OpenXcom Forum

Modding => Released Mods => IDT Modding Hub => Topic started by: luke83 on July 08, 2014, 01:34:12 pm

Title: Pyramid Rebirth
Post by: luke83 on July 08, 2014, 01:34:12 pm
So these are the rebirth of some unused Pyramid UFOs that had mapfiles left within the Dos install. Now  BombBloke was the person who brought these to my attention some time ago and also created a basic MCD set for these. Since then, i built a few new features into the MCD set and thanks to Warboy, i now have a test Ruleset to continue my experiments.

 Now i have started trying to workout how to bring these into OXC but have already found one issue the internal corners on these are not displaying correctly ( it is still blacked out even when looking at it) anyone have any ideas as to why?

Also if anyone has some free time and wants to get the seams between the Wall sections to blend a little better i would greatly appreciate it :)

Title: Re: Pyramid Rebirth
Post by: davide on July 09, 2014, 04:38:52 pm
You could use it to trasform mission
STR_ALIEN_BASE_ASSAULT
in a two stage mission
by adding a prequel terrain such as
STR_MARS_CYDONIA_LANDING
or such as future
STR_TFTD_ALIEN_BASE_LEVEL1
and
STR_TFTD_ALIEN_ARTIFACT_LEVEL1

Mission STR_ALIEN_BASE_ASSAULT is hardcoded but I think that could be possible
change source code  to allow changing it by ruleset
In XCom1ruleset we skip landing pre-stage mission
 by a new attribute skipToNextStage to mantein vanilla behaeviour.

By mod we could define the new stage
Code: [Select]
  - type: STR_ALIEN_BASE_LANDING
    width: 60
    length: 60
    height: 4

 #   terrains:
 #     - POLAR_PYRAMID
 #     - JUNGLE_PYRAMID
skipToNextStage : TRUE
    nextStage: STR_ALIEN_BASE_ASSAULT

  - type: STR_ALIEN_BASE_ASSAULT
    data: ...
Title: Re: Pyramid Rebirth
Post by: Sturm on July 09, 2014, 05:19:37 pm
I like this idea.
Title: Re: Pyramid Rebirth
Post by: niculinux on July 10, 2014, 03:58:54 pm
I like this idea.

Me too!
Title: Re: Pyramid Rebirth
Post by: luke83 on July 21, 2014, 03:35:37 pm
Still cant work out why they dont display ingame (when you view them) like they do in Mapview....Internal corners are a bugger...
Title: Re: Pyramid Rebirth
Post by: Aldorn on July 22, 2014, 02:30:42 am
Now i have started trying to workout how to bring these into OXC but have already found one issue the internal corners on these are not displaying correctly ( it is still blacked out even when looking at it) anyone have any ideas as to why?

Also if anyone has some free time and wants to get the seams between the Wall sections to blend a little better i would greatly appreciate it :)
Did you try to inspect it with a power suit, also from a higher point of view ?
(Or did I misunderstand issue you are talking about ?  :-[)
Title: Re: Pyramid Rebirth
Post by: luke83 on July 22, 2014, 03:15:56 am
no i didnt, good work, not sure why it has the issue there but it appears to work to a acceptable level, good job ;D

Title: Re: Pyramid Rebirth
Post by: davide on July 31, 2014, 07:33:21 pm
Do you know the map tileset of these maps ? (Map03 and Map04)

(https://www.ufopaedia.org/images/8/8f/Map3_3.png)

I found it here:
https://www.ufopaedia.org/index.php?title=Talk:MAPS (https://www.ufopaedia.org/index.php?title=Talk:MAPS)
Title: Re: Pyramid Rebirth
Post by: luke83 on July 31, 2014, 09:23:35 pm
i think there Men I Black bases as its clearly a Human building with Alien tech, to my knowledge, no one has built a working MCD set for it other than Bomblokes image shown.
Title: Re: Pyramid Rebirth
Post by: Solarius Scorch on August 01, 2014, 02:23:07 pm
i think there Men I Black bases as its clearly a Human building with Alien tech, to my knowledge, no one has built a working MCD set for it other than Bomblokes image shown.

The Men in Black base doesn't contain alien lifts.

Anyway, this set looks like exactly what I need right now, so any help is appreciated. :)
Title: Re: Pyramid Rebirth
Post by: luke83 on August 01, 2014, 02:30:14 pm
The Men in Black base doesn't contain alien lifts.

Anyway, this set looks like exactly what I need right now, so any help is appreciated. :)

I mean, since MIB were intended for original game and since these maps appear to have Lifts, i just assume they are linked.
It wouldnt be hard to build a MCD set to get these usable again, hell , BombBloke most likely still has his files floating around... I will ask.
Title: Re: Pyramid Rebirth
Post by: Solarius Scorch on August 01, 2014, 02:35:45 pm
I mean, since MIB were intended for original game and since these maps appear to have Lifts, i just assume they are linked.

Aaaah, the original MiB! I thought you meant Robin's work.

