OpenXcom Forum

Modding => Work In Progress => Topic started by: bladum on November 26, 2014, 09:27:52 pm

Title: World.dat by Bladum
Post by: bladum on November 26, 2014, 09:27:52 pm
Hi Folks,

World map made in World Edit.

I picked different terrains for map then in vanilla. Below is config file for World Edit. Total 1680 polygons.

terrain #00A000 - 0 Forest
terrain #006000 - 1 Forest Mountains
terrain #00FF60 - 2 Farmland (standard cultivate)
terrain #00FFA8 - 3 Plains / Savannah (cultivate more natural, less human made stuff)
terrain #A0FFA0 - 4 Forest Polar (flat polar terrain + trees)
terrain #A0A0A0 - 5 Mountains
terrain #A0A000 - 6 Desert
terrain #606000 - 7 Desert Mountains
terrain #00FFFF - 8 Jungle
terrain #00A0A0 - 9 Jungle Mountains
terrain #FFFFFF - 10 Polar
terrain #0000FF - 11 Urban
terrain #FFA0FF - 12 Glacier

If you like it do not hesitate to improve the map.

Title: Re: World.dat by Bladum
Post by: endersblade on November 26, 2014, 10:23:17 pm
Is there somewhere we can compare this to the original?  Or can you screenshot the original like this?

From what I can tell, yours looks to be pretty spot on as far as how the world really is.  I will definitely give it a try!
Title: Re: World.dat by Bladum
Post by: bladum on November 26, 2014, 10:39:13 pm
new and old

Title: Re: World.dat by Bladum
Post by: yrizoud on November 26, 2014, 11:34:17 pm
It's lovely, thanks a lot for taking the time to do it.
The custom "terrain numbers", I assume someone needs to produce a matching TEXTURE.DAT ? And a tiny ruleset section for "terrains", to match battle maps with those textures.
Title: Re: World.dat by Bladum
Post by: Falko on November 26, 2014, 11:47:51 pm
texture dat is easy to make
go here https://falkooxc2.pythonanywhere.com/spriteconvert
to make more then the 13 existing ones
open options and change
Code: [Select]
- name: KnownFiles2PNG
  maxcolnr: 8
to
Code: [Select]
- name: KnownFiles2PNG
  maxcolnr: 13
then put it in the imageeditor of your choice and add 32 pixelcolumns per new texture
and upload geograph/texture.dat (pallete=ufo-geo)
use it similar to the example here https://openxcom.org/forum/index.php?topic=2835.msg30054#msg30054

assuming if i find my script that read the world dat to get input for the webeditor is anyone interested in an im/export of world.dat data into the webtool?
Title: Re: World.dat by Bladum
Post by: endersblade on November 27, 2014, 06:52:57 am
That is simply lovely :-)  SO much more detailed than default!
Title: Re: World.dat by Bladum
Post by: volutar on November 27, 2014, 08:03:33 am
Really there was no real point to subdivide polies on vast unicolored areas (and multiply their count by that).
OXC feels ok with large flat polies, they are shaded with per-pixel algorithm, not per-surface, as in vanilla.

Actually it woudl be more nice to subdivide surfaces near poles, since they looks weird on sharp angles. And they were not even touched here, as far as I see.

bladum, did you take globe made by me and moriarty as your base?

endersblade, there was already detailed map, for years (https://openxcom.org/forum/index.php?topic=543). This "project" is mostly about expanding terrain types, and details of terrains.

P.S. I might edited my high-detailed version myself (https://volutar.hopto.me/WORLD.DAT.7z) and didn't post it here.

Problem in this Hi-def maps for openxcom, is that there's no good way to show them when they it's zoomed-out. All these details are just glued together and causing "solid" surface without any details (land has priority over the sea).
Title: Re: World.dat by Bladum
Post by: kkmic on November 27, 2014, 10:46:20 am
The polar regions seem to use the wrong textures.
Title: Re: World.dat by Bladum
Post by: bladum on November 27, 2014, 11:37:17 am
Reason to use more detailed World are:

With current version of oxc:
- use geoscape resolution x2, which makes all small islands etc looks nice,
- use more complex areas of specific terrain like mountains in Europe,
- use urban terrain close to cities that could be also used in crash sites not just terror missions,
- create special terrains for special kind of missions that could be similar in look on world map as other terrain but would go to special battlescape terrain. For example Mu Jungle or Altantis.

