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Messages - bohemond

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1
Tools / Re: UnitSprite Studio
« on: January 16, 2022, 02:09:46 pm »
@pjlasl: I don't understand what you mean. You can select multiple pixels by shift-clicking. If that's not what you need, could you explain what do you exactly mean by Ctrl-click?

@efrenespartano: Yes, I was already thinking of expanding the single frame editing to custom sizes. If that fails (because the whole single-frame editing is basically a hack) it may be easier to include several predefined sizes. In that case I will collect the common sizes used in mods and go with that.


Is there some preference on which Drawing routine(s) should I implement next?

2
Tools / Re: Globe Editor
« on: December 12, 2021, 08:04:45 pm »
Next release is up, with most of the suggested features implemented:

Countries
Borders
Spherical Globe Preview
Texture Indexes
Grid
Point-Like mission zones

Also includes a whole lot of bugfixes.

3
Tools / Re: Globe Editor
« on: December 09, 2021, 04:39:23 pm »
Released a new version: Projects

Adds support for projects: saving globe metadata, background metadata and defining textures.
Background now works with floating-point numbers.
Mousewheel zoom.

I'm releasing the projects feature so you can already comment on it. The rest of the features will take longer I think.

4
Tools / Re: Globe Editor
« on: December 08, 2021, 04:22:21 pm »
Both of you bring good suggestions, I should have thought of some of these myself.

I have a problem with just a few:
- Rectangles. I suppose you mean polygons with four vertices. I'd like to avoid supporting these as much as possible, it just makes everything so much more complicated. But I agree that at least the split action (right click) should work on them.
- Globe preview. I think I can manage, as long as it stays as a preview (no editing) and you're not too picky about the precision of the rendering.

Regions/Areas/MissionZones
I thought these already worked pretty well (although I found some bugs).
I guess the naming could be better, I modelled it after the yaml content. Basically a Region is defined by its name, areas and missionZones. I didn't intend to include editing of the other properties (cost, regionWeight, etc.), but it's possible of course.
Then you just drag the boxes by the sides, yeah, I think this UI needs to be improved.
I will also add support for point-like missionZones.

5
Tools / Re: Globe Editor
« on: November 23, 2021, 05:46:55 pm »
Ah, I did not think of the textures, so it seems Buscher's idea of saving a project will come sooner than I anticipated.

I keep forgetting about the mouse wheel as well as I don't use it at all. I will add that.

6
Tools / Re: Globe Editor
« on: November 21, 2021, 08:49:27 pm »
The standard globe.rul uses
    data: GEODATA/WORLD.DAT
which is not supported. Only the polygons in yaml work at the moment. I didn't want to get into loading the binary world data, although I could just steal it from OpenXCom source, I guess...

The polylines/borders are not supported either.

I've already thought about storing some metadata to keep the source yaml file more intact upon saving.

Not sure about the project file as there is really not much to save. Just the background for now, but I might do it if there more features are requested.

7
Tools / Re: World Editor request
« on: November 21, 2021, 05:13:45 pm »
I've released the first version. It's not anywhere complete, but I've decided to go with it for now as it was taking too long already.

https://openxcom.org/forum/index.php/topic,10258.0.html

Finnik, drop any suggestions and complaints over there.

8
Tools / Globe Editor
« on: November 21, 2021, 05:11:06 pm »
A tool to edit the Globe rules.

Supports:
  • Polygons
  • Textures
  • Areas
  • MissionZones
  • Countries
  • Borders
  • Loading background image

So far the polygon editing is just barebones, you can create triangles and that's pretty much it.
I have included some simple tools like splitting a triangle and Delaunay optimization to make the process a little less painful, but it's still not great.
I have found that creating the inside with big triangles and then making a triangle strip on the coastline works best. You can then split the inside into smaller triangles and optimize.
Also be aware that editing around the prime meridian is sometimes a little funny.

Controls not documented anywhere in the program:
Arrows, Mouse middle button: Scroll around
Numpad +, Numpad -, Mouse wheel : Zoom

As far as saving and loading the globe file, I strongly recommend creating a file just for the globe data.
All in all:

BACKUP YOUR FILES!

I'm welcoming any suggestions for new features and improvements and also the inevitable bug reports.

