OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Bonakva on May 21, 2020, 10:11:30 pm

Title: Skin mod
Post by: Bonakva on May 21, 2020, 10:11:30 pm
I make a small cosmetic mod for myself, paint the armor. I give personality to the fighters) I was able to color the armor, but I don%u2019t know how to put it into the game.
Theoretically, it can be introduced as new armor, but I would like to make a link to the skins of the fighters, so it seems to me there will be less problems. Tell me how to do it.
my amateurish level suggests that the armor is already attached to the skins, but I could be wrong
Title: Re: Skin mod
Post by: JustTheDude/CABSHEP on May 21, 2020, 10:26:27 pm
You can directly replace files with updated ones in a mod folder. Should work fine if the format and file name is right.
Or atleast I think so. It works with vanilla, so why it wouldn't work with mods?
Title: Re: Skin mod
Post by: Bonakva on May 21, 2020, 10:46:52 pm
I made 6 colors of armor. When replacing standard files, only one armor is changed. I want to wear the same armor but in different colors
Title: Re: Skin mod
Post by: Bobit on May 22, 2020, 12:34:36 am
Simply create identical armor rulesets which use the same storeItem but have a different sprite and name. Then it will work like the armored vests which can be equipped with or without a shield.
Title: Re: Skin mod
Post by: Bonakva on May 22, 2020, 01:34:53 am
Good idea with sprites.
While waiting for an answer, I created a mod. Crooked, but I will try to improve. The main problem is that my colors have broken ... Apparently I somehow incorrectly repainted the armor
Title: Re: Skin mod
Post by: The Martian on May 22, 2020, 10:07:53 am
The main problem is that my colors have broken ... Apparently I somehow incorrectly repainted the armor

Attached to this post is a .png file with the set of colours in the palette that OpenXcom allows for use with the battlescape.

It has been useful to me, perhaps it will help you as well.


Additionally you may want to try running your images through Falko's Tool's (https://openxcom.org/forum/index.php/topic,2980.msg33097.html#msg33097) "Palette Converter (https://falkooxc2.pythonanywhere.com/spritepalette)" on the "fix-palette(ufo-battlescape)" setting.

This is a really handy collection of online tools for modding OpenXcom that you may want to check out if you are not already using them.
Title: Re: Skin mod
Post by: Bonakva on May 22, 2020, 11:06:13 am
Does this site allow you to repaint sprites? can't figure it out but impressive
Title: Re: Skin mod
Post by: Solarius Scorch on May 22, 2020, 12:01:13 pm
Does this site allow you to repaint sprites? can't figure it out but impressive

No, graphic programs are for painting. Falko's tool is for converting palettes to X-Com format. (Which you can also do with a graphic program.)

I'd help, but frankly, your questions are too broad. You basically ask "how to mod X-Com", since you need to make a submod anyway. Which is totally doable, but we need more info on what you know and what you don't.
Title: Re: Skin mod
Post by: Yankes on May 22, 2020, 06:14:09 pm
Code: [Select]
my amateurish level suggests that the armor is already attached to the skins, but I could be wrongDo you mean unit face color (and hair)? If you want have marching in your new armor define `spriteFaceColor` and `spriteFaceGroup`
See: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor
Correct values you need check main mod what it have.

Overall code is responsible for updating this colors in unit graphic, you need only use correct values in graphic and rule set to make it work.

Btw there are 4 different recolor options:

Hair color - based on nationality of soldier
Face color - based on nationality of soldier
Rank color - based on rank of soldier
Utility color - unique value for each soldier

This mean you can have same armor but some colors can be different based on rank of unit (red beret for commander) or have color schema like Power Rangers :)