OpenXcom Forum
Modding => Work In Progress => Topic started by: Roxis231 on August 28, 2015, 11:58:05 pm
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I've decided to try my hand at makeing a new craft for Open-Xcom, is there a set of Instructions for mapview, and how to make a craft?
I've already planded out the ruleset, and begun testing - but my every attempt at mapview has had trouble.
Can anyone give me help? My level of experiance with the program is ZERO.
PS: My plan is to use the tilesets of the Lightning and the Triton to get the effects/design I want.
Thanks.
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PS: My plan is to use the tilesets of the Lightning and the Triton to get the effects/design I want.
Which palette are you using for both the Lightning and the Triton?
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At this point just the default, but the plan was eventualy to create my own recolour of them.
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At this point just the default, but the plan was eventualy to create my own recolour of them.
Which default? Lightning uses UFO palette, Triton TFTD palette. Both will need to use the same palette if you want to use their MCDs for your craft.
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Since I'm going to do a recolour lets use the UFO default.
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I've been thinking - Hasn't Dioxine created a fighter that uses the Plane and Triton tilesets, plus elements from the Lightning in Piratez?
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It's a recolor based on Triton tileset. If you tried to use the original Triton tileset, the results wouldn't be pretty. But it's a different level - you need to use MCDEdit to create new tilesets. Better first try something based on existing ones.
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Dioxine, can I use the Tileset you used for the fighters, and if so which files will I need and how do I set them up?
PS: does it have a lift like in the lightning? if not I can do without, but it would be handy
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Yeah, sure, the tilesets I'm using for the interceptor map are:
mapDataSets:
- BLANKS
- TRITON_U
- PLANE
- LIGHTNIN
But there is no lift in any of them, vanilla Lightning doesn't have one :) U_WALL_G is a modified UFO tileset I am using for lifts.
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Ok Plans are worked out, looking for Information now.
ANYTHING on this subject will help - Please!
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There is a nice video on mapview here
https://www.youtube.com/watch?v=ZZe4EAqKqAU
Kind of old though. mapview can be a rather cantankerous beast. Setting it up is the hard part.
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Thanks - Now do you have or know of a tutorial on how to set up spawn points (ie where troops start) in a craft?
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HI, i was also a noob some days ago , i just made my first craft in a week (lockheed) , and from what i experienced the basic for me was this
open the .rul in the ruleset with note pad ++ it will give this info
battlescapeTerrainData:
name: GENERIC <--- .rmp The spawn points
mapDataSets:
- BLANKS
- GENERIC <--- the .mcd .pck .tab and all terrain data ( the blocks you use )
mapBlocks:
- name: GENERIC <--- the .map data (the map you make)
width: 10
length: 20
deployment:
- [x, y, z, facing] soldier 1 (also the number of soldier you insert in "soldiers: 4 "
- [5, 4, 1, 4] soldier 2
- [2, 5, 1, 4] soldier 3
- [3, 5, 1, 4] etc
LIke a said im a noob still, maybe i just got lucky and get it right at first but i think it works like this
Also i was having trouble until i update to the lastest Nightly , i wasn´t enable to deploy troops at first
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Ok rundown on my project :
Map works OK, Design looks OK, Ruleset under contruction, Works in New Battle, Sprite Colour... ... WTF? :o
Now does anyone have/ is there a specific pallet for the craft ( I NEED to recolour the sprites - one of them is pink for crying out loud!)
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Yeah, there's a specific palette for the base view, including craft sprites, and yet another for the interception screen (or something to that effect). Unfortunately, I don't have the files at the moment.
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HA!
Fixed the colour problem (and the other problems) by upgrading to a newer vesion of mapview.
Just a couple of little things to iron out and then its a go.
Might need beta testers - any one interested?
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Here is finished Version 0.3
Included Screen shot.
I will be putting it on the mod site tonight. Done
Mod Site Link is HERE (https://www.openxcom.com/mod/x-95-blackbird)
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That looks quite cool!
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Thanks
I've already started on the next update, I'm not planing on changing the ruleset or map at the moment, just updating/fixing the graphics.
I've will include a version that sits west/east rarther than the current north/south as an optional mod.
If any one wants to make a sugestion/comment the thread is here (https://openxcom.org/forum/index.php/topic,3944.0.html)
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On your current version I would change the deployment to the attached picture and:
deployment:
- [5, 13, 1, 0]
- [4, 12, 1, 2]
- [6, 12, 1, 6]
- [4, 11, 1, 2]
- [6, 11, 1, 6]
- [4, 10, 1, 1]
- [6, 10, 1, 7]
Just a suggestion.
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Very nice craft! Makes me want to make something similar for my mod :)
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I think you should change inner walls look. TFTD have some that you could recolor and reuse.
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On your current version I would change the deployment to the attached picture
I'll have a look, still considering other changes.
I think you should change inner walls look. TFTD have some that you could recolor and reuse.
Yeah, the inner wall always were suposed to be temporary, I plan to get some better ones for the next update.
BTW - if you want to make any sugestions or have any questions, please use this thread (https://openxcom.org/forum/index.php/topic,3944.0.html)
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Big question now
Does anyone have any faq's or instructions for MCDEdit???
The included text files in the download are not very helpful.