OpenXcom Forum

Modding => Tools => Topic started by: Falko on September 27, 2014, 01:16:51 pm

Title: OpenXCom Modding Tools
Post by: Falko on September 27, 2014, 01:16:51 pm
go here: https://falkooxc2.pythonanywhere.com/

for some time I worked on a website that combines my existing modding tools.
my main goals are:
- make the use more easier to understand/use
- make it easier to add stuff to the tools
- making the source available in a way that anyone can run the tools locally.

i now reached a point where the globe/language/sprite tools are in a workable condition
the documentation is not existent i have prepared help buttons but decided to publish regardless instead of waiting with the publication until the motivation to write "help" finds me
the upload functionality is using a browser interface that is not available for IE9 and older
that restriction  leads to the fact that the sprite/language tools are unusable with IE<=9

short explanation for the tools:

world editor: to change all parameters in regard to placement of things on the globe
old version is here https://openxcom.org/forum/index.php?topic=2835.0
new functionality:
you can enable a snap mode so drawing textures that fit together works better
you can undo the last drawn border/texture point by pressing [delete]
you can cancel the drawing of border/texture by pressing [esc]
you can finish the drawing of border/texture by pressing [return] (double click also ends the drawing - but the [return] finish does not disable the new-mode)
under optionals you have now new things to do:
- "fill the planet" filles the planet with textures with resolution/"color" of your choosing
- "check terrorzone" adds the mission3 zones to cities so terrorships fly to new cities
- "small display" allows the setting of (base) layers while using small displays

combine sprites: makes many small singlesprites into one big spritesheet (better for linux/ easier filehandling)
old version still here https://openxcom.org/forum/index.php?topic=2349.0
new version works with drag & drop, shows the image, and gives the option to set a usefull download name
chrome user can drag/drop complete folders - other browser have to drop files
be aware that i group files according to filename without numbers so dropping ARMOR1_001..100 and ARMOR2_001..100 leads to ONE spritesheet (ARMOR______)
besides UI optimization no new functionality

palette converter: has many option to fix and recolor images
old version still here https://openxcom.org/forum/index.php?topic=2349.0
new version works with drag & drop, shows the image, and gives the option to set a usefull download name
you can select your operation
"fix" tries to go and fix palettes if your palette was optimized or you have a RGB image (PNG/BMP) instead of an indexed file - as long as the colors match the palette the tool fixes the image - unfortunately pckview gives "wrong" colors
the "set-" operation is trivial it bruteforce sets the new palette type
color15to14 fixes a oxc bug with color 15
there are some tftddepth0ToUFO-... operations that can change the tftd palette into ufo battlescape there are 3 versions with varying results - try it out
you can also make color changes as an example i have added switch_green_blue but you can make your own by clicking on "add new transform" play with it until i find time to explain how it works :) give it a name and save changes -> the new transformation is now available as a new function
if you want to save your colorchange go to the options and copy your part its yaml and should be at the end of the document

xcomconverter: convert vanillaxcom files to png, convert png back to PCK (for new terrains), splitup a spritesheet
new tool
if you drop xcomdata file (pck, dat,spk,scr,bdy) files the tools selects a mostly working function for you
you need to upload a tab and a pck file to get a working PCK->png transformation
png upload assumes an spritesheet with sprites of width 32x40 and gives the option to make a PCK out of an spritesheet or split the files the resulting file is an zip
if you make a PCK there can be a wanring.txt with explanations in the zipfile if your png could not be transformed 1:1 into a pck
with the options its easy to later add new formats for im/exports

hwp builder: makes creating 4tile - tanks easy
old version still here https://openxcom.org/forum/index.php?topic=2349.0
no new functionality
but the UI is hopefully more understandable

language editor: makes editing languages in rulesets easier
old version here https://openxcom.org/forum/index.php?topic=2862.0
no new functionality

modtester: .. will be included here "when its done" getting the other stuff done is a first milestone and is enough to publish this

more: .. there will be more

.. after some time

PS:
thanks to Arthanor and clownagent for testing, supsuper/warboy for answering many many questions
Title: Re: OpenXCom Modding Tools
Post by: Falko on September 27, 2014, 01:17:07 pm
reserved
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on September 27, 2014, 08:09:49 pm
Hats off to you, Falko! These tools are AWESOME!!

I've needed to do recolors for a long time and had no idea how to approach the project. Now, it's as simple as uploading, picking the color I want to change and what to change it to. The PCK converter and PNG splitters are great too, for easy access to all the original stuff, and, of course, my favorite: the sprite merger.

Did I understand right and I can now use Paint or something, make a RGB PNG (with the right colors), and only have to run it through the palette converter? If yes, you're my hero!

Really, this a an impressive contribution to the community. Now, everyone can do pretty much anything modding wise.

