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Messages - werty

Pages: [1] 2
1
Can someone export real xcom tiles to png image? At least some for demo purposes

2
Looks like Warboy meant that for calculations Z axis uses 12 LOFT templates, but each layer used twice so height is 24 units.

3
Need some help.
Here's my simple LOFTs editor.
I want to build 3d model out of bool[16][16][16] array, like it displayed in MCDEdit. Don't have any 3d geometry experience.
Can you please provide some general help?

4
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

5
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 heightlayer
Let'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 extralayers
Tiled 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 walls
This can be a problem for me, but if someone with 3d coding experince can help me - it's not a problem.

6
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

7
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 24, 2014, 10:45:19 pm »
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

8
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 24, 2014, 02:38:34 am »
tiled multi level view screenshot

9
Okay, let's start to discuss new map format integration.
Link to tiled  - https://mapeditor.org/
My verison with height levels will be provided soon.
Here's exported tileset from tiled:
Code: [Select]
<?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.
the properties value can be used to store unlimited number of properties. Usage obvious - tile params can be stored here.
Xml looks good at all, but i'm not enough familiar with openxcom code so  please comment this.
The remaining questions is:
  • how to store animated tiles
  • how to store tile LOFTs
So for the first item idea is:
Code: [Select]
<animation>
<tile id="0" />
<tile id="1" />
<tile id="1" />
<tile id="1" />
...
</animation>
- put this inside <tile> tag
The tiled have to be expanded with animation creation tool. I see this like a window with editable list of tiles. (just like in mcedit)
As for the item 2:
We need additional window for editing LOFTs. The LOFT painter can look just like pixelart tool, provided in this topic https://openxcom.org/forum/index.php?topic=1436.0
The xml can look like this:
Code: [Select]
<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.
So the tileset file can looks like:
Code: [Select]
<?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
Please comment this proposal.

10
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 24, 2014, 01:34:12 am »
Can someone provide me sample xcom tileset for general purposes? PNG format preffered.

11
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 23, 2014, 07:30:03 pm »
This is a very good idea to create new map format, as using old xcom format for modding is like animating zombies from dead bodies. Can we discuss somewhere new format? I can develop it instead of making reader and writer for tiled, it would be much easier.

12
Tools / Re: tiled (mapeditor.org) as tool for designing maps
« on: May 23, 2014, 07:26:48 pm »
tiled is a opensource project in qt, I just added some code to support level height in px for map and lvl number for TileLayer. Additionally made some fixes to proper drawing.

13
Tools / tiled (mapeditor.org) as tool for designing maps
« on: May 22, 2014, 07:42:48 pm »
Hi.
I was looking for user-friendly mapping tool for openxcom and found nothing.
I've found tiled is very simple and sufficient for designing isometric maps.
Want to change tiled to support reading and writing maps to openxcom files.
One of core problems I already solved - added "level" attribute to TileLayer and now it supports tile height
I know I can reverse-engineer C# code of mapview to get results, but not sure if it would be fast enough to not to loose motivation.
If someone interested in contributing to this beginning, please let me know here.

14
Builds & Ports / Re: win32 msvc2010 extremely slow YAML
« on: May 19, 2014, 02:56:24 am »
I have installed your deps folder into project, now YAML doesn't want to launch at all, spams those exceptions
https://clip2net.com/s/i8DzTn
Looks like memory inside yaml binary is corrupted or something like this. Can it be so?

15
Builds & Ports / Re: win32 msvc2010 extremely slow YAML
« on: May 18, 2014, 11:00:27 pm »
God bless you! Slow yaml is a pain.

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