OpenXcom Forum

Modding => Released Mods => Topic started by: Roxis231 on December 29, 2015, 02:00:25 am

Title: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on December 29, 2015, 02:00:25 am
A while back, I posted a remake of Satan Claus's 'X-Com TFTD Crafts remake/reskin mod' taken from the Strategy Core Website.
(You can find it Here (https://www.openxcom.com/mod/t-f-t-d-craft-remake-reskin).)

This used Satan Claus's original Graphics to which I have added updated MCD & LOFTemps to allow it to be used in OpenXcom.

I've now posted a improved version with increased troop sizes and better faceing for the troops as well as adding the ability of carrying a tank to the Hammerhead. (See attached pictures) This version also fixed some of the problems with the Hammerhead and your inability to walk directly in front of the craft.

Edit: 24/3/16 - Fixed the hole in the side of the Triton and added a MCD patch in the ruleset that now lets you walk ontop of the craft.

Edit :24/3/16 - Still can't upload to the mod site - I'll store it on my google drive for now.
                        LINK: Open X-Com TFTD (https://drive.google.com/folderview?id=0B2Hjepi0PyPKdHV2dm5rLWVRbjA&usp=sharing)

I plan to create a enhanced version, with multiple exits for each craft, to improve their strategic use. (Edit 2016/05/05: Almost done - Fixing Deployments)

If anyone has any further Ideas/sugestions - just post them.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on December 31, 2015, 12:27:27 am
As I have stated - I'm makeing Versions of the three basic craft with multiple exits.

I've almost finished the ingame testing, just have to fix the graphics.

Here are some test pix for the Triton and Levithan as well as an early graphic pix of the Triton.
Title: Re: [TFTD] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on January 10, 2016, 01:27:46 am
Ingame testing for all three craft now complete - Graphics is now at late Beta.

Yes, I'm adding two rear exits to the Hammerhead - they only work underwater for the displacer armours at the moment though.

Shots of the Hammerhead, Triton and Levithan are below.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=19959;image)

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=19961;image)
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Orz on January 10, 2016, 05:03:22 am
Alright, I finally managed to free myself some time and test this out!

Wonderful job, Roxis <3

Hope you don't mind some constructive criticism!

Issue #1

Why can I get here:

(https://s27.postimg.org/5fyrkrxg3/screen033.png)

But still not here:

(https://s10.postimg.org/vvhyjkkfd/screen032.png)

Same goes for the new LEVIATHAN, you can get here:

(https://s14.postimg.org/ya0gko3pd/screen154.png)

But not here:

(https://s10.postimg.org/nxs4vnwix/screen155.png)

Both HAMMER & LEVI should be just like the TRITON (vanilla model here), whose northwestern "wall" is walkable just fine:

(https://s18.postimg.org/x52y7xh09/screen141.png)

Issue #2

The new walkable "wings" on the HAMMERHEAD is a great addition! However, we cannot walk onto the roof/top:

(https://s9.postimg.org/pofhdjifj/screen089.png)

It'd be great if it was just like the TRITON:

(https://s9.postimg.org/td56d0sgf/screen152.png)

Issue #3

The rear wall of the HAMMERHEAD is still unwalkable:

(https://s14.postimg.org/fpzntoi4h/screen103.png)

Same goes for LEVIATHAN:

(https://s14.postimg.org/gtjs5n2rl/screen156.png)

Again, both should be like TRITON here:

(https://s15.postimg.org/avzggddmj/screen153.png)



That's it! Sorry for nitpicking so much, I don't know how hard (or how much a pain in the ass?) it is to edit/fix the pathing on these craft, but I will say you have done a wonderful job so far and for that you have my gratitude. It has been worth the wait.

I'm not sure how I feel about the HAMMER's rear exits, though. Wouldn't you have to do the same for LEVIATHAN as well? Personally, I'd very much prefer the exits on the LEVIATHAN (it'll give the player much more of a reason to get it over the HAMMERHEAD, other than just because of more space). Also, how about making the exits lifts (as in alien craft) instead of open hatchets? It'd make it much more aesthetically alien (considered these craft are based on alien tech).

I do totally dig the two doors on the LEVIATHAN, though. That'd definitely be a great addition!

And I know you said putting 2 SWS' inside the HAMMER was not doable, but maybe there's some way around it? I don't know, but I do remember I had done it before... now I'm confused. The second SWS would have to just go right behind the first one, of course (rather than them next to each other, because then they'd be obstructing the exit).

I guess that's all for now!