When are you making the "Dream up something and it will become true" tool? That's almost the only thing missing ;)
Title: Re: OpenXCom Modding Tools
Post by: Falko on September 28, 2014, 01:47:34 am
"When are you making the "Dream up something and it will become true" tool?"
i am sorry the "do what i mean"-tool is still not finished by anyone :)

" I can now use Paint .... make a RGB PNG (with the right colors), and only have to run it through the palette converter?" yes it should work
i tried to make it work for pckview exports but there was no sane use for it so example: '36,0,0'=pck was refenrenced twice in colors that were different in "real" palette colors geo and graph palettes had a lot more inconclusive color assignments so i could not create an "fixer" for that :(
Title: Re: OpenXCom Modding Tools
Post by: clownagent on October 08, 2014, 08:46:18 pm
Two small suggestions for the world editor:

1. The shape of the polygons can be changed by drag and drop of the orange circles at the edges. Please make them a little bit larger. It is sometimes hard to hit them with my old eyes  ;)

2. When polygons are overlapping it is not possible to change the shape of the lower polygon. When you try to hit an orange circle, you always activate the upper polygon. It would be better if one can change also the shape of the lower lying polygons.
Title: Re: OpenXCom Modding Tools
Post by: clownagent on October 18, 2014, 05:06:08 pm
Other suggestions for the world editor:

1. Show a text field in which the current coordinate position under the mouse cursor is shown in globe coordinates.

2. Add an "undo" button or shortcut (ctrl+z?)

3. Bug?: It seems to be impossible to draw a polygon over the vertical zero line (where the coordinate flip from 360° to 0°). When you try this, the polygon is drawn the other way around the whole globe, resulting in an extremely 'wide' polygon.
Title: Re: OpenXCom Modding Tools
Post by: VSx86 on October 25, 2014, 11:56:26 pm
Hi, Falko!  ;)

I'm not tested your OXC modding tools yet, but i think they will be more handy
and therefore popular when it also be available as standalone (offline) programs.
Title: Re: OpenXCom Modding Tools
Post by: jackstraw2323 on October 28, 2014, 03:42:03 am
When using https://falkooxc2.pythonanywhere.com/hwpbuild My sprites seem to be out of order for the Secotopod. Compared to the sprites of https://openxcom.org/forum/index.php?topic=1627.0 seems like either I'm missing some code in my .rul to give it the correct order, or the file just isn't assembling in the right order.
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 28, 2014, 03:48:57 am
no idea why it does not work like it should anymore
i made a working sectopod spritesheet a month ago with this tool
it seems to be a codechange as source for this strange behaviour
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on October 28, 2014, 04:06:23 pm
Hi Falko,

In light of the discussion going on here: https://openxcom.org/forum/index.php?topic=1627.msg34933#msg34933

Would it be possible for the palette fixer to assign something like the bright green used to color 0, in order for images produced with it to be useable on Macs? As far as I understand, it changes nothing for the other OS, but makes a big difference for Mac users.

I completely depend on your tools to make graphics (and I really like them), but that also means they are incompatible for Macs :/

Thanks in advance!
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 28, 2014, 04:26:47 pm
as i encountered that problem some weeks ago in the forum and played around with a fixing script but i dont have a mac and cant test my fixes
Title: Re: OpenXCom Modding Tools
Post by: oftcrash on October 28, 2014, 05:42:25 pm
I can give something a try if you'd like. I can't get on IRC until sometime after 9pm US Eastern time, but I can try something out sooner if you want to PM me (I can give you my email if that's easier). I used your scripts to convert the default game sprites to a png sheet, then brought it into photoshop and replaced the background color with the green. I also did the same with the dart rifle mod and got it working. I've created half a dozen other weapons and, my own art skill limitations aside, have them working in-game using the same process.
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 28, 2014, 06:00:23 pm
i try to be online at that time could you convert these files so it works with macos?
https://falkooxc2.pythonanywhere.com/static/img/pal/ufo-basescape.mini.png
https://falkooxc2.pythonanywhere.com/static/img/pal/ufo-battlescape.mini.png
https://falkooxc2.pythonanywhere.com/static/img/pal/tftd-geoscape.mini.png
Title: Re: OpenXCom Modding Tools
Post by: oftcrash on October 28, 2014, 07:40:20 pm
Here's the battlescape palette. I fired it up in the game and it worked properly.

I also attached a sniper rifle I'm working on (works in game) you can use as a reference for the palette.

My exact timing for getting online is an estimate. It all depends on whether the kids go to sleep on time :)
Title: Re: OpenXCom Modding Tools
Post by: oftcrash on October 29, 2014, 03:43:01 am
1 pixel with palette in lovely neon green.
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 29, 2014, 06:23:56 am
now the palette tool makes non transparent macos compatible sprites
to make transparent images change "maketrans: false" to "maketrans: true" in the options
also:
you can now overwrite existing transformations
if you decrease the block size e.g. 16->8 the already assigned colors are not deleted
Title: Re: OpenXCom Modding Tools
Post by: oftcrash on October 29, 2014, 05:53:53 pm
I messed around some more this morning and got the script working. I've converted a couple previously unplayable mods and tried them out successfully. So far just a weapon mod and an armor mod, but its a start :)

https://pastebin.com/Ye30gcak
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on October 29, 2014, 06:04:41 pm
@Falko: Sounds great! Thanks for the improvements :)

@oftcrash: Does this apply to everything? I know it does for items, but spritesheets, handobs, bigobs, all graphics?

I'll try to make the XCom Armoury Expanded v1.02 Mac Compatible (I know how it feels, many mods aren't Linux compatible too, although that's an easier fix). Once I release it, maybe you can take a look?
Title: Re: OpenXCom Modding Tools
Post by: oftcrash on October 29, 2014, 07:48:00 pm
Most of the code came from Falco, but then I took a few liberties so don't blame him for broken stuff :)

It searches through an entire directory structure and converts ANY GIF it finds to png, then converts any png to use the green for transparency. It then goes through any rul file it finds and changes all gif filename to png.