With future versions of oxc:
- more realistic model of weather, where snow covers some specific areas. Simple way to implement this i explained in suggestion section.
- feature to let aliens change single polygons of terrain into their native terrain, for example Mars. This would be similar as Star Ghosts or Biomass from other alien games.
- terraforming process by aliens by harvesting mission. Forest would be reduces to farms, farms to plains, plains to deserts. This is only for visual reason.


Title: Re: World.dat by Bladum
Post by: yrizoud on November 27, 2014, 01:28:26 pm
Urban to Ruins would be pretty immersive.
Title: Re: World.dat by Bladum
Post by: bladum on November 27, 2014, 01:46:18 pm
@volutar

i made my own world from scratch based on some google maps
Title: Re: World.dat by Bladum
Post by: Hobbes on November 27, 2014, 03:10:59 pm
Hi Folks,

World map made in World Edit.

I picked different terrains for map then in vanilla. Below is config file for World Edit. Total 1680 polygons.

terrain #00A000 - 0 Forest
terrain #006000 - 1 Forest Mountains
terrain #00FF60 - 2 Farmland (standard cultivate)
terrain #00FFA8 - 3 Plains / Savannah (cultivate more natural, less human made stuff)
terrain #A0FFA0 - 4 Forest Polar (flat polar terrain + trees)
terrain #A0A0A0 - 5 Mountains
terrain #A0A000 - 6 Desert
terrain #606000 - 7 Desert Mountains
terrain #00FFFF - 8 Jungle
terrain #00A0A0 - 9 Jungle Mountains
terrain #FFFFFF - 10 Polar
terrain #0000FF - 11 Urban
terrain #FFA0FF - 12 Glacier

If you like it do not hesitate to improve the map.

This is interesting since it allows for a more efficient use of the texture system and a more realistic distribution of the terrains.

But at the same time, if I used this for the Terrain Pack, quite a few terrains would be dropped like Atlantis or Mu. Trying to use those for special missions really doesn't work with me: I'm not interested in 'improving' the game with new features like new missions or special terrains but rather keep the gameplay as it is, while adding some variety to the environment, since most changes proposed will a) never be implemented or b) detract from the original game's back story.

One final comment about the polygons for the Urban terrain: they are too few. In the US they are limited to the New York - DC, and areas like Chicago, LA and others are not represented and I could think of several other areas in other countries (Moscow, Istanbul, Cairo, Mexico City) where they could be included as well.
Title: Re: World.dat by Bladum
Post by: Hobbes on November 27, 2014, 03:50:03 pm
Another thing about the polygon distribution: there are no glaciers in the Arctic since it is all floating ice.
Title: Re: World.dat by Bladum
Post by: Hobbes on November 27, 2014, 04:41:22 pm
The polar regions seem to use the wrong textures.

The issue is that the texture numbers have assigned textures on the TEXTURE.DAT file:

(https://www.ufopaedia.org/images/2/2e/TEXTURE.gif)

So assigning texture #10 to Polar gets you that result on the new globe. It would required to create a new TEXTURE.DAT file to get a better color match for the textures since I'm not sure you can define those in the ruleset.

I may try to use new version of the Globe later on the Terrain Pack, since updating the Globe has been on my list of things to do, but getting proper textures would be something that needs to be worked out.

P.S. I might edited my high-detailed version myself (https://volutar.hopto.me/WORLD.DAT.7z) and didn't post it here.

Problem in this Hi-def maps for openxcom, is that there's no good way to show them when they it's zoomed-out. All these details are just glued together and causing "solid" surface without any details (land has priority over the sea).

