OpenXcom Forum

Modding => Tools => Topic started by: luke83 on October 28, 2018, 10:04:47 pm

Title: Building your own PCK,MCD,TAB sets
Post by: luke83 on October 28, 2018, 10:04:47 pm
So what program is everyone using to create there own PCK,MCD,TAB files?

I use to use MCDADD by BombBloke to Copy data from an existing tileset to my new one, then just adjust the graphics and Lofts if required however this doesn't seem to be working correctly on my new windows ( its kind of hit and miss, it works sometimes but then other times does nothing). I assume someone has a new tool that they use since i see so many new maps in use these days.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: davide on October 29, 2018, 12:33:17 am
Some modders use Volutar's mcdedit, from previous pinned thread
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Solarius Scorch on October 29, 2018, 01:04:22 am
Can you even use anything else? That's the first time I've actually stumbled upon these ancient names. :)
But even if you can, I can't find a single reason to not use MCDEdit. It does everything. Easily. With interface easier than Paint. It's one of my favourite programs ever, not just X-Com related.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: The Reaver of Darkness on October 29, 2018, 01:47:10 am
I use MCDEdit. It's easy to learn and does everything you need. Check out my LIGHTNIA.MCD (https://openxcom.org/forum/index.php?topic=5577.0) for a demonstration of what a noob scrub can do with the thing.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on October 29, 2018, 11:14:16 am
ok, so i have MCEDIT, how do i increase my terrain set by the selected models. Isee i can APPEND 2 sets together but i dont want to add a extra set, i just want to add 4 more parts to it, how do i do this in the new MCDEDIT?
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Solarius Scorch on October 29, 2018, 11:37:58 am
First add the new graphics, then use "add MCD" to add a new tile.
Not sure if this is what you meant, so ask away.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on October 29, 2018, 12:13:50 pm
First add the new graphics, then use "add MCD" to add a new tile.
Not sure if this is what you meant, so ask away.

all good i found a workaround, i Appended 2 tiles sets together, then deleted the MCDs i didnt want.

--- posts merged, PLEASE STOP, it such a bitch to merge them on the phone ---


Is there any MAXIMUM sizes to these files, i updated this file with the new MCDEDIT but it keeps crashing out my mapview, are there limits?

MCDEDIT - gave a warning pop-up saying it was too big for the original game but ok for OXC, as such i assumed it would be ok.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Solarius Scorch on October 29, 2018, 02:15:10 pm
Yes, the maximum size for the pck file is 64 kB. Otherwise it won't function properly.
This is why we can't have everything in one tileset...
Title: Re: Building your own PCK,MCD,TAB sets
Post by: kevL on October 29, 2018, 04:44:37 pm
huh fancy what i seen recently

Quote
    /// NOTE: A possible internal reason that a spriteset is invalid is that
    /// if the total length of its compressed PCK-data exceeds 2^16 bits
    /// (roughly). That is, the TAB file tracks the offsets and needs to
    /// know the total length of the PCK file, but UFO's TAB file stores the
    /// offsets in only 2-byte format (2^16 bits) so the arithmetic explodes
    /// with an overflow as soon as an offset for one of the sprites becomes
    /// too large. (Technically, the total PCK data can exceed 2^16 bits;
    /// but the *start offset* for a sprite cannot -- at least that's how it
    /// works in MapView I/II. Other apps like XCOM, OpenXcom, MCDEdit will
    /// use their own routines.)
    /// NOTE: It appears that TFTD's terrain files suffer this limitation
    /// also.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Stoddard on October 29, 2018, 07:25:55 pm
Maybe it's time to think about dumping MCD/PCK/TAB and using PNG-spritesheets for graphics and YAML for MCDs?

It'd require rewriting MCDEdit from scratch though .. pity there is no source code.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Solarius Scorch on October 29, 2018, 07:42:33 pm
I would say it's not worth the trouble, what we have is good enough... But I don't want to be quoted ironically after 30 years. ;)
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Yankes on October 29, 2018, 08:31:53 pm
I would say it's not worth the trouble, what we have is good enough... But I don't want to be quoted ironically after 30 years. ;)
This is already 20y old :>
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on October 29, 2018, 09:50:24 pm
I would say it's not worth the trouble, what we have is good enough... But I don't want to be quoted ironically after 30 years. ;)

+1 i will just have 2 sets, its no issue, i just thought i would ask as MCDEDIT said it would be ok when its not :)
Title: Re: Building your own PCK,MCD,TAB sets
Post by: kevL on October 30, 2018, 03:03:36 am
@luke if all you want to do is add a few sprites, try PckView (in the Mapview directory). it should be a simple right-click -> Add ... operation

source sprites have to be .gif, iirc

ps, Make a backup of your spriteset first (.pck/.tab) -- i don't think PckView has been extensively tested.



and MCDEdit is still one of The apps on the planet ...


edit: am thinking that a spriteset can be opened in MCDEdit w/out its .mcd (ie, w/out complete mcd-records) ... hopefully it assigns default records that could then be edited to fit


edit2: bleh i'll shuddup now
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on October 31, 2018, 11:30:48 am
First add the new graphics, then use "add MCD" to add a new tile.
Not sure if this is what you meant, so ask away.

so its not just me right, there is no way to copy the Image over at the same time as the rest of the data when you copy a tile???
Title: Re: Building your own PCK,MCD,TAB sets
Post by: Solarius Scorch on October 31, 2018, 01:41:34 pm
No, because the MCD ("tile") and the PCK ("graphics") are completely different things. For example, two different MCDs can use the same PCK. Or two MCDs can be identical but have different PCKs.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: ohartenstein23 on October 31, 2018, 02:01:33 pm
You have to copy over or import the corresponding part of the PCK file then link the tile to the new image index. Automatically copying over the image too is not so simple when the order of entries in the PCK file matters and the tile data just points at a position in that PCK file.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on November 01, 2018, 06:47:29 am
Automatically copying over the image too is not so simple when the order of entries in the PCK file matters and the tile data just points at a position in that PCK file.