I've had a little more time to test things out and I've found a few issues.

I've had partial success though. Breach Charge, Colored Moriarty Armor, Gauss Weapons, Small Rocket all worked perfectly. Mostly working are EqualTerms, FusionTorch, GrenadeLauncher and Incendiary Grenade.

I'd be happy to try out your mod whenever you'd like.
While it is converting all the GIF files to PNG, and all PNG files to use the green for transparency, some of the files aren't converting correctly. I haven't found the pattern yet, but I'll keep futzing with it.
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 29, 2014, 08:06:41 pm
regarding palette:
i changed the original (only 3.x/Pillow) version
from
tim.putpalette( [ im.palette.palette [ x ] for x in range(len(im.palette.palette)) ] )
to
tim.palette.palette=im.palette.palette
could you revert and test with the first version?

"Some of the files aren't registering the transparency correctly and other problems"
can you post examples images before/after script?

GIF problem try this
Code: [Select]
import re
gifsearch = re.compile(re.escape('.gif'), re.IGNORECASE)
...
gifsearch.sub('.png', line)

i could try to add a "fixer" for casesensitive paths/directorynames so this script solves most of the macos/linux issues for mods .. interested?
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on October 29, 2014, 09:46:13 pm
You mean a new tool in your webpage where one could upload a zip file and that would fix case sensitivity and transparency automatically? Man, the only better thing would be if it merged graphics into spritesheets as well ;)
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 29, 2014, 10:08:38 pm
merging images to spritesheets would be trying to be smarter than the mod creator/guessing what the file structure "means" .. that creates its own source of errors

idea:
most of the stuff above is already in the script/trivial to do
and instead of uploading to web it would be a script that linux/macos user can use (perhaps one could make a a simple gui)
Title: Re: OpenXCom Modding Tools
Post by: jackstraw2323 on October 29, 2014, 11:31:32 pm
So any thoughts about updating the HWP builder? I'm working on some custom graphics, and while it's still early days I'm approaching the point of having all of my facings done, but not the animations, and I'd like to be able to test.

Hate to tip my hand, but I took some front mission sprites as reference, and chopped, remixed, redrew, and optimized. Still fiddling with some of the other facings as I had to draw from scratch, but I get at least 2 facings free from source materials.
Title: Re: OpenXCom Modding Tools
Post by: Falko on October 30, 2014, 12:06:08 am
i tried all hwp drawingroutines again and it seems to work fine
i updated the site to the current numbering schema (19->20, 20->21)
for your sectopod template problem
did you set the drawingRoutine to 5 in the armor ruleset ?

Title: Re: OpenXCom Modding Tools
Post by: jackstraw2323 on October 30, 2014, 03:05:03 am
Worked for me with a couple of tweaks. Thanks for working on this so fast. If you're inclined a couple of extra suggestions/requests.

The pallet hasn't been updated, so since I'm on OSX had to resave again with the modified pallet. I know you're working on this on one of the other tools, so maybe that will get rolled in too.

The suggested use code for me when I cut and pasted into my editor converted some of the whitespace so if anyone else runs into issues try rewriting the rule by hand. Don't know if there's a way around this as your output is wrapped in a <pre> tag so that shouldn't have happened. Maybe I did something wrong on my end. But maybe some help text about YAML being strict about whitespace would be helpful on your usage text.

Thanks again. Once I'm done with a first draft I'll post something in the mods forum. Like everyone around here I've got plans for a largish mod. My basic idea is a campaign where HWP's are more important and possibly necessary in order to deal with aliens that are more heavily armored, but not necessarily better armed.  But that seems like a big job with lots of pieces to develop so I'll probably put this out first as a stand alone and roll into my campaign once I'm further along.
Title: Re: OpenXCom Modding Tools
Post by: Falko on November 01, 2014, 05:32:45 am
update
i included the new modtester
https://falkooxc2.pythonanywhere.com/rulcheck
(the old one is still available under https://falkooxc.pythonanywhere.com/)

it has some new functionality
but it also misses some of the old functions (mainly tests using binaries=map/image/sound)

there is no need for making a zipfile this works solely with the ruleset file now

in my opinion we get now more useful errors and the corresponding line number (click on it)

for user who have a lot of mods there is the option to upload multiple mods and quickly test them + merge them


another new tool is a formatter
eg. if you dont like the export-result of the workeditor
Code: [Select]
globe:
  polygons:
    - - 1
      - 349.5
      - -52.25
      - 350.5
      - -51.375
      - 353.5
      - -52.25
      - 350.75
      - -53.25
the formatter makes a recognizable yaml file structure where the order of the entries is always the same (type/name on top...)
Code: [Select]
globe:
  polygons:
    - [1, 349.5, -52.25, 350.5, -51.375, 353.5, -52.25, 350.75, -53.25]
try it: https://falkooxc2.pythonanywhere.com/rulformat
Title: Re: OpenXCom Modding Tools
Post by: ivandogovich on November 01, 2014, 06:26:48 am
Can your formatter work for save files too?  ie can it reorder the YAML in the saves to be the same everytime?
Title: Re: OpenXCom Modding Tools
Post by: Falko on November 01, 2014, 06:41:06 am
try it
it looks for a specified order
like
the order for /manufacture/[listelement]=[name,category, requires, space, time, cost, requiredItems, producedItems, listOrder]
all other properties are sorted alphabetically