Volutar, can you post a pic? I've downloaded your version but I can't figure out how to visualize it.
Title: Re: World.dat by Bladum
Post by: bladum on November 27, 2014, 07:15:25 pm
how to edit TEXTURE.DAT ? i tried to use gif

  - type: TEXTURE.DAT
    subX: 32
    subY: 32
    width: 428
    height: 98
    files:
      0: Resources/terrain.png

but all i got is mess on geoscape.
Title: Re: World.dat by Bladum
Post by: Falko on November 27, 2014, 07:19:07 pm
how to edit TEXTURE.DAT ? i tried to use gif

  - type: TEXTURE.DAT
    subX: 32
    subY: 32
    width: 428
    height: 98
    files:
      0: Resources/terrain.png

but all i got is mess on geoscape.
428/13=32,92
13*32=416
98/3=32,66
13*3=92
your width height number are wrong
+ texture.dat changes only work on nightly not 1.0
i assume pckview export with "lines" between sprites?
i suggest this https://openxcom.org/forum/index.php?topic=3159.msg36200#msg36200
Title: Re: World.dat by Bladum
Post by: bladum on November 27, 2014, 08:02:33 pm
Thanks for tips but i follow steps and this is what i get

using latest night build
Title: Re: World.dat by Bladum
Post by: Falko on November 27, 2014, 08:15:08 pm
and if you upload your Resources/terrain.png file one can test it
otherwise its just guesswork
Title: Re: World.dat by Bladum
Post by: bladum on November 27, 2014, 08:21:14 pm
i think this is common problem with palettes

Standard ufo geoscape palette vs  palette i see in GIMP after file is generated by your site

Difference is obvious, first index is empty and all others are shifted.
Title: Re: World.dat by Bladum
Post by: Falko on November 27, 2014, 08:30:19 pm
there is an easy solution for gimps pallete screwups
upload the file here https://falkooxc2.pythonanywhere.com/spritepalette
select "fix-palette (ufo-geo)" and convert (as long as the colors within the palette are unchanged this "fix" reorders the colors how it should be (and even converts RGB images (without any palette) into the correct format .. as long as the color values fit)
Title: Re: World.dat by Bladum
Post by: bladum on November 27, 2014, 10:07:46 pm
thanks for help, this is next update. I plan to make next updates.

Anyone already upgrade standard TEXTURE.DAT file ? i just used single color image.

Tom

Title: Re: World.dat by Bladum
Post by: Falko on November 27, 2014, 10:24:20 pm
i played around with the texture.dat https://falkooxc2.pythonanywhere.com/spritepalette
to recolor the existing stuff
here the 4 images i created within 5 minutes
Title: Re: World.dat by Bladum
Post by: volutar on November 28, 2014, 09:45:29 am
Volutar, can you post a pic? I've downloaded your version but I can't figure out how to visualize it.
Before and after.
900 polies
Shading palette is altered alittle too. I like that bluish and dark nights more ;)
Title: Re: World.dat by Bladum
Post by: Hobbes on November 28, 2014, 04:56:27 pm
Before and after.
900 polies
Shading palette is altered alittle too. I like that bluish and dark nights more ;)

Interesting. Thanks.

There are a few areas that I'd do differently. Iceland should be like the original, I've been there and you don't see a speck of green or tree anywhere in the countryside, it really looks as if you are in a different planet. Or probably there should be a new terrain/texture more like tundra.

'm doing a little brainstorming based on everything. Assuming it is possible to use additional textures (on the nightly), it would be interesting to rethink the entire terrain structure and redrew the Geoscape to reflect more the natural biomes, since there are a few missing:
* Desert
* Polar
* Jungle
* Forest
* Savannah/Steppe (new)
* Tundra/Taiga (new)

Each texture would also have 1 version with mountains, to be used on the Geoscape for the corresponding areas, for a total of 12 biome terrains.  And a few of those textures would include a farm version, and the engine would choose randomly between using the version with farms or not when generating the battlescape. Finally, the urbanized areas (around the current cities) would look the same as the corresponding texture in the Geoscape, but the battlescape would be generated from urban like terrains.
Title: Re: World.dat by Bladum
Post by: bladum on November 28, 2014, 07:33:51 pm
What about this ? This requires minimum additional work as all graphics already exist, just redesign sets a bit:

* Desert (flat and mountains)
* Polar (flat and mountains)
* Jungle (flat and mountains)
* Forest (flat and mountains)
* Barren mountains (classic mountains)
* Savannah/Steppe/Plains (classic cultivate, more natural blocks)
* Grassland/Farm (classic cultivate, more human made blocks)
* Tundra/Taiga (polar ground + trees from forest)
* Urban (same as terror but with ufo inside it)
Title: Re: World.dat by Bladum
Post by: Hobbes on November 28, 2014, 10:59:42 pm
What about this ? This requires minimum additional work as all graphics already exist, just redesign sets a bit:

* Desert (flat and mountains)
* Jungle (flat and mountains)
* Forest (flat and mountains)

With the exception of Jungle Mountain, all the other terrains are already done. There's already enough graphics for Jungle Mountain, so it's only a matter of designing the maps.