The program is in VB.net in the ol' windows forms

Sources: https://github.com/bohemond-of-antioch/OpenXcom-GlobeEditor
Releases: https://github.com/bohemond-of-antioch/OpenXcom-GlobeEditor/releases

I'm releasing this under Creative Commons Zero.

9
Tools / Re: World Editor request
« on: October 27, 2021, 04:16:38 pm »
It's in worse shape than I realized. There's a lot of things to implement before it's really useful, but I'm working on it.

10
Tools / Re: UnitSprite Studio
« on: October 26, 2021, 12:09:25 am »
Definitely not the final version yet, but I haven't been working on it for quite a while.
I still have to add a bunch of Drawing routines, support for TFTD, custom frames, and maybe a few other things.

11
Tools / Re: World Editor request
« on: October 18, 2021, 11:38:09 am »
I've made a globe editor for myself, for basically the same reasons as you.
It does its job but it's not feature complete at all at the moment. It's also quite cumbersome to use. I can polish it up some and release it, if you think it will be useful for you.

It loads globe from a .rul file in the 'new' format. It won't work with anything else.
It can't do cities, borders and countries as I haven't needed those, but it shouldn't be too hard to add that. I can also add a feature to add underlying image to trace if that's what you need.

Of course, editing globe in-game would be quite handy!

12
Tools / Re: HandOb maker
« on: May 28, 2021, 07:08:58 pm »
1. The eight boxes with the generated sprite show the grip position. It's very faint, I might have to improve that. That little square shows where the soldier's hand will be. The problem is with two handed weapons. Because of the way the soldiers hold them while shooting and standing.
So for single handed, it's better to use the grip position.
For two handed, center usually works better.

2. This one is difficult. I think it's again dependent on handedness of the item. It will probably work better for single handed items. Unfortunately my best advice is try it with and without and look carefully if the right pixels are visible in the right places.
I can now appreciate why Finnik wanted me to integrate some kind of unit view in the tool, that would certainly help with this issue.

3. The exported image is not in OpenXCom palette. That's something that I'm planning to change, but for now, you have to load it in an image editing software and use the battlescape palette and take care that the background is the 'index 0 green'.

13
Tools / Re: UnitSprite Studio
« on: May 01, 2021, 12:16:34 am »
New version released (on github):
Drawing routine 6 - Snakeman
Pixel operations tool (Can be used to recolor)
Paint tool interpolates
Help shortcuts contains more shortcuts
Single frame 'Drawing routine'

Pixel operations tool:
You can use the tool to recolor the sprite.
I've tried to make it as simple as possible, but I fear that I have failed as usual.
The basic use is such: You setup the steps that will be applied to the sprite and you select which frames should be affected. Then you click RUN.
The operations run from top to bottom in sequence. You can use this to your advantage, recoloring in the correct order.

Notes:
You can use Alt-Click (with paint tool) in the main window to get the group color into the operation dialogue.
Be aware that the 'Death' frames are usually handled completely differently from the rest of the sprite. So when you are recoloring, the layers don't apply to it. You can get a nasty surprise if you're not careful, that's why I made the Death frame checkbox yellow, so that it's easier to remember that there might be some problem.
It always recolors all directions and the whole animation. I did not really see a use-case for there to be more options, but if there is a need to recolor just some direction, it can be implemented.
Double clicking the Step list will let you edit the operation.

If anyone can think of other operations on pixels they'd like to use, don't hesitate to request them.

Single frame drawing routine:
This can be used to load a normal sprite. This is highly experimental. It can be used to edit FloorObs. I made this especially to be able to use the recoloring tool on the corpse sprite. It does not work with images of other sizes. Expect crashes when using this.

14
Tools / Re: UnitSprite Studio
« on: April 29, 2021, 09:36:31 pm »
@greenscarf: I finally realized what you meant; It's not about the tablet, it's about sloppily programmed paint tool. It does not interpolate the line and just draws a pixel where the cursor currently is.
I'll add an interpolating pen in the next release, which I think is what you need.

@Leflair: I checked some unit sprites I have, but I can't see the error in any animation.

15
Tools / Re: HandOb maker
« on: April 29, 2021, 09:32:36 pm »
I'm not sure if someone is using this for TFTD, but I guess I would have to include that palette too and make it possible to choose which is active.

I guess it's a bother to have to change the palette every time, I'll do something about it.

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