the path "/manufacture/[listelement]" is of course not the same in a save file so the specified order is useless
but the alphabetical sort should work so the place of the properties would be at least predictable

i tested it
you need to delete the "---" between the metadata (version, mods, name,...) and the real data
Title: Re: OpenXCom Modding Tools
Post by: jackstraw2323 on November 01, 2014, 06:38:57 pm
Thanks this just helped me track down some syntax errors in my .rul file. I wonder, would it be possible to parse the default ruleset and provide a select list to then edit the values of a specific type. I.E. Select the unit for type: STR_SECTOID_ENGINEER and then it would give you the full output to edit. Maybe that's too much trouble for not enough benefit. Anyhow thanks for the parser.
Title: Re: OpenXCom Modding Tools
Post by: davide on November 18, 2014, 03:09:07 pm
I got an error on this file  :o
Title: Re: OpenXCom Modding Tools
Post by: Falko on November 18, 2014, 05:48:16 pm
ok this image has multiple issues

the source likely comes from PCKView?
that tool never worked for me so here some second hand knowledge
pckview generates bmp files (not indexed?) with wrong colors
see https://openxcom.org/forum/index.php?topic=1321.msg32646#msg32646
there is no easy way to "fix" the palette because the export makes stuff like this:
it converts pixel with color index 30(56,0,0) and pixel with color index 111(48,0,0) into the same color the same color (48,0,0)
to make a a pck or working png out of these images  the tool would have to magically know if it should convert the color (48,0,0) back to index 30 or 111
in the ufo battlescape palette are only a handful of these nonresolvable colors other palletes have it worse
"fix palette" would fix a RGB image into a working indexed png if the color are correct but they are not
next problem is size pckview genereates these lines between images the PNG2... tools do not expect that sort of image size you could change the behaviour in the options to 33/41
Code: [Select]
- name: PNGtoPCK
  out: ZIP
  mode: PNG2PCK
  in: PNG
  width: 33
  height: 41
but that would generate wrong pck files
ok how can you solve this..
i guess pckview has an option to transform its own format back to PCK i would use that and then use the xcomconverter to convert the pck back to a png

Title: Re: OpenXCom Modding Tools
Post by: davide on November 18, 2014, 07:05:41 pm
Thank you

The png is the main tileset of an UFO2000 terror terrain described only by .LUA files

It is "The Burbs - release downsuburbs-beta15" that I found here:
https://www.xcomufo.com/forums/index.php?showtopic=242027963&page=2 (https://www.xcomufo.com/forums/index.php?showtopic=242027963&page=2)

downsuburbs-beta15 contains 91 maps  in LUA format ...

Main Tilesets is build on this png, and a file .Lua for the .MCD

There are an other mini tileset named "destroyed" too.

The thread shows some screenshots of this terrain.

Here https://www.xcomufo.com/forums/index.php?showtopic=242029220 (https://www.xcomufo.com/forums/index.php?showtopic=242029220) was wrote that single tile has to be 32x40


Title: Re: OpenXCom Modding Tools
Post by: Falko on November 18, 2014, 07:28:46 pm
ah i see
i took a second look at the file you posted first
and there seems to be a big difference between ufo2000 and openxcom
openxcom allows only 256 fixed colors (with a change in colors depending on game mode)
the image you posted has 22477 different colors
you cant magically put that into openxcom
Title: Re: OpenXCom Modding Tools
Post by: davide on November 18, 2014, 07:41:57 pm
Yes but with some magic tools that convert it ... ;D

It could be a strong challenge ... for a ToolMaker  !!!

hehehe

It is a  joke

Convert file format and pallette too it is a nightmare

Title: Re: OpenXCom Modding Tools
Post by: TaxxiDriver on November 23, 2014, 04:16:56 am
This is... just beautiful. I really didn't know what it does, so I tried it with one of my faulty script and all the errors got thrown in da thin air within a few seconds. That's one hell of a time saver ;D

I also think it can be a very useful tool for learning how to add new sprites and modify them. I'll try that later by myself.

P.S. My favorite is when the word 'help' comes out when you click 'help' ;).
Title: Re: OpenXCom Modding Tools
Post by: Falko on November 23, 2014, 12:33:52 pm
thx
i did not have the time to make the help texts its just a placeholder atm :(
Title: Re: OpenXCom Modding Tools
Post by: bladum on December 01, 2014, 10:15:56 pm
Falko, two small issues...

1) how to upload world.dat file ?
2) i found that tool to optimize mission zone 3 does not remove zones added manually even when they are outside cities... this should no happen i think

PS: could you improve output file using proper [ ] tables ?