It wouldnt be hard to build a MCD set to get these usable again, hell , BombBloke most likely still has his files floating around... I will ask.

That would be much appreciated, good sir!
Title: Re: Pyramid Rebirth
Post by: Hobbes on August 01, 2014, 11:10:02 pm
i think there Men I Black bases as its clearly a Human building with Alien tech, to my knowledge, no one has built a working MCD set for it other than Bomblokes image shown.

Another possibility for those maps (and also the Pyramid maps) is that they were designed for Cydonia. The "lakes" could as well be Martian craters.
Title: Re: Pyramid Rebirth
Post by: davide on August 02, 2014, 12:19:38 am
I will tried with permutation of Polar,Urban,Funiture tileset without result.

We could consider it as concept for new terrain

Tomorrow I will begin my long  summer holidays

I prepared a new notebook to bring with me.
I hope that I will cut some free time to complete some of my XCom projects
Title: Re: Pyramid Rebirth
Post by: Sturm on August 02, 2014, 04:02:02 am
I mean, since MIB were intended for original game and since these maps appear to have Lifts, i just assume they are linked.
It wouldnt be hard to build a MCD set to get these usable again, hell , BombBloke most likely still has his files floating around... I will ask.
Original MiBs were X-Com agents - they were to be used as spies in Civilization (I never played it, just read it in an interview) and give information. I suspect the original didn't have graphs of UFO activity and instead had information from MiBs.

The agents which are mentioned discovering alien bases are probably some remain of the MiB concept.
Title: Re: Pyramid Rebirth
Post by: Bomb Bloke on August 13, 2014, 09:47:35 am
Do you know the map tileset of these maps ? (Map03 and Map04)

Sorry to keep you waiting - luke did message me some time ago, but I've been on holiday in Japan.

This (https://www.ufopaedia.org/index.php?title=File:SpareMaps.zip) should be what you're after. It's very much a mock-up for display purposes, but if you're familiar with map editing (specifically with altering tile properties - these tiles pretty much have none!), I don't think you'll have much trouble doing whatever it is you want to do with it. I suppose the easiest first step would be using something like my MCDAdd (https://www.strategycore.co.uk/files/mcdadd/) tool to rebuild the set properly out of tiles from pre-made terrains (some more info on that here (https://openxcommods.weebly.com/mcdadd.html)).

In case you're interested, I built it by writing a program that inspected the map files, and built MCD/PCK files according to the types of tiles the maps referenced (floor/wall/etc). Each tile was paired with a "template" image which was basically a flat colour in a generic shape representing whatever each tile was supposed to be. For eg, if the map file treated MCD index 1 as a floor tile, then MCD index 1 got a floor tile image of a random colour. It was then just a matter of replacing the images in the generated PCK with more suitable images from other terrain sets.

Note, however, that the images I selected were my best guesses based on the patterns of the tiles within the map. I've no idea if the maps are really supposed to be covered in snow, for example, and those trees really could've been anything. The walls and staircases are the only aspects where I'd bet money that the graphics are accurate (the pattern of tiles involving the torn wallpaper is the only suitable match).
Title: Re: Pyramid Rebirth
Post by: luke83 on October 19, 2018, 12:22:32 pm
Starting to remember why i didnt do this size ship years ago, its going to be a HUGE issue just to get it to look right.

Its essentially a flying base
Title: Re: Pyramid Rebirth
Post by: davide on October 20, 2018, 02:06:17 am
Hello Luke, welcome back

Your maps were used here:
https://openxcom.org/forum/index.php/topic,6404.msg102315.html#msg102315 (https://openxcom.org/forum/index.php/topic,6404.msg102315.html#msg102315)
Title: Re: Pyramid Rebirth
Post by: luke83 on October 20, 2018, 02:51:43 am
Hello Luke, welcome back

Your maps were used here:
https://openxcom.org/forum/index.php/topic,6404.msg102315.html#msg102315 (https://openxcom.org/forum/index.php/topic,6404.msg102315.html#msg102315)

wow looks pretty cool, i will need to give that one a go :)
Title: Re: Pyramid Rebirth
Post by: efrenespartano on October 20, 2018, 04:53:50 am
wow looks pretty cool, i will need to give that one a go :)

Your maps are a very important part of two of my projects: UNEXCOM and The Great War of the Worlds (made also by alinare). By the moment, they are still in development stage. I'm going to use the pyramids as secret bases in the Moon in UNEXCOM. I have a working version, not yet implemented in the full mod. I can upload it if you want. :)

And in The Great War of the Worlds the pyramids are used as Martian Fortresses, a important part of the gameplay.

I hope you can make available the huge flying base soon. I think it will be super useful in my projects.

And thanks again to make them. :)


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Pyramid Rebirth
Post by: luke83 on October 20, 2018, 12:30:21 pm
This UFO graphic set is really hard to work with, still i have the outside done for one new size now. Can dress it up more if i keep goign higher ( or remove the bottom level) not sure yet...

