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Post by cajun on Apr 21, 2022 7:11:01 GMT
Maybe I'm just missing a checkbox or something; is there no option on Maiframe DFC for a conspiracy frame? no
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Post by snappiestanimal on Apr 22, 2022 3:16:25 GMT
Dungeons bugfixes: (other link is updated for new downloaders)
• Fixed a bug where mana symbols turned invisible. • Fixed the first/last room text being mirrored into other rooms. • Fixed the preview image.
Is there a trick I'm missing to properly downloading/having the dungeons available, I've tried like 3 times now
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Post by icylock on Apr 22, 2022 6:39:01 GMT
cajun can you please help me get the legendary frames on my cards? I've been working at this forever but I cannot figure it out. I downloaded the big file and everything.
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Post by cajun on Apr 23, 2022 4:06:37 GMT
Dungeons bugfixes: (other link is updated for new downloaders)
• Fixed a bug where mana symbols turned invisible. • Fixed the first/last room text being mirrored into other rooms. • Fixed the preview image.
Is there a trick I'm missing to properly downloading/having the dungeons available, I've tried like 3 times now move the magic-dungeons and whatever other folders are in there to your MSE/data folder with the other magic-stuff folders. Dungeons will be near the end of the template list cajun can you please help me get the legendary frames on my cards? I've been working at this forever but I cannot figure it out. I downloaded the big file and everything. use a template with Mainframe in the name and the legendary frame will be used automatically when Legendary is on the typeline
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Post by cardist on Apr 23, 2022 8:17:03 GMT
Hi cajun , I have a new template of promo type cards. If you want it to be a part of your template I'll push it on github, but I'm also going to make it it's own template anyways. These are just samples, this covers nyx and companion legendary cards too. I'll also be working to make it compatible with more options potentially, like the miracle card style. EDIT: Card symbol is from my current Dark Souls themed set, so just ignore that. EDIT2: This includes colorless, I just forgot to include it in this preview.
An example with the flavor text bar:
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Post by oskar on Apr 23, 2022 13:18:19 GMT
is there any way to auto set nyx frame on enchamtment creature?
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Post by snappiestanimal on Apr 23, 2022 16:52:49 GMT
Is there a trick I'm missing to properly downloading/having the dungeons available, I've tried like 3 times now move the magic-dungeons and whatever other folders are in there to your MSE/data folder with the other magic-stuff folders. Dungeons will be near the end of the template list cajun can you please help me get the legendary frames on my cards? I've been working at this forever but I cannot figure it out. I downloaded the big file and everything. use a template with Mainframe in the name and the legendary frame will be used automatically when Legendary is on the typeline Still do not see them and now when I try and add "Pay _" to a cards text the whole text box goes white and I get the errors " Variable not set: custom_watermark_a while updating style for watermark " and " Variable not set: white_text "
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Post by cardist on May 1, 2022 13:19:26 GMT
This is a small addition to the mainframe, I'll be pushing it on github. It adds in the 8th edition style fullart to m15. I made one rare just to show that that works.
EDIT: quick side note, sry about the puma assets I submitted a while back, I wasn't thinking when I made the artifact land asset. I just got carried away adding land versions for the rest of the other colors/types that I forgot in my haste. I'll need to apply another patch to that puma style I submitted. Currently, there are extra files that are not needed. I think I made a mistake in not removing those files before submitting the new location for the files. Sorry.
EDIT2: added ability to change opacity so that text is more readable.
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Post by cardist on May 5, 2022 1:28:54 GMT
cajun How do you get the backside of a DFC planeswalker to popout like in your example? EDIT: I'm guessing it's the "Custom mask" thing, but I don't know how to get it to work. Do I just have to create a B&W mask for the card? I'm guessing that's the case. Well, more work ahead I guess. EDIT2: I keep getting this error:
File not found: '' in package 'C:\Users\user\Desktop\MSE\data\magic-mainframe-extras.mse-include' If you are trying to open a file from another package, use "/package/filename"
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Post by cajun on May 5, 2022 23:11:19 GMT
cajun How do you get the backside of a DFC planeswalker to popout like in your example? EDIT: I'm guessing it's the "Custom mask" thing, but I don't know how to get it to work. Do I just have to create a B&W mask for the card? I'm guessing that's the case. Well, more work ahead I guess. EDIT2: I keep getting this error:
File not found: '' in package 'C:\Users\user\Desktop\MSE\data\magic-mainframe-extras.mse-include' If you are trying to open a file from another package, use "/package/filename"
missing file... you're trying to use a mainframe-extras file but not giving a file name. maybe a custom legend crown? mana symbol requires at least a .png
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Post by cardist on May 6, 2022 2:01:55 GMT
I input this and the error appears. The file exists. But for some reason it's being reported as an empty string in the error report.
