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Topics - Conti-k

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Work In Progress / Some experiments
« on: February 19, 2012, 09:33:23 pm »
I figured out I'll start topic with my weird (?) experiments. It will be related to artwork only, because I know nothing about programming.

Anyway,

I really don't like how roof tiles don't "fit" into the walls. It's not possible to break 32x40 limit thus there's no way to move tile one pixel down. But it's possible to do it with walls - there's a "space" for one pixel up. Roof is nicely centered now (see attachment). Walls at Level 1 <==> 2 are seamless as well (original ones aren't). The only problem is that you can see uncovered "back" walls (which are black).

This is only working with OpenXcom (oh well, with MapView too). And because of that, and other improvements/fixes OpenXcom is my engine of choice for UFO (but I think I already mentioned about it).

Anyway, the best option would be to cover all, top parts of walls with tiles. The workaround is to create additional two pixels tiles (when using original walls) to "cover" two pixels of "front" walls. Another workaround is to create additional, small wall pieces that are placed above roof tiles (see one of TFTD's Port Terror buildings). It's looking really great, but doing all buildings like that isn't good idea, I think. Both workarounds would cost additional pieces for each tile (or wall), and more clicking when doing the maps. So what about this?



Selection is presenting original 32x40. I'm sure that at some point OpenXcom will get support of BMPs/PNGs/whatever. Engine is written from scratch so why not to break 32x40 limit for sprites (did I say that this kind of limits are ugly)? My thought is: sprite with 34x42 size (32x40 + one pixel for each direction). Engine would simply center tile (without cutting it) around selection I've made. This is only visual effect, LoF templates wouldn't be affected by this. Sounds great, or not?

Also, I'm reworking crafts look in base, since it's no near to what you can actually see in UFOpaedia, or on maps. So, say hello to new Interceptor, and Skyranger (they need some tweaks here, or there, but effect is really nice already):



(I must figure out how to replace images in BASEBITS.PCK - PCKView isn't able to load a correct palette for that file)

I've made shadow solid. Original one with "fake" anti-aliasing is looking nice, but only when craft is placed in hangar. On equip craft screen it's looking somewhat strange...

Also, also, I'm reworking Skyranger:



Original one looks kinda out of correct "perspective" with incorrect hull's shape, "flat" wings, and weird shadows... I do hope adding new frames won't be necessary... but I think not...

2
Suggestions / Some stuff
« on: February 01, 2012, 10:23:22 am »
Hello,

First of all, thank you for keeping original X-Com alive.

Anyway, some few ideas/suggestions/whatever...

- Add support for "look" of soldiers to sprites to make them consistent with inventory art (female F0/F1/F2/F3 and male M0/M1/M2/M3). It can be done by inserting additional "torso" frames into XCOM_0.PCK and XCOM_1.PCK (just like in original game it's done with female/male gender). So we would have 4 variations of female (blond/redhead/black ponytail and black woman with short hair), and 4 variations of male (blond/redhead/black hair and black male).

- Add support for excellent Power/Flying Suit inventory images (BB's Mod Pack). Example:



For example, if these files exist in UFOGRAPH directory:

MAN_2F0.SPK - MAN_2F3.SPK
MAN_2M0.SPK - MAN_2M3.SPK
MAN_3F0.SPK - MAN_3F3.SPK
MAN_3M0.SPK - MAN_3M3.SPK

engine will use them, instead of MAN_2.SPK and MAN_3.SPK. Default ones could be used in UFOPaedia.

- Fix "ghosts" problem. Because of that Lightning and Avenger doors are broken for non flying units. It has something to do with level 1 => level 2 doors passage. There must be a tile on both side of the doors (on the same level), otherwise unit will go through them like a ghost. Here's an image:



green path (downward) is working (there's a tile thus doors can be opened), and red path (upward) isn't working (there's no tile thus doors can't be opened).

- Add support for different ammo types for HWP Cannon, and HWP Rocket Launcher (AP/HE/I).

PS. sorry for my not-so-good English.

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