Quote
* Barren mountains (classic mountains)

The question is, how to use it and the other mountain versions on the Geoscape?

One option is to redesign the Geoscape to have textures for both mountain and non-mountain areas of the Desert/etc. biomes, which makes it more realistic. This option requires more work on the polygons and possibly adding additional textures, while making it clearer for the player which terrain will be encountered.
Another option is to have a single texture for each biome, and then randomize the terrain you actually get (basic, mountain version or Farm version, if available). This option would be less work on Geoscape redesign but would make the terrains more unpredictable.

Finally, it would also possible to create a Barren version of Mountain (without any elevations).

Quote
* Urban (same as terror but with ufo inside it)

In addition to Urban, there are several other terrains that can be used, like Industrial.

Quote
* Savannah/Steppe/Plains (classic cultivate, more natural blocks)

This one needs new graphics, and probably give it a more brownish tone rather than green.

Quote
* Grassland/Farm (classic cultivate, more human made blocks)

There's already an expansion to the original Farm terrain. One way I'd see it would be to have 3 Biomes with Farm versions: Forest, Savannah and Jungle. The original Farm could be the Savannah version, Native (included in the Terrain Pack) the Jungle one, and a new one based on Forest (using existing graphics).

Quote
* Tundra/Taiga (polar ground + trees from forest)

I was thinking of using something based on the Mountain ground, but it would need more color/vegetation. Tundra and Taiga are actually quite distinct since Tundra almost has no trees, but for the sake of simplification both could be used.

Quote
* Polar (flat and mountains)

Finally, Polar would really be limited to the poles, and Polar Mountain would only appear on the Antarctic. It would be very nice if the terrains could have versions according to the weather, but it is irrealistic to expect that this ever will be implemented.
Title: Re: World.dat by Bladum
Post by: bladum on November 28, 2014, 11:22:30 pm
All is nice and clear. I will try to update map based on your terrains and latest google data. There will be about 15 or 16 terrain then.

Do we have textures that match all the terrains you have mentioned ? that already are tested and looking good... then i it will be just matching world map with textures and viola 

i mean its easy to make them using recolor tools but i was thinking about already optimized ones
Title: Re: World.dat by Bladum
Post by: Hobbes on December 01, 2014, 04:44:02 pm
All is nice and clear. I will try to update map based on your terrains and latest google data. There will be about 15 or 16 terrain then.

It will only be required to design 3 or 4 new ones, so that isn't an issue. What's going to take me longer is that I'll need to update the Terrain Pack to be compatible and make full use of the new features in the nightly since until now I had made a deliberate decision to stick to version 1.0.

Quote
Do we have textures that match all the terrains you have mentioned ? that already are tested and looking good... then i it will be just matching world map with textures and viola 

i mean its easy to make them using recolor tools but i was thinking about already optimized ones

I'm not aware of others than the ones posted above. One thing is that you'll need 3 versions of each texture for the different zoom levels (check the pic I posted) - with texture 0, for instance, the game uses textures 13 and 26 instead when you zoom in.

--- posts merge ---

One question: how do I open/create a WORLD.DAT file? I've been trying to do it with Falko's online editor with no success.
Title: Re: World.dat by Bladum
Post by: volutar on December 01, 2014, 05:13:27 pm
Hobbes, try this (https://www.ufopaedia.org/index.php?title=User:Volutar).
Title: Re: World.dat by Bladum
Post by: bladum on December 01, 2014, 05:24:01 pm
@volutar

Could you add changing terrain for specific polygon via keybord ? It is very time consuming to move mouse up and down to select polygon then move it to change terrain. This is very time consuming.

