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Introduction
viewtopic.php?f=100&t=647#p11330
Content Conversion Workspace Construction
viewtopic.php?f=100&t=647#p11468
Command Line Operations
viewtopic.php?f=100&t=647#p11501
Converted Custom Content
viewtopic.php?f=100&t=647#p11507
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The topic's contents may be modified or progressively added upon as time goes by.
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INTRODUCTION
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Preliminaries
This topic should be of interest to Veteran Modders (VMs). It is assumed that the reader is already intimately familiar with the information featured here:
[NP] Introductory Documentation
viewtopic.php?f=100&t=531
Also, kindly review:
Introduction
viewtopic.php?f=100&t=535#p8923
VMs mightily depend on PGF's Veteran Modder Interface (VMI). PGF's VMI is essentially open-ended and constantly enables technical novelties applicable to "ambitious" custom content design, including the judicious hex-editing of PGF's binary files.
Most VMs can be described as computer "power users".
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PG1-DOS Content Conversion
PGF's underlying play system is a reasonably faithful emulation of SSI PG1-DOS'. To boot, PGF and PG1-DOS share a couple of scenario map definition file formats. Because PG1-DOS has predated the release of PGF, a need has arisen to adapt content originally playable under PG1-DOS so that it can be played under PGF. PGF's Developer / Programmer has done exactly that by suitably adapting SSI's "flagship" PG1/AG content technically conforming to PG1-DOS file format specifications.
PGF's engine features a PG1-DOS Content Conversion Functionality (CCF). This CCF is a useful component of PGF's VMI. Its main purpose is to allow modders to convert campaign content en masse. Nevertheless, the CCF also allows one to indirectly convert less "extensive" content as well.