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Messages - Keth01

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1
Help / Re: OXCE+ 'Invalid surface set' error: not enough frames?
« on: May 02, 2018, 03:09:52 pm »
Bingo! Bad reference number in the item definition. Thanks for pointing out where to look :)

2
Help / OXCE+ 'Invalid surface set' error: not enough frames?
« on: May 02, 2018, 02:51:25 am »

Hi all,

I'm getting this error on a BigObject that I swear was working previously and I haven't touched it. It's a direct lift from Reaver's Mod (barring conversion to .png) too. I converted it using the same process as all my other resources and the problem is isolated to the attached file.

I'd be grateful for any advice you can offer.

3
Help / Re: Paint.net and OpenXCOM
« on: April 30, 2018, 06:42:47 am »

Thanks :) I've been getting decent results with GIMP once I figured out how to ensure the images play nicely with OXCE+

(In case anyone else is having trouble and needs my slightly circuitous method; open a 'known-good' .gif and copy/paste in content you want to edit. Manipulate image to taste and then export as a GIF. This'll give you a GIF that OXCE+ reads correctly apart from rendering pixels that should be transparent as black. Opening that image again in GIMP and re-exporting as a PNG solves that last issue.)

4
Help / Re: Paint.net and OpenXCOM
« on: April 26, 2018, 06:33:03 am »

Yeah, I've solved that issue but half a dozen others have cropped up and I'm now going to go back to 'figure out GIMP' as an approach.

At least I discovered this earlyish.

5
Help / Re: Paint.net and OpenXCOM
« on: April 26, 2018, 03:40:08 am »
I'll give that a shot. Thanks :)

6
Help / Paint.net and OpenXCOM
« on: April 26, 2018, 03:00:24 am »

Hi all,

I was wondering if anybody has had any success configuring paint.net to comply with the openxcom image palettes? It doesn't seem to work with .pal files and I am completely new to image editing so very basic advice about how to apply and enforce the openxcom palettes when working in paint.net would be appreciated. I have a bunch of work-in-progress sprites that are *not* displaying right and I suspect failing to consider the palettes used was the cause.

7
What I'm trying to do is 'only Sectoid Haberdashers are issued Hat Guns'

Once XCOM have researched Hat Guns I'm fine with them prying it from the cold dead hands of any Sectoid Haberdasher they kill, and if they haven't researched it the game already has behaviours in place for that.

But I don't want the game handing out special weapons to the 'wrong' unit. To extend my analogy let's assume other Sectoids haven't been trained in the safe and stylish use of the Hat Gun.

And I hate to be prickly but I fail to see what's 'silly' about a design consideration that a lot of RPGs and computer games use? I just want some equipment to only start the mission in the hands of a particular alien, and then behave like any other item from then on in.

8

Hmm. Can I 'fix' a weapon to a particular unit entry and still have the gun flagged as recoverable/droppable etc?

9
Right, looked at it again and now it makes sense. Thanks for providing the context I needed to grok that.

Follow-up question- if I wanted to restrict certain weapon loadouts to certain alien units, what's the best way to do that?

10

Hi,

So if I am going through and replacing the existing plasma weapons with renamed/rebalanced 'alien' weapons for a mod, how do these interact with the parameters set in AlienItemLevels.rul?
I can't find any way to set what 'tech level' a given item should be for this purpose.

Or is the answer "it doesn't" and so I'll have to make sure to specify loadouts very thoroughly in deployment scripts?

11
Well, I converted to .png and it *did* solve the issue, so I don't know what to tell you there :P

--- posts merged. Yellow card :P ---

...actually, the conversion process probably re-indexed the transparent layer to something sensible, now that I consider it.
Anyhow, I've converted all 150+ images currently in the mod over to .png and have adopted it as the standard going forward, so no more issues there hopefully.

12

Well, I converted to .png and it *did* solve the issue, so I don't know what to tell you there :P

13
Converting to .png sounds like the easiest fix then, I'll give it a shot. Thanks!

14
Hi all,

I've recently moved my modding over to OXCE+ and have encountered a weird issue where a BigObject image shows normally (i.e with appropriate transparency) in OpenXcom but the exact same file displays with a black box in OXCE+.

GIMP reports that the transparency is set up right to the best of my limited knowledge and it runs fine under OpenXcom soI am at a bit of a loss as to what to do.

Please find image attached for reference.

15
Help / Re: Linking Items to Armor
« on: April 21, 2018, 07:35:23 am »

Sweet. Probably make the 40k modding community happy with that one too.

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