Update - started playing with some others also
Title: Re: Pyramid Rebirth
Post by: davide on October 21, 2018, 02:03:02 am
Can dress it up more if i keep goign higher ( or remove the bottom level) not sure yet...

maybe you could nest the pyramid on the penultimate floor
Title: Re: Pyramid Rebirth
Post by: luke83 on October 23, 2018, 02:12:22 am
just some other shapes i am playing with.
Title: Re: Pyramid Rebirth
Post by: efrenespartano on October 23, 2018, 08:32:12 am
Wonderful! I can't wait to try them!


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Pyramid Rebirth
Post by: R1dO on October 23, 2018, 10:51:36 am
They look interesting indeed.

Although the 1st reaction of my captain was -- No Way in H*** i'm sending my rookies into those pyramids of doom.
Title: Re: Pyramid Rebirth
Post by: davide on October 23, 2018, 10:52:24 pm
Luke could you add some new floor tiles for the roof ?
Title: Re: Pyramid Rebirth
Post by: luke83 on October 24, 2018, 07:41:40 am
Luke could you add some new floor tiles for the roof ?
do you have a design in mind?
Title: Re: Pyramid Rebirth
Post by: davide on October 24, 2018, 08:40:05 am
one or more tiles with different directions that recall the weaving of the sideward tiles...
perhaps with a gradient color
Title: Re: Pyramid Rebirth
Post by: luke83 on October 26, 2018, 12:52:13 pm
last one i think, will workout a ruleset to test outsides and then start the insides
Title: Re: Pyramid Rebirth
Post by: Dioxine on October 26, 2018, 06:05:24 pm
The gradient kinda ruins it, but I have no idea how to fix it easily...
Otherwise great job!
Title: Re: Pyramid Rebirth
Post by: davide on October 26, 2018, 10:12:06 pm
Good for all maps!
Title: Re: Pyramid Rebirth
Post by: luke83 on October 27, 2018, 01:12:31 am
The gradient kinda ruins it, but I have no idea how to fix it easily...
Otherwise great job!

I remember trying to recolour the walls years ago to get rid of the gradient but it was beyond my art skills, i wanted to give them more of a  Black Marble look. Is there any good artist on the boards? I may see if anyone on Opengameart would be willing to do something.
Title: Re: Pyramid Rebirth
Post by: davide on October 27, 2018, 01:20:50 am
I apologize I misunderstood... the tiles that I do not like are those highlighted in yellow
Title: Re: Pyramid Rebirth
Post by: luke83 on October 27, 2018, 01:32:17 am
Good for all maps!

Im no artist (which you can tell by my 2 Zombie pictures i made), i am happy to export you the tileset if you want to have a go :)
Title: Re: Pyramid Rebirth
Post by: davide on October 27, 2018, 01:37:20 am
Your zombie are beautiful  ;D ;D

please go on with map sets,  maybe someone will give us a hand later
Title: Re: Pyramid Rebirth
Post by: luke83 on October 27, 2018, 01:38:00 am
I apologize I misunderstood... the tiles that I do not like are those highlighted in orange

Happy to add some more custom tiles to the set to pretty these up, right now i am more focused on the general shapes of things.

Was thinking of taking some of the shapes off the side of the normal Ufo and adding them to the tile set to try to link the two sets together more.

ALso note, i have just pasted this on Opengameart:  https://opengameart.org/forumtopic/openxcom-mod-arthelp-needed (https://opengameart.org/forumtopic/openxcom-mod-arthelp-needed)
Experience tells me i wont get any bites without PAYING someone so i am not overly confident anything will happen here.
Title: Re: Pyramid Rebirth
Post by: luke83 on October 27, 2018, 12:22:52 pm
Can someone help me with a working ruleset so i can test these UFOs and keep working on them?

I have duplicated the filestructure of some other mods and am just trying to replace the original ufos from the game with these new ones, i have turned on my mod in OXC but it keeps loading the old UFOs when i start a battle, so i am clearly missing something.

below is a link for anyone that wishes to help me out.

Title: Pyramid Rebirth
Post by: efrenespartano on October 27, 2018, 03:34:07 pm
Downloading right now, comrade. I'm happy to help you.


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Pyramid Rebirth
Post by: efrenespartano on October 27, 2018, 10:41:13 pm
Can someone help me with a working ruleset so i can test these UFOs and keep working on them?

I have duplicated the filestructure of some other mods and am just trying to replace the original ufos from the game with these new ones, i have turned on my mod in OXC but it keeps loading the old UFOs when i start a battle, so i am clearly missing something.

below is a link for anyone that wishes to help me out.

I'm about to finish, comrade. What was missing was to define the alienDeployments, I also took the opportunity to name them. I still do not finish, I'm correcting some glitches.