Code: [Select]
   
areas:
      - [335, 40, -35, -15]
      - [335, 55, -15, 0]

Code: [Select]
    areas:
      - - 180
        - 195
        - -70
        - -55
      - - 180
        - 230
        - -55
        - -30
Title: Re: OpenXCom Modding Tools
Post by: Falko on December 01, 2014, 10:41:08 pm
1) how to upload world.dat file ?
i do not have a converter for world.dat files online
i asked here (https://openxcom.org/forum/index.php?topic=3159.msg36200#msg36200) if somebody was interested but got no feedback
2) i found that tool to optimize mission zone 3 does not remove zones added manually even when they are outside cities... this should no happen i think
oxc now has a included "fix" all cities get their missionzone 3 entry
one time that was not the case and led to cites that eg. never were targeted by terrormission
the vanilla missionzone3 contains (iirc) 3 missionzones outside cities (hawaii) so i cant just delete them
the "fixer" does the same what oxc now does by itself so its not really needed anymore
PS: could you improve output file using proper [ ] tables ?
upload the result here
https://falkooxc2.pythonanywhere.com/rulformat
that should reformat your rulset (including the "globe:" stuff)
Title: Re: OpenXCom Modding Tools
Post by: bladum on December 01, 2014, 11:01:14 pm
@Falko

Great, thanks, all is ok :)
Title: Re: OpenXCom Modding Tools
Post by: bladum on December 01, 2014, 11:30:57 pm
one more thing, maybe just small one....

is there option to snap all regions to grid ? like 0.25 DEG or something like this ?
Title: Re: OpenXCom Modding Tools
Post by: bladum on January 07, 2015, 11:27:48 pm
@Falko

Is there option to load world.dat file instead of ruleset ?
Title: Re: OpenXCom Modding Tools
Post by: Falko on January 08, 2015, 12:19:46 am
there is no im/export of world.dat files i will take a look at making a im/export between rul and world.dat format
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on January 13, 2015, 04:25:57 pm
Hey Falko

I'm using the XCOMConverter to convert some unit mods that still use the old files (SPK/PCK) to PNG. The PCK are converted without a problem but  I can't convert any of the .SPK inventory images. Any idea of what settings I should use?
Title: Re: OpenXCom Modding Tools
Post by: Falko on January 13, 2015, 07:56:38 pm
these files should work
i uploaded the vanilla geograph folder just now and the website choose SCRtoPNG as function by default (as it should)
all vanilla-images are saved without information what palette is used for them so one has to select this manually (or fix/reset them later with the palette-fixer)
should a manual selection of this option not help perhaps you can upload a zip with your files here so i can take a look at them
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on January 13, 2015, 08:13:30 pm
these files should work
i uploaded the vanilla geograph folder just now and the website choose SCRtoPNG as function by default (as it should)
all vanilla-images are saved without information what palette is used for them so one has to select this manually (or fix/reset them later with the palette-fixer)
should a manual selection of this option not help perhaps you can upload a zip with your files here so i can take a look at them

Just tried it and I keep getting an Error when I convert. The files are attached below.
Title: Re: OpenXCom Modding Tools
Post by: Falko on January 13, 2015, 09:22:49 pm
ah i misread SPK2PNG is the function for SPK files :)
i fixed one line in the converter and now your example files work
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on January 13, 2015, 11:56:17 pm
ah i misread SPK2PNG is the function for SPK files :)
i fixed one line in the converter and now your example files work

Yup, it's working now. Thanks :)
Title: Re: OpenXCom Modding Tools
Post by: Falko on January 24, 2015, 02:15:37 am
made an update for the modtools
some small tweaks for the HWP Builder (thx @ jackstraw2323)
and the current nightly rulesets added to the modtester
also some (14) additional tests for mapscript were included to catch special cases that go out of the scope of trivial syntax errors
Title: Re: OpenXCom Modding Tools
Post by: hellrazor on January 27, 2015, 03:52:56 am
You only need one tools!

It's name is VIM, vi - Improved :>
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on February 19, 2015, 02:20:53 am
Hi Falko,

I've ran into a weird problem with some graphics files which, as far as I know, work fine in OpenXCom. When I try to "fix palette" in the palette converter, I get a whole bunch of bright green pixels over colors that should remain as they are. I've attached one of the images. I've been using it for a while in game without issue.

Any idea what's happening? Did I mess up the palette of it but somehow OpenXCom displays them properly?

Thanks!
Title: Re: OpenXCom Modding Tools
Post by: Falko on February 19, 2015, 10:40:30 pm
fix palette uses the colors in the palette supsuper/warboy provided for openxcom
if there is no exact match to the color value the pixel is replaced with color0
if the images work fine there is no need for fixpallette
if youhave an armor try setpalette (battlescape) that resets the colors of the image pallete to the ones provided
Title: Re: OpenXCom Modding Tools
Post by: Mono on March 17, 2015, 06:17:38 am
Hi Falko, I want to report a minor problem with the sprite maker:
1) select and downloaded cyber template
2) little modification (attached)
3) used "splitme" for the sprite (attached)
4) run the game

The new cyberdisk has a couple of  pixels over his head that belong to the bottom animation.

Thanks for your work!
Title: Re: OpenXCom Modding Tools
Post by: redv on March 17, 2015, 11:29:17 pm
The same issue for hovetanks:(
Title: Re: OpenXCom Modding Tools
Post by: Falko on March 18, 2015, 08:33:31 am
will take a lookk within the month
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on September 13, 2016, 08:27:09 pm
Sorry for the threadomancy, just wanted to communicate that the tools site is down.

I messaged Falko, I hope it reaches him. I mean, we literally can't mod without these tools! At least not seriously.
Title: Re: OpenXCom Modding Tools
Post by: hellrazor on September 15, 2016, 10:48:13 pm
Sorry for the threadomancy, just wanted to communicate that the tools site is down.

I messaged Falko, I hope it reaches him. I mean, we literally can't mod without these tools! At least not seriously.

