OpenXcom Forum
OpenXcom => Suggestions => Topic started by: kikimoristan on February 19, 2015, 09:30:39 pm
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so i was working on this mod which borrows tiles from TFTD which has their own custom map scanner textures. OK. Finding UFO matching tiles is tedious but not that bothersome. and i was working on animated water textures and i thought to myself wouldn't be nice to see them animated on the map as well??
but back to the idea of having custom map tiles here is a possible way to do this
use a custom png with tiles that are 4 x 4 pixels and in extra sprites add a custom type
extraSprites:
- type: Scan
width: 44 # 11 tiles
height: 8 # 2 tiles so 22 tiles
subX: 4
subY: 4
files:
419: Resources/custom_scan.png
420 tile 1 , 421 tile 2 .... and thy get added to the map scan textures array
vanilla has 418 tiles so that's why it starts at 419..if you make it 0 you replace vanilla ufo map tiles .still cool!
now how to make them animated? here is another idea
extraSprites:
- type: AnimScan # Animscan means all texture images are assigned to this one tile
width: 8 # means 2 images are there
height: 4
subX: 4
subY: 4
files:
419: Resources/animwater_scan.png < all these images will become 419..when in MCD you pick 419 in the game when you click map this tile will be animated on the map. this can allow custom enemy map tiles or other objects of interest for ex power source to blink or be animated as well.
- type: Scan # Scan means each image is assigned to a subsequent tile
width: 16 # 4 images means first image is 420, next one is 421 etc
height: 4
subX: 4
subY: 4
files:
420: Resources/custom_scan.png
Also I'm perfectly aware this may not be something to focus on . Is just a suggestion : ) for me is no big deal the way things are right now is not imperative this has to be done. just a nice side feature and nothing more.