EDIT: I have problems with my internet, the technician will come to repair it. In case it does not return soon, I upload my folder so you can analyze the progress I have made. If you like you can modify it yourself, it's a matter of adjusting the width, length and height in alienDeployments and some ufos. Or you can wait for me to finish it myself, as you prefer. :)
Title: Re: Pyramid Rebirth
Post by: luke83 on October 28, 2018, 08:16:15 am
I'm about to finish, comrade. What was missing was to define the alienDeployments, I also took the opportunity to name them. I still do not finish, I'm correcting some glitches.

EDIT: I have problems with my internet, the technician will come to repair it. In case it does not return soon, I upload my folder so you can analyze the progress I have made. If you like you can modify it yourself, it's a matter of adjusting the width, length and height in alienDeployments and some ufos. Or you can wait for me to finish it myself, as you prefer. :)

The work you have done so far is enough to keep me working,  i have found some errors already thanks to you.
Error 1: my Double wide doors do not have animations to lift, i will need to work out what is going on here OR copy the City double wide doors and change its graphics to get it working.
Error 2: Holes in back of UFO, looks like i need to place the internal wall segments on the CONTENT layer not the WEST layer to get these to load into the game correctly
Title: Re: Pyramid Rebirth
Post by: davide on October 28, 2018, 10:58:57 am
I reinstalled OXCE from scratch ...

I did not found this tileset :o:
Quote
  - type: PBATTLESHIP
    terrains:
      - U_EXT01
      - U_WALL01
      - U_DISEC1
      - U_OPER1
      - ...
:-\
Title: Re: Pyramid Rebirth
Post by: luke83 on October 28, 2018, 11:21:23 am
I reinstalled OXCE from scratch ...

I did not found this tileset :o: :-\

Yep, starting to think that Bomb Bloke or i created them around 2014 when i started this project, let me get you another install.

Below is an updated version of the data  efrenespartano provided, see if that works better.

Note: none of my fixes are in it yet, that wont happen until at least next weekend.
Title: Re: Pyramid Rebirth
Post by: davide on October 28, 2018, 11:51:55 am
Ok ! thanks
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 02, 2018, 08:30:53 pm
Just a quick fix, all the Pyramids are playable now.  :)

@luke83, you have a very nice work here! Just put some grav lifts inside the Pyramids to make them assaultable.
Title: Re: Pyramid Rebirth
Post by: luke83 on November 02, 2018, 09:55:27 pm
Just a quick fix, all the Pyramids are playable now.  :)

@luke83, you have a very nice work here! Just put some grav lifts inside the Pyramids to make them assaultable.

Thanks mate hopefully will have some empty UFOs for everyone to explore this weekend, have not done anything inside ( on the big ones) as i am still working out my next PCK set to use.
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 02, 2018, 10:02:31 pm
Thanks mate hopefully will have some empty UFOs for everyone to explore this weekend, have not done anything inside ( on the big ones) as i am still working out my next PCK set to use.

It's a pleasure, comrade.  ;D

You readed my mind, I was about to suggest you some Tower like that!
Title: Re: Pyramid Rebirth
Post by: luke83 on November 02, 2018, 10:34:21 pm
It's a pleasure, comrade.  ;D

You readed my mind, I was about to suggest you some Tower like that!

I want to lift it up one more level but i have not found a nice sprite to be the upright version of a the tower (because of the stupid gradient colour), i am thinking about using a recoloured Ground block ( because its thick) but am not sure yet.


Its a little bit of a sacrilege, its the first UFO with a external window, but i want these to be flying fortresses, used to setup Bases on our globe so you would need some Security bunkers, just like you would need stores, labs etc. Plus since Mars has windows i guess these can also ( note: i really hate the Mars blocks so they may get a re-vamp also if i hang around long enough).
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 02, 2018, 10:57:08 pm
They fit really good as bunkers, actually that's the use I'm planning to this set.
Title: Re: Pyramid Rebirth
Post by: luke83 on November 03, 2018, 10:54:17 am
So this happened today, they changed the internal which was unexpected but it actually looks pretty good, at some point we need to import these back in to see if they work in game.

 Special thanks to SURT from OpenGameArt for his skills :)
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 03, 2018, 10:59:33 am
So this happened today, they changed the internal which was unexpected but it actually looks pretty good, at some point we need to import these back in to see if they work in game. Special thanks to SURT from OpenGameArt for his skills :)

So... this is going to reemplace the awful gradient of the original?
Title: Re: Pyramid Rebirth
Post by: luke83 on November 03, 2018, 11:09:15 am
Well yes, eventually, i think its best to include both sets in the mod so people have a choice. I am still working out how to Build these maps so i wont focus on bringing these in until the maps are playable ( and are being bug tested) as this way i will know how many other images need to be modified to create a full set.

I think they look pretty cool but as you can image, now the inside is different also, that means there is a HEAP of other tiles to change. ALso i think some will need to be changed as they may handle the basic pyramid but i dont think they are drawn correctly for some of them (  i will check this later tonight).
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 03, 2018, 11:20:35 am
Well yes, eventually, i think its best to include both sets in the mod so people have a choice. I am still working out how to Build these maps so i wont focus on bringing these in until the maps are playable ( and are being bug tested) as this way i will know how many other images need to be modified to create a full set.

