OpenXcom Forum
OpenXcom => Suggestions => Topic started by: clownagent on September 21, 2014, 07:00:59 pm
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Some suggestions for making globe modding easier:
1. give more space for country labels on the globe, otherwise longer names are cut (screenshot 1)
2. Allow the placing of labels for "region" names maybe with red color. When you create a completely new globe (like Mars or Moon) people usually cannot easily identify regions by their shape on the map, they need a label.
3. Make the country name boxes in the "graphs screen" larger. There is some unused space (red circle in screenshot 2)
EDIT
4. The background color of the globe is now blue (ocean). Even when the globe is completely covered with textured polygons one can sometimes see the backround color at the globe border (screenshot 3). Therefore it would be good if one can change the background color via ruleset.
This is probably necessary for TFTD anyway, where the backround color of the globe is yellow (land masses).
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4. The background color of the globe is now blue (ocean). Even when the globe is completely covered with textured polygons one can sometimes see the backround color at the globe border (screenshot 3). Therefore it would be good if one can change the background color via ruleset.
This is probably necessary for TFTD anyway, where the backround color of the globe is yellow (land masses).
Maybe it would be better to drop the "background" altogether, instead tiling the "leftover" space with a special terrain - one that has a flag "UFOs that crash here are destroyed"? that would eliminate the edge-effects in the geoscape globe.
even better, make that a "terrain type" integer:
standard terrain types would be "0" = "water" and "1" = "land".
shot-down UFOs would be destroyed if over "0" terrain, shot-down flying subs might be destroyed if over "1" terrain...
for special scenarios, you could add a terrain type "2" = "lava", which destroys everything... or a terrain type "3" = "green cheese" for a moon scenario, which reduces the impact damage dealt to UFOs that crash there :D
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you can change the "water"-color in the ruleset
interfaces:
- type: geoscape
elements:
- id: globe
color: [SOME COLOR INDEX NUMBER]
color2: [SOME COLOR INDEX NUMBER]
the problem with the blue edge is one of resolution
i atttached an image of the current state of the worleditor here on my disk
i took your "fully filled planet" idea and made my own script/button
the shown randomly textured planet is with 5degree blocks in lon/lat
but without the blue edges if i use 20degree blocks i get the blue edges too (i did not check where the exact "resolution" point is where they appear)
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you can change the "water"-color in the ruleset
interfaces:
- type: geoscape
elements:
- id: globe
color: [SOME COLOR INDEX NUMBER]
color2: [SOME COLOR INDEX NUMBER]
the problem with the blue edge is one of resolution
i atttached an image of the current state of the worleditor here on my disk
i took your "fully filled planet" idea and made my own script/button
the shown randomly textured planet is with 5degree blocks in lon/lat
but without the blue edges if i use 20degree blocks i get the blue edges too (i did not check where the exact "resolution" point is where they appear)
Ah thanks for this. Does the color index correspond to the geoscape palette?
And is their a way to change the geoscape palette colors? Since the color space of the geoscape is a bit limited. There are no red-orange colors for example.
P.S. Your new world editor looks good :D
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the index corespoonds to the geoscape palette
FYI:
- id: globe
border: [color of the polylines/borders]
replacing palette i admit i dont know if its possible as a mod
perhaps using geo-tftd (https://falkooxc.pythonanywhere.com/static/pal/tftd-geoscape.p.png)palette would be useful because there we have at least one line of reddish colors (16 color)