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Programming / Re: openxcom mapblock new xml format for usage in tiled (modified for openxcom)
« on: May 28, 2014, 07:56:04 am »
Can someone export real xcom tiles to png image? At least some for demo purposes
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So you want to retain LOF templates?Not sure if it is a good idea, to make a decision here we need comments from core developers.
Would they be part of one specific tileset?I think this is a best option.
What about the already existing LOFTs?Converter, mentioned in https://openxcom.org/forum/index.php?topic=2178.msg21738#msg21738 will export them to new format
what is the point of animations in map files?We start with tiled native xml map format. Animation is stored in tileset. Tiled native xml map format supports inline tileset definition. Also it can be exported/imported to separate tileset files.
how does tiled handle the 4 heightlayerLet's say here that tiled which we would use to code openxcom maps would be a branch of original tiled, neither plugin nor component. I already made necessary changes to original tiled to support height for layer.
does tiles (walls, terrain) and object (elerium thingy under the powersource) needs extralayersTiled supports object layers.
each map has rmpfiles are these used with the editor too?Tiled supports polygons / primitives. I think I can add specific items here, like waypoints.
can you generate a screen with loftemps enabled so you can have a "more or less" 3d look to search for holes in wallsThis can be a problem for me, but if someone with 3d coding experince can help me - it's not a problem.
That said once a structure is agreed upon conversion between yaml and xml should be fairly simple.True, after xml format would be finished, it can be reworked to yaml
I understand the hypothetical new editor would include a converter of the old UFO/X-Com format, right? Yuo wouldn't have to make all maps again from scratch?The best solution for this to create converter and do the batch conversion so all old maps would be available in new format
<?xml version="1.0" encoding="UTF-8"?>
<tileset name="04" tilewidth="30" tileheight="24">
<image source="../Pictures/04.png" width="400" height="220"/>
<tile id="0">
<properties>
<property name="testprop" value="222"/>
</properties>
</tile>
</tileset>
Each tile assigned an id based on tile position in tileset image. This position is calculated based on tilewidth and tileheight attributes.<animation>
<tile id="0" />
<tile id="1" />
<tile id="1" />
<tile id="1" />
...
</animation>
- put this inside <tile> tag<LOFTs>
<LOFT id=0>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
</LOFT>
...
</LOFTs>
For the item 2 - storing lofts. <?xml version="1.0" encoding="UTF-8"?>
<tileset name="04" tilewidth="30" tileheight="24">
<image source="../Pictures/04.png" width="400" height="220"/>
<tile id="0">
<properties>
<property name="testprop" value="222"/>
</properties>
<animation>
<tile id="0" />
<tile id="1" />
<tile id="1" />
<tile id="1" />
...
</animation>
<LOFTs>
<LOFT id=0>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
<data>0011111100111111</data>
</LOFT>
...
</LOFTs>
</tile>
</tileset>
To save space LOFTs can be defined in document head, than referenced by ids