I think they look pretty cool but as you can image, now the inside is different also, that means there is a HEAP of other tiles to change. ALso i think some will need to be changed as they may handle the basic pyramid but i dont think they are drawn correctly for some of them (  i will check this later tonight).

Actually it is a great job that made the person who drew these new tiles. And yes, you're right in having variety. Personally, I do not know if it is more difficult to make the same pyramid with two different textures (this new clean version and the gradient), but I trust that it will be excellent.
Title: Re: Pyramid Rebirth
Post by: Bomb Bloke on November 04, 2018, 05:29:17 pm
I think they look pretty cool but as you can image, now the inside is different also, that means there is a HEAP of other tiles to change.

Only if you specifically want to hide that yellow stuff, or wanted to make all the wall tiles the same.

The old art was simply made up of the regular UFO hull sprites skewed to fit the pyramid shapes that the map files implied. The original art was never released, and it wouldn't surprise me if even the artist couldn't recall what it looked like, so odds are we'll never know how the ships were supposed to appear.

The "inside" might've been different all along.

ALso i think some will need to be changed as they may handle the basic pyramid but i dont think they are drawn correctly for some of them (  i will check this later tonight).

To my eye they're perfect - all of the orientations have been interpreted correctly.
Title: Re: Pyramid Rebirth
Post by: luke83 on November 06, 2018, 04:36:16 am
To my eye they're perfect - all of the orientations have been interpreted correctly.

This is what i was worried about ( as i know i had been pretty relaxed about some door placements so i had a feeling there may be some of these), still should be pretty easy to fix ( i actually thought it would be a lot worse). See its always Good having you hanging around BombBloke :) It would of taken me months to get off my backside and bring these in :)


I have added some other screen shots below, they look pretty awesome, now someone needs to replace all the other tiles to complete the set
Title: Re: Pyramid Rebirth
Post by: bulletdesigner on November 06, 2018, 12:04:13 pm
hey man, since i made several map´s based on pyramid´s maybe you will like some of mine MCD´s
may came in handy on your quest
Title: Re: Pyramid Rebirth
Post by: luke83 on November 06, 2018, 12:35:18 pm
Very nice mate, i will have a look at what you have over the weekend. Are these a completed mod or a partial project ( i have not downloaded your file yet to look).
Title: Re: Pyramid Rebirth
Post by: bulletdesigner on November 06, 2018, 04:41:56 pm
juts the MCD´s  with the pyramids part
Title: Re: Pyramid Rebirth
Post by: The Reaver of Darkness on November 07, 2018, 02:36:22 pm
It may look a bit cheesy, but you can fix the gradient issues by removing the gradient altogether. Example: alien pyramids on Cydonia. You could probably even get away with merely palette-swapping them into the bluemetal you're using.

I know how to fix some of the other glitches, though I feel too lazy to tackle them at the moment. Instead I thought I'd share a tip for one: the door creates a seam which you can see through when you have the pyramid section directly above it. It's the door in this case, not the pyramid piece. If you shift the door texture 2 units to the right, it fixes its position. It should look okay everywhere you put it unless you put it next to other textures that are offset to match. I glanced at the LOFTs and they look fine, so it should be entirely visual.
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 07, 2018, 04:34:10 pm

I have added some other screen shots below, they look pretty awesome, now someone needs to replace all the other tiles to complete the set

I'm in love with this new pyramids. I can't wait to use them.



Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Pyramid Rebirth
Post by: luke83 on November 08, 2018, 09:45:05 am

: the door creates a seam which you can see through when you have the pyramid section directly above it. It's the door in this case, not the pyramid piece. If you shift the door texture 2 units to the right, it fixes its position. It should look okay everywhere you put it unless you put it next to other textures that are offset to match. I glanced at the LOFTs and they look fine, so it should be entirely visual.

Do you have a screen shot of this issue, was just fixing some other issue but i can seam to recreate this one you found ( or i have misunderstood the issue).
Title: Re: Pyramid Rebirth
Post by: The Reaver of Darkness on November 08, 2018, 10:25:12 am
Do you have a screen shot of this issue, was just fixing some other issue but i can seam to recreate this one you found ( or i have misunderstood the issue).
I'm judging from the image in your original post in this thread. The door shows itself sticking out a bit from the wall and you can see through the crack.
Title: Re: Pyramid Rebirth
Post by: luke83 on November 08, 2018, 10:42:11 am
Trying to bring the TOWER into my ruleset for testing, game loads, Tower is selectable from instant action list ( however the name is wrong, compared to the others) and when i load into mission the Tower is not on the map ( there is no UFO on the map), its like i have built a Stealth Tower :).... what have i done wrong?


UPDATE---- So apparently there is a difference between PTower and PTOWER :) Its now displayed in the mission selector correctly but it crashes on loading... I better check i have the right name on the MAPS and Routes now i know its case sensitive.

