OpenXcom Forum

Modding => Resources => Topic started by: misterx on December 10, 2019, 02:56:49 pm

Title: Custom desert mapblocks
Post by: misterx on December 10, 2019, 02:56:49 pm
Playing around with mapview 2 here i made some custom desert mapblocks with the vanilla tilesets, these were intended to be some desert outskirts town, please take and use it if you want :) Gonna add some more if i'll have some more spare time
Title: Re: Custom desert mapblocks
Post by: misterx on December 10, 2019, 03:26:31 pm
In the meantime, how the hell do i add a level to a mapblock? The buttons are avaiable to browse these but i cannot find the command to add or remove one
Title: Re: Custom desert mapblocks
Post by: luke83 on December 10, 2019, 06:42:05 pm
You press control + z on your keyboard, just click on the main view window before you trt to make sure its the focus as im not sure if it works from anywhere.
Title: Re: Custom desert mapblocks
Post by: kevL on December 10, 2019, 11:06:10 pm
yep the MainView window needs focus for Ctrl+Z

MainView|Edit|Modify Map Size [Ctrl+Z]
Title: Re: Custom desert mapblocks
Post by: misterx on December 11, 2019, 12:20:02 pm
Thanks guys,it worked. Anyway i'm using mapview2, downloaded by some good man will's google drive account here: https://drive.google.com/file/d/1DJ3sCI-izA3N4SFH_xJ4LaFWCo8DWUuw/view

Does that program have a proper homepage and/or a most recent version?

edit: anyway would be nice if that program had a single view mode, like the GIMP. Please tell the author?

Title: Re: Custom desert mapblocks
Post by: kevL on December 11, 2019, 03:31:03 pm
i'm the maintainer of mapview 2

get the/my latest build here

https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution

always back up yer stuff

lots has changed since the version in your link there.

/cheers
Title: Re: Custom desert mapblocks
Post by: misterx on December 11, 2019, 03:37:17 pm
Thanks, please make a sticky thread named in the "tools" section named "mapview 2 official homepage" or something?
Title: Re: Custom desert mapblocks
Post by: kevL on December 11, 2019, 03:45:54 pm
this thread, started by luke, uh 6 1/2 yr ago, is likely as good as it gets ...

https://openxcom.org/forum/index.php/topic,1321.0.html

/sry


ps. but i like your desert so far
Title: Re: Custom desert mapblocks
Post by: misterx on December 11, 2019, 03:53:11 pm
this thread, started by luke, uh 6 1/2 yr ago, is likely as good as it gets ...

https://openxcom.org/forum/index.php/topic,1321.0.html

/sry


ps. but i like your desert so far

Thanks! Please hope moderators wanna create a sticky one! That's all for now
Title: Re: Custom desert mapblocks
Post by: Meridian on December 11, 2019, 03:55:07 pm
Thanks! Please hope moderators wanna create a sticky one! That's all for now

That post is already sticky.
How more sticky do you want it?
Title: Re: Custom desert mapblocks
Post by: misterx on December 11, 2019, 04:06:13 pm
That post is already sticky.
How more sticky do you want it?

Meant a foolprof and straightiforward one like that: https://openxcom.org/forum/index.php/topic,5258.msg78462.html#msg78462
Title: Re: Custom desert mapblocks
Post by: kevL on December 11, 2019, 10:31:58 pm
(foolproof)Internet

...

type mismatch

/jk
Title: Re: Custom desert mapblocks
Post by: luke83 on December 11, 2019, 10:56:39 pm
Meant a foolprof and straightiforward one like that:


Like this. https://openxcom.org/forum/index.php/topic,7319.0.html
Title: Re: Custom desert mapblocks
Post by: new_civilian on December 13, 2019, 12:41:09 pm
You also need to post the RMP (Route files) of the maps AND have to post a sequential list of required tilesets (unless it only uses the default list) to make them work for the average Joe.
e.g. It seems you used parts of the city terrain, did you load it before or after the desert terrain and things like that.

Title: Re: Custom desert mapblocks
Post by: misterx on December 13, 2019, 01:13:48 pm
You also need to post the RMP (Route files) of the maps AND have to post a sequential list of required tilesets (unless it only uses the default list) to make them work for the average Joe.
e.g. It seems you used parts of the city terrain, did you load it before or after the desert terrain and things like that.

Yes, the loadin order matters? By now i'll stck with map blocks only, routes are a bit more :)
Title: Re: Custom desert mapblocks
Post by: kevL on December 14, 2019, 12:52:25 am
the list-order of terrains matters

because terrains are /not/ contained in .MAP files ... what happens when there is more than one terrain, is that they all get scrunched together into (what can be considered as) one bigger terrainset -- at runtime.

If, for example, in mv2 you mouseover or select a tilepart in TileView, both the titlebar and statusbar will show "terId" and "setId" ... terId is the 0-based id of a part in its terrain, setId is the 0-based id of a part in the map's entire terrainset. if you want a wtf-moment try switching the order of allocated terrains in the TilesetEditor ...

a Mapfile contains only the setIds [and the x/y/z dimensions]


So, a well-formed block has a .MAP, .RMP, plus a ruleset defining its terrains (https://github.com/OpenXcom/OpenXcom/blob/master/bin/standard/xcom1/terrains.rul) [as well as other things].
Title: Re: Custom desert mapblocks
Post by: new_civilian on December 18, 2019, 12:17:20 pm
For the maps you made a simple node in the middle with exits to all four directions is enough, just leave the other node settings alone for the moment.
Oh and the RMP file is ESSENTIAL to play the map.  :)

I really like your idea of a ghost-town.