Any updates on this? Since the spriteconverter is so fucking needed.
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on September 15, 2016, 11:55:12 pm
Any updates on this? Since the spriteconverter is so fucking needed.

Sadly, no. He hasn't been on Skype for a long time, too...
Title: Re: OpenXCom Modding Tools
Post by: Falko on September 25, 2016, 12:32:52 pm
hi the site should run again
pythonanywhere.com changed their rules for free accounts
one has to login in to the admin panel every 3 months now
and i did not do that so the site was disabled  :-[
hopefully i get remember doing that regularly
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on September 25, 2016, 02:05:17 pm
hi the site should run again
pythonanywhere.com changed their rules for free accounts
one has to login in to the admin panel every 3 months now
and i did not do that so the site was disabled  :-[
hopefully i get remember doing that regularly

Man, I'm so happy to see you alive.
You didn't respond to emails or Skype :)

And it's absolutely great to have your tools back, too. Modding units doesn't exist without them.
Title: Re: OpenXCom Modding Tools
Post by: bladum on October 12, 2016, 01:00:58 am
hi,

how to use world editor with new engine to proces cities ? (mission zones instead of cities) without need to edit it manually everytime world is being updated.

Thanks
Title: Re: OpenXCom Modding Tools
Post by: Nord on October 17, 2016, 08:23:31 pm
Please explain me, is there a easy way to convert random image from internet to any OXC palette?
Title: Re: OpenXCom Modding Tools
Post by: Meridian on October 17, 2016, 08:30:51 pm
Please explain me, is there a easy way to convert random image from internet to any OXC palette?

Yes.
See: https://openxcom.org/forum/index.php/topic,4272.msg58524.html#msg58524
Title: Re: OpenXCom Modding Tools
Post by: Nord on October 17, 2016, 10:40:05 pm
Thanks... Well, i cant got photoshop from internet now, so will remember that for future.
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on November 14, 2016, 04:35:46 pm
I use GIMP to edit the image and then use GrafX2 (free) to convert and fix palette issues. Here's a description of how to use it: https://openxcom.org/forum/index.php/topic,3709.msg46970.html#msg46970 (https://openxcom.org/forum/index.php/topic,3709.msg46970.html#msg46970)
Title: Re: OpenXCom Modding Tools
Post by: Nord on November 15, 2016, 07:35:28 pm
One morequestion: does anyone know how to convert TFTD PCK-files into images? Any pckview or XCview i've looked can not do it.
Or maybe someone have these sprites converted allready?  Thanks.
Title: Re: OpenXCom Modding Tools
Post by: clownagent on November 15, 2016, 09:49:15 pm
One morequestion: does anyone know how to convert TFTD PCK-files into images? Any pckview or XCview i've looked can not do it.
Or maybe someone have these sprites converted allready?  Thanks.

Check the first post of this thread:

or use this link:
https://falkooxc2.pythonanywhere.com/spriteconvert
Title: Re: OpenXCom Modding Tools
Post by: Nord on November 16, 2016, 05:55:21 am
No, falko's tools did'nt work too. Just got an error if try to convert TFTD pck., while with xcom1 pck works well.
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on November 16, 2016, 09:26:11 pm
There is a very good extracting tool made by Humax. It's here: https://www.openxcom.com/mod/xcom-image-extractor
Title: Re: OpenXCom Modding Tools
Post by: Nord on November 17, 2016, 09:33:13 am
Nope. Specifically, i search for aqua-plastic armor tactical spritesheet. Thinked, they must be in UNITS folder. Images in any other folders opens normally, but not this.
Title: Re: OpenXCom Modding Tools
Post by: clownagent on November 17, 2016, 11:45:32 am
Nope. Specifically, i search for aqua-plastic armor tactical spritesheet. Thinked, they must be in UNITS folder. Images in any other folders opens normally, but not this.

You mean the attached one?
Title: Re: OpenXCom Modding Tools
Post by: Nord on November 17, 2016, 12:46:05 pm
Not exactly this, but i can use this one too, thanks.
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on November 17, 2016, 09:02:42 pm
This one? I just extracted it from my TftD files using Falko's tool, it certainly works.
Title: Re: OpenXCom Modding Tools
Post by: Nord on November 18, 2016, 09:12:01 am
Yes, thank you. How do you get it?
Title: Re: OpenXCom Modding Tools
Post by: Arthanor on November 18, 2016, 06:19:52 pm
Glad it was the right one. I did:

1 - go to: https://falkooxc2.pythonanywhere.com/ (https://falkooxc2.pythonanywhere.com/)
2 - in tools, select "XCom Converter"
3 - upload my "TDXCOM_1.PCK" and "TDXCOM_1.TAB"
4 - select tftd-depth zero as the palette
5 - click convert
6 - ?!? (ie Falko's magic)
7 - profit! :D
Title: Re: OpenXCom Modding Tools
Post by: Nord on November 18, 2016, 07:48:39 pm
and "TDXCOM_1.TAB"
Ahh!! I am the dumb one. :'(
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on November 18, 2016, 08:40:26 pm
Ahh!! I am the dumb one. :'(

I usually learn more from my mistakes than through other means ;)

For future reference, PCK/TAB files usually are used together, since the .TAB is the actual index (or something similar) to the images contained on the PCK file :)
Title: Re: OpenXCom Modding Tools
Post by: agriasrose on December 18, 2016, 05:16:29 am
Hello,

I tested the xcomconverter PCK to PNG, I tested one file from the original X-com graphic and tried it and it come up as error.

