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Messages - Falko

Pages: [1] 2 3 ... 54
1
Tools / Re: OpenXCom Modding Tools
« on: February 14, 2019, 09:24:52 am »
done

2
Tools / Re: OpenXCom Modding Tools
« on: August 15, 2018, 08:45:57 am »
It goes down due to Falko being inactive on the website. When he sees our messages he will refresh it for us.
yes it can happen that i miss the mail that warns me of the expire date (that mailaddress gets A LOT of spam)
if that happens i need a reminder :(
just send me a message in the forum and its more likely i see it.

3
Tools / Re: OpenXCom Modding Tools
« on: May 02, 2018, 11:47:43 pm »
see image

4
Tools / Re: OpenXCom Modding Tools
« on: May 02, 2018, 10:40:32 pm »
ich have added the option "256" in the blocksize dropdown
in my short test (firefox) it screwed th layout but if you change to 256, add the "first line", and change back to 16(or smaller) you have what you want .. if i understand you correctly

5
Tools / Re: OpenXCom Modding Tools
« on: May 01, 2018, 02:46:37 am »
not sure what the goal is but you can view/edit/save your transformation experiments if you click "open options"
you can copy paste your specific changes there
the cols logic is the following:
 x: [y,z]
 x = start of the block in original pallete
 y = start of the block in new pallete
 z = blocksize
here is a keep colors "the same" example
Code: [Select]
- name: copy(ufo-battlescape)
  op: transform
  pal: ufo-battlescape
  maketrans: false
  cols:
    0: [0, 16]
    16: [32, 16]
    32: [96, 16]
    48: [48, 16]
    64: [64, 16]
    80: [80, 16]
    96: [96, 16]
    112: [112, 16]
    128: [128, 16]
    144: [144, 16]
    160: [160, 16]
    176: [176, 16]
    192: [192, 16]
    208: [208, 16]
    224: [224, 16]
    240: [240, 16]

6
Tools / Re: OpenXCom Modding Tools
« on: April 30, 2018, 09:12:34 am »
i use ace as webeditor https://ace.c9.io/
its interfce is similar to the offline tools
sublime text https://www.sublimetext.com/ 
atom https://atom.io/
visual code  https://code.visualstudio.com/

7
Tools / Re: OpenXCom Modding Tools
« on: December 09, 2017, 08:03:02 pm »
its up again

8
Tools / Re: OpenXCom Modding Tools
« on: September 25, 2016, 12:32:52 pm »
hi the site should run again
pythonanywhere.com changed their rules for free accounts
one has to login in to the admin panel every 3 months now
and i did not do that so the site was disabled  :-[
hopefully i get remember doing that regularly

9
Troubleshooting / Re: Graphics overlap
« on: July 09, 2015, 09:01:42 pm »
can you upload one of your original files (e.g. incendary grenade) before you put it through the website conversion?

10
Troubleshooting / Re: Graphics overlap
« on: July 07, 2015, 12:16:14 am »
Too bad Falko isn't around anymore.
i am still here
but sadly have less time now
i will take a look at this tommorow at the latest at thursday

11
Work In Progress / Re: remove dependency to something
« on: July 06, 2015, 10:08:31 pm »
this
Code: [Select]
  - name: STR_LASER_PISTOL
    dependencies: []
did not work?

12
Programming / Re: Region labels
« on: May 31, 2015, 07:01:22 pm »
you can add borders with more polylines but they are indistinguishable from country borders (only one color) and for the current regions they are frequently in water

13
yeah
above ground buildings will crush into the 255 limit
but xbase alone needs ~180 mcd entries and farm needs ~70 that was the only default terrain that worked within mcd limit
so  to make it possible/useful in the same approach above we need to "fix" this limit first

14
i remember an idea like this
"if height>128 use 2 bytes , height-=128 ; else use 1 byte"
i think i wrote a bit of code in regard to that month ago - it should be somewhere on my harddisk
but it was less than an hour (not sure how much work it would be for mcd edit)
Edit:
my testcase was something like this 4 layer base+3layer ground base
https://openxcom.org/forum/index.php/topic,3036.msg34798.html#msg34798
i could only add the farm mcd on top of the xbase mcd with the 255 limit
so i made a small codechange that used above rule and made python script that combined the 1 byte maps to 2 bytes maps
so i could add polar/city or other stuff on top of the xcombuildings

15
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: April 02, 2015, 08:51:58 am »
i know of people that use
https://falkooxc2.pythonanywhere.com/spritepalette
to fix their palette
(if the colors are correct the fix command sets the order right)
for basebits drop your gif/png/bmp on the red rectangle
and select fix-palette (ufi-basescape)
convert
download

for a different approach we would need to know the applications you use
not every application can work well with pallettes

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