- name: KnownFiles2PNG
maxcolnr: 8
to- name: KnownFiles2PNG
maxcolnr: 13
then put it in the imageeditor of your choice and add 32 pixelcolumns per new textureHi 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.
The polar regions seem to use the wrong textures.
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).
how to edit TEXTURE.DAT ? i tried to use gif428/13=32,92
- type: TEXTURE.DAT
subX: 32
subY: 32
width: 428
height: 98
files:
0: Resources/terrain.png
but all i got is mess on geoscape.
Volutar, can you post a pic? I've downloaded your version but I can't figure out how to visualize it.Before and after.
Before and after.
900 polies
Shading palette is altered alittle too. I like that bluish and dark nights more ;)
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)
* Barren mountains (classic mountains)
* Urban (same as terror but with ufo inside it)
* Savannah/Steppe/Plains (classic cultivate, more natural blocks)
* Grassland/Farm (classic cultivate, more human made blocks)
* Tundra/Taiga (polar ground + trees from forest)
* Polar (flat and mountains)
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
Hobbes, try this (https://www.ufopaedia.org/index.php?title=User: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.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.
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.
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:
No it's not conventional way. Mixing "selecting" with "painting" is not very good idea.so allow multple selection
so allow multple selectionYeah, 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.
CTRL+click adds to the polygon selection
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 :)
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.
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.
globe:
data: path/to/new_world.dat
(untested by me but should work if i read the source correct)
nor me or moriarty when was adding details to world.dat, didn't add any biomes, it was just adding of details, nothing more.
you can set an alternative world.dat fileCode: [Select]globe:
(untested by me but should work if i read the source correct)
data: path/to/new_world.dat
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.
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 changeCode: [Select]- name: KnownFiles2PNG
to
maxcolnr: 8Code: [Select]- name: KnownFiles2PNG
and upload geograph/texture.dat (pallete=ufo-geo)
maxcolnr: 13
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
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:
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.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
I imagine additional battle maps that are "add-ons" for existing lands have a ruleset provided like:Code: [Select]terrains:
If 12 becomes jungle for example, this extra map will be chosen (sometimes) in jungle missions.
name: STR_EXTRAMAPS_POLAR_STATION
textures: 12 # id of polar texture in vanilla
...
terrains:
- name: URBANA
mapDataSets:
- BLANKS
- ROADS
- URBITS
- URBAN
- FRNITURE
textures: [3]
But the question then is how to use the new textures on the editor.webversion:
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?
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?
P.S. I might edited my high-detailed version myself (https://volutar.hopto.me/WORLD.DAT.7z) and didn't post it here.