Any plans to add more stuff to editor like cities / regions / countries as Falko editor ? In this case you would edit not world.dat but other files instead.
Title: Re: World.dat by Bladum
Post by: Hobbes on December 01, 2014, 05:44:54 pm
Hobbes, try this (https://www.ufopaedia.org/index.php?title=User:Volutar).

Ah, thanks. I want to test a few things about the polygons.
Title: Re: World.dat by Bladum
Post by: volutar on December 01, 2014, 06:45:14 pm
Could you add changing terrain for specific polygon via keybord ? It is very time consuming to move mouse up and down to select polygon then move it to change terrain. This is very time consuming.
And how do you imagine that? increasing/decreasing terrainID of selected poly with some shortcut? Because entering N length digital number in some "enter" field could be even more time consuming.

Quote
Any plans to add more stuff to editor like cities / regions / countries as Falko editor ? In this case you would edit not world.dat but other files instead.
Nope. Until all these "regions/cities" will be in specific "globe" rules, instead of all this mess of everything called "Xcom1ruleset". I don't want to start dealing with something that is gonna be changed. I don't even want to look into that. Yet.
Title: Re: World.dat by Bladum
Post by: Falko on December 01, 2014, 06:52:50 pm
And how do you imagine that? increasing/decreasing terrainID of selected poly with some shortcut? Because entering N length digital number in some "enter" field could be even more time consuming.
how about this solution:
doubleclick on a terrain number  marks this number
while a number is marked the polygons are changed with single click
i tried more then 13 textures and it seems the gui handles that fine :)
Title: Re: World.dat by Bladum
Post by: volutar on December 01, 2014, 07:11:00 pm
No it's not conventional way. Mixing "selecting" with "painting" is not very good idea.
Title: Re: World.dat by Bladum
Post by: bladum on December 01, 2014, 07:28:16 pm
left click = select polygon
right click = move map around

left click + shift key = polygon terrain -> global terrain ID
left click + control key = global terrain ID -> polygon terrain ID

right click + control key = global terrain ID -> polygon terrain ID while moving map around
Title: Re: World.dat by Bladum
Post by: Falko on December 01, 2014, 07:33:49 pm
No it's not conventional way. Mixing "selecting" with "painting" is not very good idea.
so allow multple selection
CTRL+click adds to the polygon selection
that selection then can be "recolored"
i guess the mixing solution would be easier to implement but i admit mutiple selection is a more used/known ui concept
Title: Re: World.dat by Bladum
Post by: volutar on December 01, 2014, 07:53:34 pm
so allow multple selection
CTRL+click adds to the polygon selection
Yeah, right. So why don't you use that in your web editor? It seems you're more convenient with "known" UI concepts and programming them.
So why Hobbes failed using your editor?

bladum, I made double click mark "paint" color, and "space" key applying it to selected (Uploaded)
Title: Re: World.dat by Bladum
Post by: Falko on December 01, 2014, 08:23:41 pm
because i have a "one click=set new color method" already there and i dont have a problem "Mixing "selecting" with "painting""
if hobbes wants to give feedback he is free to do it i cant give it for him :)
also i freely admit that the texture editing mode has some issues on the poles and (i was told) the day border in the pacific
since seemingly nobody wanted a world.dat <-> rulset converter that leaves me two conclusions
- nobody uses the webeditor (to change polygones)
or
- everybody is happy how it works and does not need such thing

either way no work for me :)

ah feedback:
the marker for grabbing the the vertices in the world.dat-editor are very small. any way to fix that?
Title: Re: World.dat by Bladum
Post by: bladum on December 01, 2014, 08:44:33 pm
@volutar

your solution works, now its quite easy and fast to edit massive areas
Title: Re: World.dat by Bladum
Post by: Hobbes on December 02, 2014, 01:45:21 am
So why Hobbes failed using your editor?

if hobbes wants to give feedback he is free to do it i cant give it for him :)

Your editor didn't fail, I couldn't just find a way to import a WORLD.DAT file and I was wondering how people where editing that file since I assumed they were using your online editor (and I didn't notice the message where you asked if anyone was interested in the converter...)  :)