I was trying to get the base set sprites then uses that as a base for my mods after that I then change it back to pck.

Also the ruleset validator how do you make it check a particular ruleset ? it seem as I click it , it auto load a ruleset I don't know if it loaded up the one I meant for it to check or not.

Can someone help me out please ?
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on December 18, 2016, 08:29:12 pm
Hello,

I tested the xcomconverter PCK to PNG, I tested one file from the original X-com graphic and tried it and it come up as error.

Did you also select the corresponding .TAB file?

Quote
Also the ruleset validator how do you make it check a particular ruleset ? it seem as I click it , it auto load a ruleset I don't know if it loaded up the one I meant for it to check or not.

Just select and delete the autoloaded ruleset and copy/paste your ruleset into the window
Title: Re: OpenXCom Modding Tools
Post by: Neville on August 24, 2017, 09:32:33 pm
The X-Com Converter does not change PNG images I upload back into PCK files.
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on August 24, 2017, 09:43:40 pm
The X-Com Converter does not change PNG images I upload back into PCK files.

Why on Earth would you want to do that?!
Title: Re: OpenXCom Modding Tools
Post by: Neville on August 24, 2017, 09:50:56 pm
Why on Earth would you want to do that?!
Because I'm trying to modify the Steam version of "X-Com Terror from the Deep" so Aquanauts keep their helmets on in all environments. Steam does not use rulesets, so you need a PCK file to do that.
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on August 24, 2017, 10:54:18 pm
Because I'm trying to modify the Steam version of "X-Com Terror from the Deep" so Aquanauts keep their helmets on in all environments. Steam does not use rulesets, so you need a PCK file to do that.

Ah, I see.

Sorry, Falko's tools were made specifically for OXC... They aren't really useful for the original game.
Title: Re: OpenXCom Modding Tools
Post by: Neville on August 25, 2017, 02:44:31 am
Ah, I see.

Sorry, Falko's tools were made specifically for OXC... They aren't really useful for the original game.
I found a mod with "X-Com: Terror from the Deep" PCK and TAB files modified for "X-Com: UFO Defense", so I know there is a way to alter the format of the PNG sprites and change them back to PCK files. How would this have been done?
Title: Re: OpenXCom Modding Tools
Post by: The Reaver of Darkness on December 08, 2017, 11:54:31 pm
The website is down.

Could we get some spritesheets from the original game, so that we can access and edit them whether or not the site is up? I'm trying to get a tank spritesheet but I can't find any that aren't already heavily modified.
Title: Re: OpenXCom Modding Tools
Post by: Falko on December 09, 2017, 08:03:02 pm
its up again
Title: Re: OpenXCom Modding Tools
Post by: The Reaver of Darkness on December 10, 2017, 12:11:57 am
Thanks! I got the tanks spritesheet and maybe later I'll get all of the spritesheets and post a link to them in my dropbox.

For anyone reading this in the future, I've provided an attachment of the original TANKS.PCK spritesheet, converted to TANKS.png.

edit: future readers: https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0 (https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0)
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on December 10, 2017, 02:16:22 pm
its up again

Thanks for always being there for us, Falko. :)
Without you, modding X-Com would be a thankless task. We all owe you, big time.
Title: Re: OpenXCom Modding Tools
Post by: Hobbes on December 10, 2017, 05:31:08 pm
its up again

+10000000000000000
Title: Re: OpenXCom Modding Tools
Post by: tkzv on January 02, 2018, 08:20:38 pm
fix-palette(ufo research) gives an error on the attached image. The image uses an Ufopedia palette with 1 colour missing due to a GIMP bug.
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on March 11, 2018, 10:55:15 am
Hi Falko,
Looks like the website is down. Could you please look at it?
Best regards!
Title: Re: OpenXCom Modding Tools
Post by: The Reaver of Darkness on March 12, 2018, 08:24:02 am
Came to say the same. Thanks in advance!
Title: Re: OpenXCom Modding Tools
Post by: Blaster on April 18, 2018, 01:48:52 pm
Falko on his website have some useful c++ editor (fine visualization and tree options).
Maybe you know if I can find offline version of this editor somewhere?
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on April 18, 2018, 06:17:16 pm
Falko on his website have some useful c++ editor (fine visualization and tree options).
Maybe you know if I can find offline version of this editor somewhere?



Unfortunately not.
It would be nice, though...
Title: Re: OpenXCom Modding Tools
Post by: Falko on April 30, 2018, 09:12:34 am
i use ace as webeditor https://ace.c9.io/
its interfce is similar to the offline tools
sublime text https://www.sublimetext.com/ 
atom https://atom.io/
visual code  https://code.visualstudio.com/
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on April 30, 2018, 12:57:59 pm
Hi, Falko! Great to see you again. :)