EDIT: I've done several popouts before, but I've noticed that the DFC template doesn't have the ability to do that for the backside of the card. Did you just create two separate front side DFC cards and cut and paste them together?
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Post by cajun on May 6, 2022 3:03:27 GMT
but I've noticed that the DFC template doesn't have the ability to do that for the backside of the card. Did you just create two separate front side DFC cards and cut and paste them together? ? you can put the popout box anywhere on the card. something like a popout style of 375,0,100,100, will put a 100 square box on the top corner of the backface card
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Post by cardist on May 6, 2022 3:21:14 GMT
but I've noticed that the DFC template doesn't have the ability to do that for the backside of the card. Did you just create two separate front side DFC cards and cut and paste them together? ? you can put the popout box anywhere on the card. something like a popout style of 375,0,100,100, will put a 100 square box on the top corner of the backface card Thanks cajun I got it to work. I was confused because another template changed the sides separately with two different options. Thanks for the help.
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Post by cardist on May 7, 2022 9:09:10 GMT
I adjusted the default positions on the pt boxes and level arrows, might have to do the same for loyalty boxes, I did this to keep in line with MTG's placing of the boxes. Example:
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Post by cardist on May 9, 2022 9:16:49 GMT
The more I look at the leveler stuff the more I notice that the colors are off. So I've been busy trying to get the colors to match the colors from the mtg cards. Here is an example of what I have it looking like rn, this is a WIP because I'll probably work on making level arrows do the same as the power/toughness boxes in terms of shades. It's also a WIP because red is the only color that is semi-complete atm.
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Post by jokerk118 on May 16, 2022 20:06:48 GMT
There's is an enormous bug in the Planechase files. In the moment I try to put any mana symbol the whole text disappear and I can't write anything anymore. Thats the error it gives me. this is true for all templates variants (phenomena etc). update your game fileHey Cajun I'm having the same issue, updated my game file and everything but it's still not fixed.
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gNecrOz
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Sr. Proffesional OR Cardiovascular Staff Nurse
Posts: 34
Favorite Card: Orvar, The All Form
Favorite Set: Kamigawa: Neon Dynasty
Color Alignment: Blue, Black, Green
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Post by gNecrOz on May 16, 2022 23:23:05 GMT
You could probably get easier and more rapid help if you join the MSE Discord and seek the Tech Support Channel <3
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monorayjak
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Favorite Card: Genesis Ultimatum
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Post by monorayjak on May 20, 2022 0:54:41 GMT
Hello Cajun, I was just wanting to ask about something minor (really just something that bothered me after I noticed it and wanted to make sure you were aware of it in case you wanted to do something about it). The shards of alara symbols are very light compared to the majority of other watermarks. Like I said, minor and doesn't have to be 'fixed' in any meaningful way, just wanted to point it out. Honestly, I don't even know if that's something you can do anything about.
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Post by aremjsj on May 20, 2022 7:16:16 GMT
Is there any way to use an alias ("godzilla style alias" in the m15 mainframe w/ text altering) on a class enchantment? I'm trying to make custom art version of cleric class with an alias on it.
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gNecrOz
0/0 Germ
Sr. Proffesional OR Cardiovascular Staff Nurse
Posts: 34
Favorite Card: Orvar, The All Form
Favorite Set: Kamigawa: Neon Dynasty
Color Alignment: Blue, Black, Green
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Post by gNecrOz on May 24, 2022 19:20:01 GMT
Is there any way to use an alias ("godzilla style alias" in the m15 mainframe w/ text altering) on a class enchantment? I'm trying to make custom art version of cleric class with an alias on it. Currently there is not. Best option's as it stands, would be to use PS or GIMP and you could edit it that way, not as smooth as just using MSE, but it is a solution. I did a similar thing to make the Creature Transforming Sagas. We currently lack those style frames in the Mainframe DFC from NEO, so I had to make my own.