Thanks again :)
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on January 10, 2016, 11:28:12 pm
Issue One : As I have said before this is due to how the Map system works - don't know why your triton can do that, mine can't.

Issue Two : That's a major MCD problem - and it takes me upward of two hours for study/fix ONE tile, and I have to check all 90+ in the mapset.

Issue Three : Wrong - The back of the Triton is a Straight wall, which you can walk beside - while the back of the Hammerhead/Levathan is actually part of its shell, and covers most of the tile, so walking is currently not possable.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Orz on January 18, 2016, 02:06:41 pm
Issue One : As I have said before this is due to how the Map system works - don't know why your triton can do that, mine can't.

The rest of the vanilla ships can do that:

(https://s29.postimg.org/d48q57x7r/screen030.png)

(https://s1.postimg.org/rjnk63cbj/screen029.png)

Quote
Issue Two : That's a major MCD problem - and it takes me upward of two hours for study/fix ONE tile, and I have to check all 90+ in the mapset.

Fair enough, but it'd still be awesome to make the Hammerhead's roof-walking like the original :)

(https://s9.postimg.org/k23ojpe8f/screen033.png)

Quote
Issue Three : Wrong - The back of the Triton is a Straight wall, which you can walk beside - while the back of the Hammerhead/Levathan is actually part of its shell, and covers most of the tile, so walking is currently not possable.

While true regarding the Leviathan, false regarding the Hammer, as vanilla model clearly shows:

(https://s7.postimg.org/p9yuibjwr/screen031.png)



Lastly, here's what I meant about putting 2 SWS' on the new Hammer:

(https://s21.postimg.org/vhpcgf2hz/screen032.png)
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: SIMON on March 13, 2016, 11:38:47 pm
Is there a hole in the side of the Triton-see attached? I had an annoying Aquatoid kill a troop and a Tasoth try to mc through this hole. It seems to be just before the the double door on the left side.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on March 14, 2016, 05:53:52 am
Is there a hole in the side of the Triton

um... First Person shots don't seem to show me where the problem is.

However, thanks for the feed back, I will try and see if I can find this.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: SIMON on March 14, 2016, 11:33:48 am
Here's a better picture closer in.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on March 15, 2016, 06:17:35 am
Here's a better picture closer in.

Question: which version of this mod are you useing and where are you takeing the FP screenshots from

Both these are needed for me to find it.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: SIMON on March 15, 2016, 12:40:24 pm
Here's a save with pictures, I'm taking the screen from the view of "Paulo Simoes" looking forward and to the left from his point of view. I'm using STRATEGY CORE TFTD RESKIN CRAFTS 1.1 from the end of December past on nightly 2016-03-07 0212 though I'm going to upgrade to the latest nightly as their was a death animation bug fixed very recently.
Title: Re: [TftD] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on March 17, 2016, 07:45:37 am
Found what you were talking about.  It's been fixed in the expanded version I'm working on, but the old files are corupt, so it might be a while before I can repair it, sorry - Thanks for pointing it out though.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on March 24, 2016, 06:58:55 am
SIMON, Orz and all the others who reported problems: most of them are fixed now.

However due to problems with the Mod Site, I've had to leave it on my Google drive (Link in the first post)

Issues Worked On:

1: Triton - Hole in the wall by the door.
    FIXED - Just had to change the Loftemps of the affected tile.

2: Triton and Hammerhead - Inabillity for troops to walk/move up the slopped wings to reach the roof.
    FIXED - Made changes to the MCD's and added MCD hacks to the rulesets for the more troublesome tiles.

3: Levithan - Invisible hole in Roof.
    FIXED - Found the problem in the MAP file and fixed. How did I miss this first time round?

I'll continue to try and upload to the mod site, but untill Jo5hua finds the bug in the code, nothing can be done. Please use the link in the first post instead.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Orz on March 24, 2016, 08:58:05 pm
SIMON, Orz and all the others who reported problems: most of them are fixed now.

Thanks, those MCD patches & hacks really make a difference. Worth the wait :)

PS: Orz believes they've found little oversight...

Code: [Select]
MCDPatches:
  - type: LEVIA_3

Should be LEVIA_2.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on March 26, 2016, 05:30:39 am
Thanks, those MCD patches & hacks really make a difference. Worth the wait :)

PS: Orz believes they've found little oversight...

Code: [Select]
MCDPatches:
  - type: LEVIA_3

Should be LEVIA_2.


Whops - Will fix tonight, thanks.

