Blue Monkey
Archon Without Portfolio
Whenever I try to open the psd files in gimp i get "Error loading PSD file: Too many channels in file: 57". I'm looking for a way around that - by converting the psd or something. Also looking for scripts/utilities to convert the actions to gimp script-fu.
Thought of a way you might help us gimp along doing the work without the automation. Won't involve too much work on your part - just helping to create a different kind of templates.
to the order & layout of the terrain pcx. Something like this (numbers & colors may not match reality):
thumbnail

To manually use the colored terrain templates a terrain graphic with the rearranged numbers is needed as a guide. If nothing else, those without photoshop can then easily tell what borders what. Presently that's a major design issue that's only solvable by trial & error for most of us.
Here's where you come in. The rest of this assumes I correctly understand the process you set up.
Option One (least work for you)
I see that the bmp templates vary in where various parts of the graphic files are used. But from your readme & tutorial it sounds like the rearrangement sequence (where terrain is moved to by Terrain Creator) is the same for all the original files. If that's so this option will work.

Option Two (a little more work for you)
Use this option if the first won't do or you are willing to sacrifice some processing time to save me some work.
Hopefully I've properly understood the process & the proposal is feasible. Thanks in advance if you are willing help out with either option. Which ever way works you'll get all the creator credits. You're the one who did all the thinking & creative work. I'll just be doing some CnP based on your files & a version of your instructions with manual directions.
Thought of a way you might help us gimp along doing the work without the automation. Won't involve too much work on your part - just helping to create a different kind of templates.
I've reread the text files. If I correctly understand what your photoshop actions do they take the graphic the user wants, split it into separate tile-size chunks & rearrange them from the order in your posted graphicIt's like a huge puzzle.. every layer holds a specific tile; it takes the graphic(s) you paste (into the correct named layer), and copies and pastes certain individual pre-set selections into certain layers. It then 'builds' the final terrain piece, by putting those layers together like a puzzle. I had a hard time understanding the idea I came up with while I was doing it. If I knew how to code a program, it could be made so easy to do for a user... this is the best I can do though with what I know.
to the order & layout of the terrain pcx. Something like this (numbers & colors may not match reality):
thumbnail

To manually use the colored terrain templates a terrain graphic with the rearranged numbers is needed as a guide. If nothing else, those without photoshop can then easily tell what borders what. Presently that's a major design issue that's only solvable by trial & error for most of us.
Here's where you come in. The rest of this assumes I correctly understand the process you set up.
Option One (least work for you)
I see that the bmp templates vary in where various parts of the graphic files are used. But from your readme & tutorial it sounds like the rearrangement sequence (where terrain is moved to by Terrain Creator) is the same for all the original files. If that's so this option will work.
- If some combination of the layers in the psd will show the two sets of numbers then you create a file with only these layers: Grid Numbers, Image Area and 00 Main Tile, Grid Grey/Grid Magenta, Numbered, Grid Beach. Send it to me & your part is done.
- I make a graphic like the one you posted but with small #a, #b, #c, #d in place of the large numbers.
- Based on the rearranged numbers in your other layer I construct rearranged layers for each terrain type.
- Then I use the various bit maps as masks to construct new layers with the numbers from the different layers in place of the color blocks. End up with one numbered layer for each of the three terrain types.
- I turn the layers into a set of graphics to post - one for each combination of terrain type & terrain pcx. For example an xdgp with only the grassland numbers showing & the rest a single color (mask). Then another for desert & one for plains. Here's a sketch of how those graphics would look:

Option Two (a little more work for you)
Use this option if the first won't do or you are willing to sacrifice some processing time to save me some work.
- Send me the graphics as in step 1 above
- I make a set of graphics numbered as in step 2
- You run those files through just the Terrain Creator action - don't need to blend the numbers, obviously. Let me know what file format you want the numbered graphics in. This takes the place of step 3 and big part of step 4.
- I make the numbered templates as in step 4/5.
Hopefully I've properly understood the process & the proposal is feasible. Thanks in advance if you are willing help out with either option. Which ever way works you'll get all the creator credits. You're the one who did all the thinking & creative work. I'll just be doing some CnP based on your files & a version of your instructions with manual directions.