Sorry, this is what BombBlocks MCDADD does, it lets you clone every aspect of a particular tile (data, image and any linked files ( like doors)and place it into your desired set, and its all done by executing a BATCH file, i  guess i was spoiled by this program he created as it does it all in one go. 

Going to bootup Dosbox and see if it works there before accepting defeat ;)

I must say i do like having the PCK editor in the NEW MCDEDIT, saves me going into GIMP for minor changes.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on November 03, 2018, 12:42:53 pm
RIght so i have been trying to create my own ruleset via Voltars MCDEDIT, but i have hit a snag, the Images in the PCK file are not the same as the images in MCDEDIT and it doesn't appear to want to let me update them, i think something is corrupt, a little guidance on this would be great!


Title: Re: Building your own PCK,MCD,TAB sets
Post by: Solarius Scorch on November 03, 2018, 10:01:53 pm
Sorry, but without any specifics, I can't say what can be wrong. The picture looks fine to me.
You can try to attach the tileset and tell what should be changed... Then I can try to fix it fore you.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: bulletdesigner on November 03, 2018, 10:23:15 pm
Its seen's you have 0 value where it should be 13, just change from 0 to 13
 Above scan20
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on November 03, 2018, 10:26:46 pm
Sorry, but without any specifics, I can't say what can be wrong. The picture looks fine to me.
You can try to attach the tileset and tell what should be changed... Then I can try to fix it fore you.

Lol it is attached :)

In mapview & MCDEDIT they show one image, in PCKVIEW they show another image.

--- posts merged ---

Its seen's you have 0 value where it should be 13, just change from 0 to 13
 Above scan20

Cool, thanks for that, i had no idea where to look, i also assume this is how i add the animations in this software :)
Title: Re: Building your own PCK,MCD,TAB sets
Post by: bulletdesigner on November 03, 2018, 10:34:08 pm
Yap, and animation speed
Title: Re: Building your own PCK,MCD,TAB sets
Post by: The Reaver of Darkness on November 05, 2018, 02:20:50 pm
Luke, is this a good time/place to talk about your UFOL83 and UDISEC3 tilesets? I was just curious on the inspiration/source/method/etc.

For those who don't know about these: they are tilesets included with the Luke's Extra UFOs mod.
Title: Re: Building your own PCK,MCD,TAB sets
Post by: luke83 on November 07, 2018, 06:47:36 am
Luke, is this a good time/place to talk about your UFOL83 and UDISEC3 tilesets? I was just curious on the inspiration/source/method/etc.

For those who don't know about these: they are tilesets included with the Luke's Extra UFOs mod.

Lol i dont even remember exactly what was included in these to be honest as i dont currently have a working & up  to date version of the Mod ( if someone has one send me a link).This was my second attempt at map building, my first one was the Expanded Urban setting and after releasing that one i learnt a lot from the feedback i was getting ( people like the variety but hated the underground) so this time around i wanted to keep things Close to vanilla but add a lot of variety, so i set to work... I guess that covers Inspiration ( i had one mod out that was partially liked and wanted to make my next one so EVERYONE like it).

Source.... From memory its all from original game art and/or game lore, note sure what else to add here...

Method... Come up with the Vision of what i am trying to achieve, Build MCD Set to handle what i need ( this always gets added too later as i always think of something extra), When building maps i always do the outside first and leave the interiors blank ( until later). I then play a few rounds and see if the map goes together well, see if its too open or too dense etc, then review MCD set and/or add new map combinations.  Eventually i start working on the interiors here i try to make them interesting or give good places for the aliens to kill you from. Once the interiors are all done i usually loose interest in the project as the next part bores me to tears, i HATE doing the travel Nodes, this is the job i need helpers for as nothing about it interests me, this is why Others seam to always go back and fix these i just hate it so much i seam to always do something wrong :)

If you have some more directed question please ask.

Also if anyone wants to help me with the boring parts of my PyramidUFOs please let me know as i already have another Map project i am keen to start on  and its all bulletdesigner fault for posting these images  :P https://openxcom.org/forum/index.php/topic,2576.45.html
Title: Re: Building your own PCK,MCD,TAB sets
Post by: The Reaver of Darkness on November 07, 2018, 02:18:38 pm
I got it originally from the old mod portal, which is currently up, by the way. I can't find it on there now, but I see a couple of other UFO variant mods, some of which likely used some of your UFO variants. I don't have an unmodified version, however the one I have is probably better because all I did to change it was remove some of the redundant craft data which didn't need to be there. People have said Darkened UFOs are better but yours don't seem to have any flaws from what I've seen and I like the designs better because it only changes the inside. I'll add the disclaimer that I may have made other changes which could cause problems--I was working on incorporating it into my upcoming mod but I can't remember how much I've done to it. I think the changes are minimal or none. I added the version I have below.

I'm (very slowly) working on some battleship variants. I did some rotations for the middle floor and then made the top floor way more interesting in each variation. If you're interested, maybe I can hurry up and finish them so you can add to your mod, if you plan on updating it at all.

I can do routes sometimes. It usually bores me also, but I came to understand how it works at some point, so I am now competent at the task and every once in a while I enjoy it. What I would need to know is what sort of general design goals you have for it. I mean I can place random enemies all over it, or I can design it with some purpose in mind. Just a general explanation is good, you should probably just post it on some thread asking for help and I may or may not ever get around to doing that.