(keep in mind the thread title)


http://wap2p.com/?page_id=4


third file down. "with authority" is a (was a) peer-to-peer card game, which you can play offline.

Now if i wanted to change the images to my own cards, how would i go about that? i looked in the folders and they're all .gai and .gac files. Looked that up on google and :eek:

Any game developers here worked with a similar setup?

Or know how to create a similar setup? I've done a basic twist or bust game in C and Java (and used a GUI builder to make an interface for that). So i have a basic understanding of those. And abit of Visual Basic.

Any volunteers? :mrgreen: </B></U></I>

Dani AI

Generated

— files packaged in a custom container are why swapping images is not trivial. is right that starting fresh is often the fastest, lowest-friction route. Two practical, safe options follow: try to extract the original art, or rebuild a small client/mod that reads normal image files.

If you want to attempt extraction:

  • Make a full backup of the install first.
  • Identify the container: run file (Unix) or a file-identifier tool, or open a hex editor and search for image signatures. PNG starts with bytes 89 50 4E 47 0D 0A 1A 0A; JPEG starts FF D8 FF. Finding those means images are embedded and can be carved out.
  • Try opening the container with 7-Zip/Universal Extractor in case it is a standard archive with a custom extension.
  • Use strings to look for human-readable names, "atlas", XML/JSON fragments or other clues about metadata (coordinates, widths).
  • If you find image headers, you can carve images with a hex editor or use file-carving tools. If images are in atlases or proprietary texture formats, extraction gets harder and often requires engine-specific scripts/tools.

If you rebuild (recommended in many cases):

  • Keep card art as plain PNGs in an assets/cards folder and map card IDs (suit/rank) to filenames.
  • Load them at runtime so swapping art is just replacing files. Example Java loader:
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.File;
import java.util.HashMap;
import java.util.Map;

Map<String,BufferedImage> cards = new HashMap<>();
File dir = new File("assets/cards");
for (File f : dir.listFiles()) {
    String name = f.getName().toLowerCase();
    if (name.endsWith(".png")) {
        String id = name.substring(0, name.length() - 4);
        cards.put(id, ImageIO.read(f));
    }
}
BufferedImage sample = cards.get("ace_spades");

Always respect the game EULA and keep backups. For learning and fast results, a small rewrite or mod loader that reads external PNGs will let you skin the deck without fighting proprietary containers.

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Member Avatar for Member #46692

Why don't you start afresh.

All you need to show a card is the path to the bitmap/jpeg image etc.

Thats what i thought, but there's no image files, they're all GAC and GAI.


But as for starting afresh. I'm working on it.. slowly :)

Member Avatar for Member #46692

>GAC and GAI

Yeah that's prolly their own extension, much like flash files end in .fla MS word files end in .doc etc. You can only access them through the appropriate program.

ah ok. worth a shot though. thanks anywho. :)

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