Update 2 - ALL fixed, Routes also had the same Naming issue:)
Title: Re: Pyramid Rebirth
Post by: luke83 on November 10, 2018, 03:39:39 am
QUESTIONS FOR THE EXPERTS - WHY WOULD THESE CLONETANKS SHOW CORRECTLY IN MAPVIEW & MCDEDIT BUT BE MISSING FROM THE REAL GAME?
Title: Re: Pyramid Rebirth
Post by: robin on November 10, 2018, 09:56:15 am
QUESTIONS FOR THE EXPERTS - WHY WOULD THESE CLONETANKS SHOW CORRECTLY IN MAPVIEW & MCDEDIT BUT BE MISSING FROM THE REAL GAME?
are you sure you listed correctly, in the ruleset, the MCD libraries used by the terrain?
i once had "black holes" like that and i think it happens when the MCD libraries used in mapview and the ones in the ruleset, are not matching.
Title: Re: Pyramid Rebirth
Post by: luke83 on November 10, 2018, 11:01:37 am
I am thinking its linked to these specific models (clone tanks), i did import the artwork in via the new MCDEDIT, these  animated clone tanks where originally created years ago as .BMP but it looks like they never made it into  my PCK sets for the UFOs or Alien bases so i have now brought them in but they are shown as black tiles in game....very frustrating ( as i have spent most of my time this week finding these, working out how to bring them in & animated them again.

Old post: https://openxcom.org/forum/index.php/topic,196.0.html

I have uploaded the next update on these maps, so at this point the Outside of the UFOs are done ( bug checking needs to occur) and i have added my next MCD set so assuming i can work out why my tanks are not in game when they are shown on the mapeditor i will be able to start the next stage and do the internals.

Also note, i have renamed several UFOs and change some heights so the RULESET may not be 100% accurate yet, just be warned.
Title: Re: Pyramid Rebirth
Post by: robin on November 13, 2018, 09:40:48 pm
Do you perhaps have a MCD library with an odd amount of MCDs and/or less than 4 MCDs inside it?
I think that it *could* be the culprit, especially the latter.

The bosses have spoken and I was wrong!
Title: Re: Pyramid Rebirth
Post by: Hobbes on November 13, 2018, 10:30:40 pm
QUESTIONS FOR THE EXPERTS - WHY WOULD THESE CLONETANKS SHOW CORRECTLY IN MAPVIEW & MCDEDIT BUT BE MISSING FROM THE REAL GAME?

The map files are corrupted - this is something that could happen with maps created with old MapView versions. What is happening is that the .map files have data assigned to them that isn't displayed or written over by MapView, but you see the bad data displayed on OpenXCom.

This can be shown on the below pic where I've replaced the PUFOL83 with the vanilla URBAN tileset in the ruleset. The black tiles are replaced instead with entries from URBAN.

(https://i.imgur.com/OxHFuBz.png)

To fix this, my advice would be to create new map files from zero using the newer versions of MapView, which means you'll have to recreate all of the maps again (I've seen the bug on several other pyramid maps), but since they're already designed, that will speed up the process, and you'll never have to deal with this kind of bugs again.

In alternative, you can always trying manually editing the files with an hex editor, which is a challenge of its own, and you'll never be 100% sure if you eliminated all the bugs.






Title: Re: Pyramid Rebirth
Post by: davide on November 13, 2018, 10:50:50 pm
The map files are corrupted - this is something that could happen with maps created with old MapView versions. What is happening is that the .map files have data assigned to them that isn't displayed or written over by MapView, but you see the bad data displayed on OpenXCom.

This can be shown on the below pic where I've replaced the PUFOL83 with the vanilla URBAN tileset in the ruleset. The black tiles are replaced instead with entries from URBAN.
...
In alternative, you can always trying manually editing the files with an hex editor, which is a challenge of its own, and you'll never be 100% sure if you eliminated all the bugs.

I have a KevL's mapview version compiled on my pc. Which errors I have to found un map file ?
I mean, whichfox do you suggestt by hex editor ? I can try to automatize into Mapview.
It is possible that new Mapview already fix maps on loading ...do you try to re-save it ?

The mapview attached is not the last version
Title: Re: Pyramid Rebirth
Post by: Hobbes on November 13, 2018, 11:05:30 pm
I have a KevL's mapview version compiled on my pc. Which errors I have to found un map file ?

I don't use KevL's MapView version but the previous version made by TheBigSot and updated to Win10 by Supsuper

Quote
I mean, whichfox do you suggestt by hex editor ? I can try to automatize into Mapview.

Trying to fix the map files is a waste of time because on my past experience with these errors (they were pretty common with the original version of MapView)

Quote
It is possible that new Mapview already fix maps on loading ...do you try to re-save it ?