Edit: Fixed - Repared version now avaliable for download - Link to Google Drive is in the first post.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on April 10, 2016, 05:59:46 am
Work on the Multi- Door versions is almost done. (See Pix) Just haveing some problems with placements.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21268;image)

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21270;image)

(And yes those are grav-lifts.)

Does anyone have a list of how the rules for troop placement in craft work?
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: new_civilian on April 10, 2016, 11:06:06 am
Work on the Multi- Door versions is almost done. (See Pix) Just haveing some problems with placements.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21268;image)

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21270;image)

(And yes those are grav-lifts.)

Does anyone have a list of how the rules for troop placement in craft work?

good work btw  8)

The first three number are x,y,z coordinates, the last one is the direction your unit is facing to, iirc 0 being right and each +1 changes the facing 45° clockwise so if you want to turn your unit 180° you add 4 etc.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: davide on April 10, 2016, 11:57:34 am
I found this old topic about a possible issue:
https://openxcom.org/forum/index.php/topic,3505.msg43209.html#msg43209 (https://openxcom.org/forum/index.php/topic,3505.msg43209.html#msg43209)
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on April 11, 2016, 01:46:07 am
The first three number are x,y,z coordinates, the last one is the direction your unit is facing to, iirc 0 being right and each +1 changes the facing 45° clockwise so if you want to turn your unit 180° you add 4 etc.

Right - but I was more after how the HWP (or 2x2 units) interact. ie if in position one, does it take up positions 1,2,3 and 4 or does it take up position 1 plus the 1 tile north (or south) and 2 tiles east (or west).

Pictures might help.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft (Poll for Update)
Post by: Roxis231 on April 12, 2016, 01:54:59 am
Quick Question - Which version of the Leviathian do people prefer?

This?

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21322;image)

Or the Original

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21324;image)

I've added a poll for this.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft [Poll]
Post by: Solarius Scorch on April 12, 2016, 02:57:58 am
I like the non-original one better.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft [Poll]
Post by: Arthanor on April 12, 2016, 02:59:20 am
Yup, me too. The wings are much nicer!
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft [Poll]
Post by: Solarius Scorch on April 12, 2016, 01:27:03 pm
Right, and I like the interior a lot more!
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft [Poll]
Post by: new_civilian on April 14, 2016, 11:03:09 am
voted for both  ;D
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft [Poll]
Post by: Roxis231 on May 05, 2016, 04:02:00 am
Got the placements for the Levithan and HammerHead worked out - just haveing trouble with Triton. (also small graphics problem with the hybrid)

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21916;image)

Does this work? Any thoughts? Any sugestions?

Anyone who wants to Beta-test this layout, please P.M. me with a request.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: harre on May 05, 2016, 03:20:32 pm
looks nice with two doors on the triton.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: new_civilian on May 05, 2016, 06:28:35 pm
I made a Triton with 2 doors some time ago, too. There is ONE huge problem with it: Melee enemies in terror missions. On harder difficulties it is problematic to defend one door alone, with two you are completely open to melee attackers AND grenades. It became so dangerous that I removed the second door again.

Maybe (seeing you are good at MCD editing) remove the Triton doors completely and give it a 2-tile door at the back like most IFVs or APCs have?
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on May 06, 2016, 02:06:54 am
Could do one as a replacement for the Triton - but right now my time is somewhat limited, Work and Family have to take priority.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: new_civilian on May 06, 2016, 02:35:42 pm
Take your time, it's only a hobby.  :)
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on May 08, 2016, 03:51:19 am
Maybe (seeing you are good at MCD editing) remove the Triton doors completely and give it a 2-tile door at the back like most IFVs or APCs have?

I have had some time to look at this over the last two days. I've made a basic plan and a quick mockup.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21967;image)

Was this what you sugested?
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: harre on May 08, 2016, 03:54:54 pm
That looks quite nice
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: new_civilian on May 08, 2016, 10:24:44 pm
I have had some time to look at this over the last two days. I've made a basic plan and a quick mockup.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4202.0;attach=21967;image)

Was this what you sugested?

Woah, yes. That looks great.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on June 07, 2016, 04:43:34 am
Almost ready to update - just fixing a few small problems, also I need better UFOpedia pictures.

Sorry about how long this has taken, but I just started a new job 3 weeks ago, and I'm still working through the changes.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Blank on June 07, 2016, 02:02:09 pm
Don't worry, but looking forward to this.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Roxis231 on July 05, 2016, 01:18:41 am
Hi All - This is being posted in all my threads.

This is a Note to everyone who uses my Mods.

