OpenXcom Forum
Modding => Tools => Topic started by: bladum on July 30, 2013, 09:36:37 am
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Hi Folks,
This is my old editor from 2010-2011 i was talking about some time ago. This is old version so no all cool features are completed, but this is the only one i found after i moved from PC to Mac the same year. This is only Windows and only with .NET framework.
Regards,
TOm
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You plan to continue it?
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That's nice. I always wanted to make something similar to that.
I too am interested in knowing if you're continuing development? Because I could certainly make use of this in some of my projects
I'd have some requests if you are:
1. Allow me to choose sprite dimensions on "New"
2. There doesn't seem to be an "Erase Voxel" if you draw by mistake
3. Remove the Alt modifier on tool selection. You have no text entry in the UI, so unmodified keys won't cause conflicts
4. Copy/Paste crashes the application, but you're not sure what you're copying anyway
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Actually i have done nothing with this since 2011, but recently i checked open x-com site and WOW BANG Dear God :) Game is much polished then it was since then... so such tool might be useful again.
There are some more version i found:
Attachments:
There is an old TILE EDITOR and MAP EDITOR, but i found TILED could be used instead and some sample graphics.
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And some units, base facilities (it was isometric in my version too) and UI stuff
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also particles, geoscape, ufo / craft parts and advanced terrain :) almost all original graphics without animation thou ;/
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wow, just wow...
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Do you have source code? Maybe you could drop it to github? Someone could continue it ;)
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Better yet, take a fork of my OpenXCOM Tools repo, and merge it into that, you can then add features to load from xcom files (I think :))
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Yeah i have sources i wrote it :P But their quality is not so good ... but its quite simple app anyway.
I think bigger problem is actually if there is need to have such editor with such graphics ? lets say there are 2 people who can develop it and lets say 10 people who use it.
Another thing is compatibility with current OXC.
Another thing is define color palette and things like size of tile etc.
So i just gave the basic idea of tool to remake graphics without copyrights problems.
Tom
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I think bigger problem is actually if there is need to have such editor with such graphics ? lets say there are 2 people who can develop it and lets say 10 people who use it.
So i just gave the basic idea of tool to remake graphics without copyrights problems.
Good idea and I actually like the result.
Another thing is compatibility with current OXC.
It does not have to be compatible with current OXC. The old file formats are very limited, at some point they will propably be replaced. You can already see the start of this with all the modding going on.
Another thing is define color palette and things like size of tile etc.
If you build a tool specific to OXC those can be taken care of. Maybe your tool can be the start of a tileset editor for OXC.
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OMG MEGA NECRO-BUMP!!! :o
I just had to. I just had my mind blown by this. If this idea could somehow be mixed with the newly-implemented First-Person Screenshot ability, would I really be only one of ten who'd think it was totally awesome? I think not.
Part of my brain expected something like this when I first heard about the FPSS anyway, but I have no coding experience. I can copy stuff and change numbers. This obviously is a post-1.0 thing but still, I would love to see it happen.
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OMG MEGA NECRO-BUMP!!! :o
I just had to. I just had my mind blown by this. If this idea could somehow be mixed with the newly-implemented First-Person Screenshot ability, would I really be only one of ten who'd think it was totally awesome? I think not.
Part of my brain expected something like this when I first heard about the FPSS anyway, but I have no coding experience. I can copy stuff and change numbers. This obviously is a post-1.0 thing but still, I would love to see it happen.
Why would you want to play in 1st person either way? It would be horrible to play the game like that. If you want a freeware 3D X-COM like game you can mod, you should try UFO:AI. Otherwise just play xcom 2012.
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Well, a little window showing your selected character's point of view would be helpful for estimating the target's cover and your risks of hitting the wrong target.
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So what can I do with this after I'm finished creating something?
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hi Folks,
I wonder if now community is large enough to get this editor and finish it. I can share sources (C#, pure .NET 3.5)
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Don't ask, just release source code on github, post link here.
There:
https://www.reddit.com/r/gamedev
https://www.reddit.com/r/programming
And here:
https://opengameart.org/forums/art-discussion
https://forum.freegamedev.net/
Also some other sites about gamedev.
Maybe someone will pick it up and continue working on it. You never know.
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The point is there should be a demand for such tool if anyone is going to supply its further development. I gave it up few years ago when open xcom was still in early version.
In case several people decide to create a "remake" of standard graphics for vanilla or some kind of "mod" using graphics made by this tool, then further development might have sense. In other case i see no point for further development as it just take resources without actual benefits.
Tom
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Umm... so what do you have so far?
It sounds like it could be useful, I'm not much of a programmer so could mostly only help in testing functionality but would be interested in trying it out.
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tile editor OLD = This is version 1.0 that works and has compatible data but no source code. Basically here you can edit a huge set of tiles at once and export them to png files. (ONLY BINARY)
TreeD3D = This is version 2.* that works and has a lot more feature but has no data but with source code. This was single image editor with much more features but never was finished. (FULL SOURCE CODE) Source code is a mess but app in general is quite simple so anyone with C# skill should handle this.
PS: to refresh what could be the outcome here are example outputs
Tom
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Wheat patches are looking not really pleasing with all these thick things. Otherwise it looks OK.
I think this "too thick" thing could be handled only with increasing x/y to 32x32.
I had an idea in mind of having "voxelized" model for each MCD, instead of LOFT. For FPS view LOFT renderings looks really awful.
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you are right, this is a matter of resolution. In those samples from 2011 i think 16x16x24 was used to it was very low one. 32x32x48 could be used to get better results and still tile would be 32x48 :)
i shared source code as i will not update this tool in the future due to no actual demand on it from you guys.