I'll take this opportunity to say that I have mixed feelings about the new palette converter. While I appreciate that you can swap just one colour row now, preparing the whole box takes way many more clicks than before - because for each row you must click on the original box and then on the editable box.
Would it be possible to add a button to copy everything at once to the editable box (for further edition)?
Title: Re: OpenXCom Modding Tools
Post by: Falko on May 01, 2018, 02:46:37 am
not sure what the goal is but you can view/edit/save your transformation experiments if you click "open options"
you can copy paste your specific changes there
the cols logic is the following:
 x: [y,z]
 x = start of the block in original pallete
 y = start of the block in new pallete
 z = blocksize
here is a keep colors "the same" example
Code: [Select]
- name: copy(ufo-battlescape)
  op: transform
  pal: ufo-battlescape
  maketrans: false
  cols:
    0: [0, 16]
    16: [32, 16]
    32: [96, 16]
    48: [48, 16]
    64: [64, 16]
    80: [80, 16]
    96: [96, 16]
    112: [112, 16]
    128: [128, 16]
    144: [144, 16]
    160: [160, 16]
    176: [176, 16]
    192: [192, 16]
    208: [208, 16]
    224: [224, 16]
    240: [240, 16]
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on May 02, 2018, 12:17:48 am
Interesting, but it's still not any better than picking all the colours. I just want the entire spectrum to be copied, and later edited by hand.
Title: Re: OpenXCom Modding Tools
Post by: Falko on May 02, 2018, 10:40:32 pm
ich have added the option "256" in the blocksize dropdown
in my short test (firefox) it screwed th layout but if you change to 256, add the "first line", and change back to 16(or smaller) you have what you want .. if i understand you correctly
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on May 02, 2018, 11:43:01 pm
ich have added the option "256" in the blocksize dropdown
in my short test (firefox) it screwed th layout but if you change to 256, add the "first line", and change back to 16(or smaller) you have what you want .. if i understand you correctly

I can't find this option, but I think that's not the same thing... I meant something like this:

(https://openxcom.org/forum/index.php?action=dlattach;topic=2980.0;attach=37239;image)

When you press this button, the middle box is filled with the same colours as the box on the left.

Do you think it's possible?
Title: Re: OpenXCom Modding Tools
Post by: Falko on May 02, 2018, 11:47:43 pm
see image
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on May 03, 2018, 12:57:22 am
Aaaah, I get it now! thank you!
Title: Re: OpenXCom Modding Tools
Post by: efrenespartano on August 07, 2018, 01:06:51 am
Hello there!

After a talk with alinare, I noticed that Falko's website is down. What happened? Is this going to be fixed soon? Virtually without his tools, it is very difficult, if not impossible, to make HWPs. Is there another way to do them?  ???
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on August 12, 2018, 12:47:49 pm
I was hoping the site was only down for a day or something, but it's still not online.
Falko, please please bring it back! The community desperately needs you!
Title: Re: OpenXCom Modding Tools
Post by: The Reaver of Darkness on August 12, 2018, 08:14:38 pm
I noticed that Falko's website is down. What happened? Is this going to be fixed soon?
It goes down due to Falko being inactive on the website. When he sees our messages he will refresh it for us. Take advantage of it as soon as you can, because you'll get a few months to play with it undisturbed.

Virtually without his tools, it is very difficult, if not impossible, to make HWPs. Is there another way to do them?  ???
I am making a collection of resources on my dropbox which can assist with this. I already have the base tank sprites and many others. I just need to get my archive stickied so people can see it.
https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0 (https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0)
Title: Re: OpenXCom Modding Tools
Post by: efrenespartano on August 14, 2018, 03:47:26 am
It goes down due to Falko being inactive on the website. When he sees our messages he will refresh it for us. Take advantage of it as soon as you can, because you'll get a few months to play with it undisturbed.

I'll be ready, then. Is he going to come back soon?

Quote
I am making a collection of resources on my dropbox which can assist with this. I already have the base tank sprites and many others. I just need to get my archive stickied so people can see it.
https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0 (https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0)

Thank you! I'm going to download your package!



Enviado desde mi iPhone utilizando Tapatalk
Title: Re: OpenXCom Modding Tools
Post by: Falko on August 15, 2018, 08:45:57 am
It goes down due to Falko being inactive on the website. When he sees our messages he will refresh it for us.
yes it can happen that i miss the mail that warns me of the expire date (that mailaddress gets A LOT of spam)
if that happens i need a reminder :(
just send me a message in the forum and its more likely i see it.
Title: Re: OpenXCom Modding Tools
Post by: efrenespartano on August 15, 2018, 08:58:20 am
yes it can happen that i miss the mail that warns me of the expire date (that mailaddress gets A LOT of spam)
if that happens i need a reminder :(
just send me a message in the forum and its more likely i see it.

Woah, that was quick. Thank you for reactivating the website, Falko!  ;D
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on August 15, 2018, 12:06:37 pm
Thanks, Falko!
Title: Re: OpenXCom Modding Tools
Post by: Biggieboy on October 05, 2018, 06:42:10 pm
I am making a collection of resources on my dropbox which can assist with this. I already have the base tank sprites and many others. I just need to get my archive stickied so people can see it.
https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0 (https://www.dropbox.com/sh/d9g42iwxp92o6ou/AABIyF2QJE02ahiIoTxovDIra?dl=0)

Great thanks for the basebits!!
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on February 13, 2019, 07:35:16 pm
Hi Falko,
Looks like the site is down again and the community is in panic, as usual. Could you please deliver us? :)
Title: Re: OpenXCom Modding Tools
Post by: Falko on February 14, 2019, 09:24:52 am
done
Title: Re: OpenXCom Modding Tools
Post by: Solarius Scorch on February 14, 2019, 05:09:05 pm
done

Thanks a million, you are the pillar of hope.