--- posts merge ---

Just had a look at both Bladum and Volutar's versions of WORLD.DAT. There are two issues that need to be taken into account for either one, if the new biomes are added:
1) Designing the polygons and recoloring the textures taking into account the new biomes (Savannah, Taiga/Tundra and Urban). I had also thought of adding a Coastal texture (with a shoreline) but now I think it will be too difficult, since it would require a lot of polygon design, plus additional specific textures.
2) Deciding how the original Mountain terrain/texture and the mountain versions of Desert, Forest, etc. will be used. Originally I had considered that the mountain versions would simply be one of the terrain choices that would be chosen randomly on Desert, etc., missions, but from looking at the globe I'm wondering if it wouldn't be better to use them as separate textures/polygons. The original Mountain terrain would then be grouped with the Tundra/Taiga biome, although it could still appear in high altitude regions like the Andes or the Himalayas. 

Finally, editing the WORLD.DAT file works great, but it is not ideal to use in a mod since it would require replacing one of the original files, so it would be better if all the changes were made in the ruleset.
Title: Re: World.dat by Bladum
Post by: volutar on December 02, 2014, 05:05:27 am
Just had a look at both Bladum and Volutar's versions of WORLD.DAT. There are two issues that need to be taken into account for either one, if the new biomes are added:
nor me or moriarty when was adding details to world.dat, didn't add any biomes, it was just adding of details, nothing more.
Quote
Finally, editing the WORLD.DAT file works great, but it is not ideal to use in a mod since it would require replacing one of the original files, so it would be better if all the changes were made in the ruleset.
replacing vanilla world.dat is not a problem. We just need proper "pk3"-like engine to "override" vanilla files without replacing, AS A MOD.
Title: Re: World.dat by Bladum
Post by: Falko on December 02, 2014, 05:11:37 am
you can set an alternative world.dat file
Code: [Select]
globe:
  data: path/to/new_world.dat
(untested by me but should work if i read the source correct)
Title: Re: World.dat by Bladum
Post by: Hobbes on December 02, 2014, 03:29:58 pm
nor me or moriarty when was adding details to world.dat, didn't add any biomes, it was just adding of details, nothing more.

Yeah, but that's the issue when using in the future either your globe or Bladum's for the Terrain Pack: the polygons were designed with the original textures/terrains in mind, but the new version of the pack should have additional terrains/textures for realism and diversity.

I can redesign myself the globe to take into account the future new terrains, I'm just posting all of this since I thought that it would be quicker to use/adapt someone's already existing work.

I've posted on the Terrain Pack thread a list (https://openxcom.org/forum/index.php?topic=2358.msg36308#msg36308) of possible features for upcoming version 3.0. This version will update the Terrain Pack to take advantage of all the new features of the nightlies and OpenTFTD. Besides updating the globe with new terrains, I'm thinking of adding more cities, updating missionZones, varied civilians, etc. Most of this work has already been done by other people, so it's a matter of adapting it.

you can set an alternative world.dat file
Code: [Select]
globe:
  data: path/to/new_world.dat
(untested by me but should work if i read the source correct)

OK, I think I got it. Thanks.
Title: Re: World.dat by Bladum
Post by: yrizoud on December 02, 2014, 03:51:02 pm
Wouldn't it be more future-proof to keep the same indices as vanilla for all the common terrains ?
Even if one texture gets completely deprecated, it's as simple as not using this number at all on the globe.
Title: Re: World.dat by Bladum
Post by: Hobbes on December 02, 2014, 05:27:59 pm
Wouldn't it be more future-proof to keep the same indices as vanilla for all the common terrains ?
Even if one texture gets completely deprecated, it's as simple as not using this number at all on the globe.

Possibly, something to be considered.