MapView doesn't fix this upon loading - it can't even fix the bad data because what you see in the editor and what is actually written into the file are two different things - in editor you can assign to the black square any tile you like, but when it tries to save, it fails to overwrite over the bad data.
Title: Re: Pyramid Rebirth
Post by: davide on November 13, 2018, 11:56:52 pm
maybe an attempt would be worth doing, on a copy of a map :-X
Title: Re: Pyramid Rebirth
Post by: kevL on November 14, 2018, 02:13:56 am
it looks like Mapview2 nulls out the offending references in MapFileChild.CreateTile(), and flags the MapChanged variable.

which means that you *might* be able to re-save the Map to get it working ...

(make backups/copies first, as always)
Title: Re: Pyramid Rebirth
Post by: luke83 on November 14, 2018, 06:46:08 am
maybe an attempt would be worth doing, on a copy of a map :-X

How did you get Mapview to give you that error? I have some older versions of these maps and i if i can go back to these and check if they have a error it may save me re-building everything.

I am thinking the error occured when i copy & replaced the new tileset in OR when i created the new Pufol83-b MCD. If i can force Mapview to give me that error, i should be able to undo what was done with minor interruptions.

Title: Re: Pyramid Rebirth
Post by: The Reaver of Darkness on November 14, 2018, 06:59:28 am
The error is very simple:

Code: [Select]
    battlescapeTerrainData:
      name: PABDUCT
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
        - PUFOL83-B

You need to add the last tileset to the list.
Title: Re: Pyramid Rebirth
Post by: luke83 on November 14, 2018, 07:47:46 am
The error is very simple:

Code: [Select]
    battlescapeTerrainData:
      name: PABDUCT
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
        - PUFOL83-B

You need to add the last tileset to the list.

YOUR BLOODY KINDING ME, I SWEAR I DID THAT FOR ALL UFO'S, MUST OF NOT SAVED THE RULESET....ITS ALWAYS THE SIMPELST THINGS...


Thanks Reaver, i have been going around in circles and didnt check the basics as i was sure i did it :)
Title: Re: Pyramid Rebirth
Post by: davide on November 14, 2018, 08:32:10 am
How did you get Mapview to give you that error? I have some older versions of these maps and i if i can go back to these and check if they have a error it may save me re-building everything.

KevL github
https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution (https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution)

or there are an older version wih my customization to load tileset from mod folder and from ufo folder when missing on this thread
Whn I will merge again the source I will upload the update version
Title: Re: Pyramid Rebirth
Post by: luke83 on November 14, 2018, 10:58:49 am
So happy right now :) I will be able to move on to the internal walls on the weekend.
Title: Re: Pyramid Rebirth
Post by: tarsolyger on November 14, 2018, 03:15:24 pm
So happy right now :) I will be able to move on to the internal walls on the weekend.
Wow, nice! Though the right side seems like that Floater has a serious dildo collection on the wall.

I hope these UFOs will be able to be implemented with other mods, too!
Title: Re: Pyramid Rebirth
Post by: efrenespartano on November 14, 2018, 05:17:52 pm
So happy right now :) I will be able to move on to the internal walls on the weekend.

AWWW YEEAAH! Is great to finally work it!


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: Pyramid Rebirth
Post by: luke83 on November 14, 2018, 06:25:57 pm
Wow, nice! Though the right side seems like that Floater has a serious dildo collection on the wall.

I hope these UFOs will be able to be implemented with other mods, too!

yes, this is the idea, i dont do Megamods/total conversions, only parts for others  to build on.
Title: Re: Pyramid Rebirth
Post by: Hobbes on November 14, 2018, 06:45:22 pm
yes, this is the idea, i dont do Megamods/total conversions, only parts for others  to build on.

Well I'm happy that I was wrong and there was an easy explanation for what was happening.

As for those pyramid tiles, I was looking for something similar to use in the Skynet Base terrain ;)
Title: Re: Pyramid Rebirth
Post by: tkzv on November 30, 2018, 05:53:57 pm
Why did everybody assume pyramids are metallic? To me they look like alien secret base buildings camouflaged as hills.
Title: Re: Pyramid Rebirth
Post by: luke83 on December 01, 2018, 12:26:14 am
Why did everybody assume pyramids are metallic? To me they look like alien secret base buildings camouflaged as hills.

Since no artwork existed BombBloke took a guess, he may be right, he may be wrong :P

Should have an updated version ready to go within next few days.
Title: Re: Pyramid Rebirth
Post by: luke83 on December 02, 2018, 06:05:42 am
Work in progress for the Pyramid UFOs is attached, once again special thanks to  efrenespartano for the Ruleset help.

Still more work to be done on these but they are starting to take shape.
Title: Re: Pyramid Rebirth
Post by: luke83 on October 01, 2019, 10:04:20 am
I have uploaded these to the Mod site, please let me know of any bugs you find:
https://openxcom.mod.io/pyramid-ufo-by-idt
Title: Re: Pyramid Rebirth
Post by: The Martian on October 02, 2019, 06:58:17 am
These pyramids have a unique feel when compared to the classic UFO shapes that instantly sets them apart.