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Post by cajun on May 27, 2022 2:35:02 GMT
the godzilla bar clashes with sagas to an extreme degree
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gNecrOz
0/0 Germ
Sr. Proffesional OR Cardiovascular Staff Nurse
Posts: 34
Favorite Card: Orvar, The All Form
Favorite Set: Kamigawa: Neon Dynasty
Color Alignment: Blue, Black, Green
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Post by gNecrOz on May 30, 2022 3:28:10 GMT
the godzilla bar clashes with sagas to an extreme degree
Yeah it does. I guess the only way to make that look somewhat good, would be to change the Chop on the Reminder Text I would guess.
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Post by hydraheadhunter on Jun 1, 2022 18:43:06 GMT
Found a mainframe DFC bug. | A dual-faced planeswalker card. The loyalty abilities are misaligned on the left.
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I downloaded the style directly from thread today (my old style was missing modal options) and when I reloaded, this happened; notice the left-side alignment of the abilities. I frantically fussed about it somehow got fixed but I don't know what caused the issue nor what fixed the issue, and and I'm having difficulties replicating it. Seems relatively low priority, especially since it apparently fixed itself, but I thought I'd report it regardless.
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Post by cajun on Jun 3, 2022 6:20:32 GMT
Found a mainframe DFC bug. | A dual-faced planeswalker card. The loyalty abilities are misaligned on the left.
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I downloaded the style directly from thread today (my old style was missing modal options) and when I reloaded, this happened; notice the left-side alignment of the abilities. I frantically fussed about it somehow got fixed but I don't know what caused the issue nor what fixed the issue, and and I'm having difficulties replicating it. Seems relatively low priority, especially since it apparently fixed itself, but I thought I'd report it regardless. first type in the box and see if that fixes it. if not, you're running mse 2.0.1 and should be running 2.1.2.
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Post by hydraheadhunter on Jun 3, 2022 11:21:06 GMT
I am for certain runing 2.1.2. I had been typing in the box when I noticed the issue. It's not a big deal because it fixed itself and I can't figure out how to replicated it, but I always feel I should report bug as I come across them.
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Post by cajun on Jun 4, 2022 13:28:45 GMT
This is a headsup that the M15 Dungeon frame is getting an overhaul (and a proper release!) in the coming weeks. The system for making them is completely different, so this is primarily a warning to prepare backups and such so you don't break and lose everything after the update. it's primarily that but it's also a preview i never did learn the meaning of restraint
I am for certain runing 2.1.2. I had been typing in the box when I noticed the issue. It's not a big deal because it fixed itself and I can't figure out how to replicated it, but I always feel I should report bug as I come across them. then it just needed to refresh the textbox
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Post by cajun on Jun 7, 2022 13:20:45 GMT
eyo all, it's been a hot minute. I've got some spicy stuff cooking for this month, but lets start off with an overdue appetizer, shall we? Mainframe Mana N/X VariantsMainframe mana (V mana) now supports style mana symbols from 0/V to 9/V using the name_h.png image. Additionally, you can use specific images named name_0.png, _1.png, etc up to name_11.png on those numbers instead. To enable this, put the greatest number that will be used this way in the new Set option "Number hybrid variants" under the Mainframe mana checklist. Saga Mana SymbolsWhile I was adding that I added the Saga symbols usable in the textbox on the codes r1, r2, etc. Keyword/Type UpdatesThe keywords and type updates for SNC and CLB have been added, as well as a couple bugfixes for some older keywords. Modal Hint ImprovementsThe default script for Modal DFC flags should be more helpful now. Stamp FieldMostly for template developers at the minute, added a card field card.stamp and a set field that will set the default for new cards to Standard, None, Acorn, Universes Beyond, Custom (for Acorn-likes that only change the sticker), and Custom Color (for UB-likes that also change the stamp image). Currently there aren't any templates that support these things, but they should be coming soon! Language Support• Fixed some bugs with Brazilian support • Added British and Canadian English options • Fixed languages that were missing flag icons
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Post by cajun on Jun 11, 2022 3:42:15 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.
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cdjensen94
2/2 Zombie
I love Gaming, Magic, Writing, and Art
Posts: 108
Favorite Card: Vorinclex, Voice of Hunger
Favorite Set: New Phyrexia, Ixalan
Color Alignment: Blue, Black, Green
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Post by cdjensen94 on Jun 16, 2022 23:36:01 GMT
These samples are 1 hair short of getting you hired at wizards. Well maybe not but I like them better than anything official
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Post by fyre4000 on Jun 29, 2022 22:31:46 GMT
What's the likelyhood that we get an option to style the frame like the Universes Beyond frame, much like we have an option for Planeshifted or Snow frames?
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