I guess it could be more future-proof but at the moment I'm not really seeing a situation (i.e. other mods) where keeping the old texture index would be an advantage. If I put myself on the position of someone who is designing a mod like MiB or Piratez, then I have 3 options regarding the globe:
1) Use vanilla WORLD.DAT and TEXTURE.DAT
2) Use the Terrain Pack globe (modified WORLD.DAT and TEXTURE.DAT)
3) Modify any of these two globes to fit my propose

I'm still not sure of how to add additional textures to TEXTURE.DAT though to how the file is organized, since there are 3 versions for each texture, to be used depending on the zoom level on the Geoscape:
(https://www.ufopaedia.org/images/2/2e/TEXTURE.gif)

In any case, there are a lot of redundant textures (4 for Farm and 4 for Forest/Jungle). If you simply reassign some of those redundant textures, that might do the trick:
0: Forest
 1: Savannah                     
 2: Savannah Mountain               
 3: Tundra       
 4: Urban       
 5: Mountain     
 6: Jungle
 7: Desert     
 8: Desert Mountain
 9: Polar Mountain
10: Forest Mountain
11: Jungle Mountain
12: Polar
Title: Re: World.dat by Bladum
Post by: Falko on December 02, 2014, 05:39:54 pm
I'm still not sure of how to add additional textures to TEXTURE.DAT though to how the file is organized, since there are 3 versions for each texture, to be used depending on the zoom level on the Geoscape:
texture dat is easy to make
go here https://falkooxc2.pythonanywhere.com/spriteconvert
to make more than the 13 existing ones
open options and change
Code: [Select]
- name: KnownFiles2PNG
  maxcolnr: 8
to
Code: [Select]
- name: KnownFiles2PNG
  maxcolnr: 13
and upload geograph/texture.dat (pallete=ufo-geo)
convert
download
then put it in the imageeditor of your choice and add 32 pixelcolumns per new texture
use it similar to the example here https://openxcom.org/forum/index.php?topic=2835.msg30054#msg30054
Title: Re: World.dat by Bladum
Post by: bladum on December 02, 2014, 05:56:00 pm
and that is great start for a community edition.

Difference between mega mod and community edition is that there is no one that can be called "mod owner". Every one is responsible for part of a "edition". For example i am doing the "world.dat" file and "mission Zones" and you are doing terrains textures. If you add additional terrain then i should optimize world.dat file and vice verse.

Tom
Title: Re: World.dat by Bladum
Post by: Hobbes on December 02, 2014, 05:58:11 pm


Just tried it and I'm guess the game engine will know which ones are the zoomed versions once you add new textures. But the question then is how to use the new textures on the editor.
Title: Re: World.dat by Bladum
Post by: yrizoud on December 02, 2014, 06:31:23 pm
at the moment I'm not really seeing a situation (i.e. other mods) where keeping the old texture index would be an advantage.
I imagine additional battle maps that are "add-ons" for existing lands have a ruleset provided like:
Code: [Select]
terrains:
  name: STR_EXTRAMAPS_POLAR_STATION
  textures: 12 # id of polar texture in vanilla
...
If 12 becomes jungle for example, this extra map will be chosen (sometimes) in jungle missions.
Title: Re: World.dat by Bladum
Post by: Hobbes on December 02, 2014, 06:46:22 pm
and that is great start for a community edition.

Difference between mega mod and community edition is that there is no one that can be called "mod owner". Every one is responsible for part of a "edition". For example i am doing the "world.dat" file and "mission Zones" and you are doing terrains textures. If you add additional terrain then i should optimize world.dat file and vice verse.

Tom

Both are not what I'm looking for the Terrain Pack.

Megamods or community editions imply a lot of changes and 'improvements' to several areas of a game. My base idea behind the Terrain Pack is to both a modular resource to be used when playing vanilla or other mods. When playing vanilla it gives more variety of terrains, and other mod creators can use the ruleset and/or the terrain files as they want.

A very important issue for me is to keep gameplay changes to a minimum: for instance, battlescape sizes have remained at vanilla 50x50 squares since bigger sizes make missions take forever; I've introduced new mission types but I've moved them to another ruleset because of the strategic changes they introduce (and eventually I may remove them all together); and when redesigning the globe, adding new countries is a no, because of all the funding and strategic changes that it would imply.

These two aspects mean that the usual 'improvements' or 'additions' of megamods or community editions don't really fit since they usually imply new weapons, aliens, craft. And changes to the game mechanics usually start from the wrong assumption that the vanilla mechanics are flawed because we don't agree with them or believe that our own idea 'would be soooo much better'.

