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Topics - werty

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1
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.

2
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.

3
Builds & Ports / win32 msvc2010 extremely slow YAML
« on: May 18, 2014, 06:22:30 pm »
Hi, I'm building x-com on windows 7 msvc 2010.
I've found that built yaml-cpp library is EXTREMELY slow
yaml-cpp was built on this system too using cmake (msvc2010 platform was selected), as static library (tried also shared - shared library produces errors on x-com link stage - unresolved symbols. Looks like yaml-cpp doesn't export enough symbols).
Any suggestions?

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