the dungeon on the borders, and into rooms that don't dead-end on the interior walls, however, all arrows are editable if you want them to point in a particular direction. Additionally there's a lock and key symbol, and custom slots... 7. Other Stuff, Part 2Here we have customization for the arrow symbols. First is Arrow replacement folder, this takes a folder location (ie “foldername/”) from within magic-mainframe-extras, and replaces the symbols with arrowL, arrowR, arrowLR, arrowU, arrowD, arrowUD, lock, and key.png from that folder. Next is custom symbol image names, also in magic-mainframe-extras. If you have an arrow replacement folder, these images will be pulled from that folder as well. Finally you can have all the arrows turned off by default. 8. Advanced ScriptsThe next two options require more intense scripts in order to use, and MSE will hang for a second or three every time it needs to re-render the dungeon (basically, when you change these options, the card color, or switch to the card for the first time). Because of that, there is a toggle here that determines whether these scripts run at all. It is off by default. Switching to preview mode will cause the changes to be applied, but the dungeon will be in black and white so it updates faster. Finally changing this to Yes will render it fully. Editing the card (ie text and arrows) will still work at normal speed so you won't need to worry about that. 9. Level N custom widthsHere we can change how many blocks wide each room in a level is, using a comma-separated list of numbers for each room length. As mentioned before, we can use this to allow for a level with a long room and one normal room to transition to a level with a long room and two normal rooms. To do this, we just use 3 rooms on each level, then use a custom width of 0 for one of the rooms on the intended 2-room levels. If the long room is room 1, this will happen automatically if the first two room widths add up to 16. 10. Level N door offsetsLastly, we can move the doors in a wall left or right here. Positive numbers move that many pixels to the right, negative numbers that many to the left. A block on the grid is 20 pixels, for reference. And once again, happy dungeon crawling. How do i change/make a custom symbol for the doorways? Or could the planechase PW and chaos symbols be added to the list?
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