Finally, someone really needs to be in charge to make decisions to ensure that these principles are applied and that quality is retained. I only add terrains that I consider well thought and that add something new and I've not included several of my own terrains that I had designed in the past for that reason. And I try to listen to a lot of feedback because my great ideas can also be junk for other players.

I don't consider the Terrain Pack to be 'my mod' but a team work that wouldn't be possible without several people, all of them listed in the ruleset with their specific contributions. And quite honestly, I could simply have done all the work myself but I prefer to keep it open to contributions since they enrich the pack, as long as they keep to the principles stated above.

I imagine additional battle maps that are "add-ons" for existing lands have a ruleset provided like:
Code: [Select]
terrains:
  name: STR_EXTRAMAPS_POLAR_STATION
  textures: 12 # id of polar texture in vanilla
...
If 12 becomes jungle for example, this extra map will be chosen (sometimes) in jungle missions.

OK, I think I see what you mean, to keep the deprecated numbers might retain the compatibility with older mods. But at the same time, it will always be necessary for the authors to update the ruleset of any other mods if they want to use the Terrain Pack. For instance, look at the MiB ruleset:

Code: [Select]
terrains:
  - name: URBANA
    mapDataSets:
      - BLANKS
      - ROADS
      - URBITS
      - URBAN
      - FRNITURE
    textures: [3]

If texture 3 is deprecated on the Terrain Pack, then this map will never be generated on the MiB mod when using the new globe since there aren't any polygons with the texture 3 assigned.

Any changes to the globe or the textures will always make mod authors have to do changes to their mods if they want to also use the Terrain Pack with their mods. If they don't want to use the new globe then they can simply reassign the new terrains to the old textures.
Title: Re: World.dat by Bladum
Post by: Falko on December 02, 2014, 07:38:58 pm
But the question then is how to use the new textures on the editor.
webversion:
Select optionals -> set options -> open options
there you can add more  lines with colors
the new textures/colors should be available after reimporting the data

world.dat editor
open world.cfg
add further "terrain #XXYYZZ" lines
restart world.cfg?
Title: Re: World.dat by Bladum
Post by: Hobbes on December 03, 2014, 04:56:50 am
webversion:
Select optionals -> set options -> open options
there you can add more  lines with colors
the new textures/colors should be available after reimporting the data

world.dat editor
open world.cfg
add further "terrain #XXYYZZ" lines
restart world.cfg?

Well all we need then is a deck of cards. Thanks. :)

--- posts merge ---

OK, this is an image I've made using a map that shows Earth's biomes and using the Geoscape's palette, but since they are single colors rather than textures the appearance will be different (and the pink will be replaced by the textures of Forest/Polar/Desert Mountains) but it won't have this much detail. Next step is to finish the textures and to redo the polygons.

(https://openxcom.org/forum/index.php?action=dlattach;topic=2358.0;attach=12331;image)
Title: Re: World.dat by Bladum
Post by: Mariner on January 10, 2015, 09:38:08 pm
Any updates to this?
Title: Re: World.dat by Bladum
Post by: bladum on January 11, 2015, 12:03:52 am
try this, original and modified
Title: Re: World.dat by Bladum
Post by: Hollow_Fang on January 15, 2015, 06:56:57 am
The issue is that the texture numbers have assigned textures on the TEXTURE.DAT file:

(https://www.ufopaedia.org/images/2/2e/TEXTURE.gif)

So assigning texture #10 to Polar gets you that result on the new globe. It would required to create a new TEXTURE.DAT file to get a better color match for the textures since I'm not sure you can define those in the ruleset.

I may try to use new version of the Globe later on the Terrain Pack, since updating the Globe has been on my list of things to do, but getting proper textures would be something that needs to be worked out.

Volutar, can you post a pic? I've downloaded your version but I can't figure out how to visualize it.

Is it possible to add terrains of different  textures or add to TEXTURE.DAT?
Title: Re: World.dat by Bladum
Post by: Hobbes on January 15, 2015, 04:42:56 pm
Is it possible to add terrains of different  textures or add to TEXTURE.DAT?

Yes. I've suspended my work on the Terrain Pack since I needed a break from it but one planned update was to add new textures to the globe and design corresponding terrains.