This is already filling my head with interesting ideas as to how they could be utilized.

Thank you for sharing your work.
Title: Re: Pyramid Rebirth
Post by: luke83 on October 02, 2019, 09:04:20 am
No problem mate, glad you like them, as you can see from this topic date, i started then in 2014 and nearly have them complete :)

Please report any bugs you find/
Title: Re: Pyramid Rebirth
Post by: wcho035 on October 02, 2019, 03:32:36 pm
Hey Luke, ever thought of doing a stargate mod?  ;D
Title: Re: Pyramid Rebirth
Post by: luke83 on October 03, 2019, 09:32:51 am
of course i have but it requires more sprite work than i can personally handle, plus i think im working on enough mods currently.
Title: Re: Pyramid Rebirth
Post by: wcho035 on October 03, 2019, 12:00:41 pm
Nah man, you just need a staff weapon sprite, Zat gun, a Apothis soldier, Jaffa warrior and a Death Glider terror weapon and you are set mate! Don't forget the snake larvae. A total loss if you don't. Best you can do is a cameo race in your mod,
Title: Re: Pyramid Rebirth
Post by: Dioxine on October 17, 2019, 07:31:28 pm
Nah man, you just need a staff weapon sprite, Zat gun, a Apothis soldier, Jaffa warrior and a Death Glider terror weapon and you are set mate! Don't forget the snake larvae. A total loss if you don't. Best you can do is a cameo race in your mod,

Sounds like you never did any serious modding, dude... Don't downplay the amount of work and love people like Luke need to pour into things to make them happen.
Title: Re: Pyramid Rebirth
Post by: wcho035 on October 18, 2019, 03:23:25 am
I actually have half of those in my mod already. I personally am seriously thinking of having this faction in my own mod, but other circumstances changed it. I do serious modding. Check my thread in the work in progress on the hybrid mod I am doing. Anyway, I am lacking half of the assets I need and that pyramid is now repurpose for something else. Luke actually helped me a lot to where I am today. I seriously owe this guy.
Title: Re: Pyramid Rebirth
Post by: Dioxine on October 18, 2019, 02:42:58 pm
I do track your progress, actually - lots of talk, little substance. I was just saying you should behave in a less arrogant manner, especially towards the most experienced of us.
Title: Re: Pyramid Rebirth
Post by: wcho035 on October 18, 2019, 04:51:34 pm
I do understand you are an established modder. I am quite impress by you mod actually, never played it though..the most I did was tested it. I love the music, just can’t stand the adult content. You are quite right, I am sometimes arrogant, but I do also occasionally demonstrate humility and respect to those above me in modding skills and especially to those provide me with the help I seek.

As to little substance, well in the two months I am able to scrap together a fully working hybrid mod with all the terrains and map from TFTD converted. Plus new ones which are base from existing TFTD maps then made into land base maps. All the race from TFTD, a few new alien factions, plus 7 human factions, heaps of weapon and 80% of the weapon from TFTD. There are 10+ new craft 22 type of UFOs, most are borrowed and some I made myself. I have a few new split level bases in the works..

I did not have the years to invest in it like you guys have. Given time, I will get there. I have done another mod involving TFTD, but that is unreleased content. A lot of features from my mod is there already, but I have yet to show it because it lacked polish. The talk I made, well, I am learning most of the new stuff OXCE has to offer. I am following a design strategy to have most of the prototype feature in my mod complete first, before mass production and polish.

I did have a rough start in this forum, but now I do understand the rules (and politics) behind it. I did slow down... a lot. You can say I am an upstart.  I suppose respect is a two way street, it is applicable everywhere, including here.

And thank you Dioxine for your honest input, I humbly accept your feedback and appreciated of your advice to me.
Title: Re: Pyramid Rebirth
Post by: hellrazor on January 25, 2020, 01:39:05 am
Hello Luke83,

i wanted to ask you if i can use the overworked Pyramid MCD Tileset for the creation of some nice Mars themed map modules.

And if so, were could i find the newest version of the the tileset?
Title: Re: Pyramid Rebirth
Post by: luke83 on January 25, 2020, 03:41:36 am
Hello Luke83,

i wanted to ask you if i can use the overworked Pyramid MCD Tileset for the creation of some nice Mars themed map modules.

And if so, were could i find the newest version of the the tileset?

Sure, no problem, i will do a update this weekend on this so you can have the newest build
Title: Re: Pyramid Rebirth
Post by: hellrazor on January 25, 2020, 04:03:42 am
Sure, no problem, i will do a update this weekend on this so you can have the newest build

Cool that would be nice.

 
Title: Re: Pyramid Rebirth
Post by: davide on January 25, 2020, 09:44:53 am
Cool that would be nice.

Well thank you both! :P
Title: Re: Pyramid Rebirth
Post by: luke83 on January 26, 2020, 07:47:26 am
New version is up, had to fix a few map, let me know if you find any other map errors.