On Monday morning, when I went to turn my PC on, there was a bang and smoke started to flow from the power supply. While my drives and data are intact, the power supply and motherboard are toast. (I'm posting this from a borrowed laptop at the local library)

I have got a replacement lined up, but I'm currently waiting for some parts to arrive. (They should be here in a week/week and a half) I'm sorry but untill my PC is back up and running I have to put any changes/fixes to my mods on hold.

However please keep any suggestions/requests/bug reports comeing in. I can still work with these - I just can't make any changes till I get my new PC.

Roxis231
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: harre on July 06, 2016, 02:01:47 am
Hi All - This is being posted in all my threads.

This is a Note to everyone who uses my Mods.

On Monday morning, when I went to turn my PC on, there was a bang and smoke started to flow from the power supply. While my drives and data are intact, the power supply and motherboard are toast. (I'm posting this from a borrowed laptop at the local library)

I have got a replacement lined up, but I'm currently waiting for some parts to arrive. (They should be here in a week/week and a half) I'm sorry but untill my PC is back up and running I have to put any changes/fixes to my mods on hold.

However please keep any suggestions/requests/bug reports comeing in. I can still work with these - I just can't make any changes till I get my new PC.

Roxis231

Glad to hear that it was just the motherboard and PSU and not the whole building that burned down.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Stormhawk on August 11, 2018, 01:14:25 am
So I've been glancing around at these craft mods for TFTD, and I noticed most everyone seems to be convinced that the sleeker, wider part is the 'rear' of the hybrid craft, like the Hammerhead. I'm not so convinced - in fact, I'm quite certain that parts of the game where orientation is consistent, such as the sprites used in the base view (which consistently have crafts facing downward in the sub pens and equip sub screens) and the interception window (where the damage displays consistently have the crafts facing upwards, towards the hostile USO), clearly indicate that the wider sections of these hybrid craft with the sloped 'wings' are, in fact, the fronts, making their battlescape layouts reversed from how the Triton is oriented.

One of those visuals that has stuck with me from this game is that of the Hammerhead Ufopaedia entry, which, to me, always looked like the Hammerhead about to dive into the water, firing its single hardpoint, and not, in fact, the craft breaching the water with an engine trail, which just doesn't seem right at all with how propulsion appears to be depicted in this game, especially without any sort of 'splash' effect with the water where it should have exited. The only disturbance of the water I can see by the Hammerhead in the artwork appears to be a bit of water splashing up onto the right wing, possibly from a wave just clipped as the first sign of re-entry into the seas or seaspray thrown up just enough to make contact and streak up the wing.

This is also consistent with how the USOs are designed. Generally-speaking, the rear is the thinnest part, while the widest section, generally where the main entry point is also located (on the USOs, at least), is the front. This is supported the fact that, consistently, these thinner 'rear' sections tend to be where the Ion-Beam Accelerators and Zrbite storage are housed, and the wider sections tend to be where components that look more like control consoles are located. If X-COM scientists and engineers were to emulate these designs, they would be doing the same thing- making a wider front with a thinner rear (albeit placing the entry points either at the rear or close to it, more in line with the older human designs).

This is just further evidence supporting my perspective that the Hammerhead's exit, and the Leviathan's seeming 'view slits', are, in fact, in the rear of the crafts, and, in classic X-COM fashion, we have no access to the pilot's cabin or cockpit in tactical battle. In fact, we can't even see it, as it's inside the center of the sloped sections, with no cutaway.

What I'm getting at here is... The Ion-Beam Accelerators are at the wrong end of the troop compartment. If you really want to have them in the layout, either keep them along the outer walls, next to the 'wings' (I would have just assumed they were mounted inside the 'wings', anyway- the Hammerhead's battlescape layout certainly gives me the impression of a drive system in the visible wing edge) or try to stick them closer to the actual rear, not right behind the pilot's head.

I realize I'm over two years late with this comment, but oh well. And I'll also note I understand why this confusion's been around for so long- these ships' orientation in the battlescape is completely reverse of everything else before them- the Skyranger, Avenger, and Triton all faced southward when landed, so why would the Hammerhead and Leviathan be any different? But the visual cues are there in every other detail in the game.
Title: Re: [TFTD] [CRAFT] Enhanced Reskin of T.f.t.D. Craft
Post by: Lord_Kane on October 03, 2018, 10:47:40 am
You will be pleased to know that this mod still works on the current version of the nightlies, it has made my TFTD playthrough much more enjoyable.
I encourage you to continue development of this mod as TFTD has a lack of mods other then TWOTS.