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Messages - Neville

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Work In Progress / Re: Steam/Collector's Edition Aquanaut Sprites
« on: December 24, 2019, 04:40:06 am »
I am  trying to find a way to make Aquanauts wear helmets with some suits (entries for Plastic Aqua-Armor, Ion Armor, and Magnetic Ion Armor show Aquanauts wearing helmets). It never made sense to me that soldiers in the original game and Enemy Unknkown usually do not wear helmets.

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Troubleshooting / Terror from the Deep Aquanauts
« on: December 21, 2019, 05:25:02 am »
What files provide the sprites for aquanauts wearing their standard diving suits?

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Work In Progress / Re: Steam/Collector's Edition Aquanaut Sprites
« on: December 21, 2019, 05:19:36 am »
Which files affect the standard diving suit images in Terror From the Deep?

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Work In Progress / Re: Megapol vehicles for X-Com use
« on: September 18, 2017, 07:22:09 am »
Check out the From the Apocalypse Mod, the modder is recreating Apocalypse in XCOM
Apocalypse uses more advanced .PCK and .TAB files, which the sprite converter does not work on, for smoother, more detailed images of vehicles, people, equipment, and aliens in the city as well as on the ground. Also, vehicle equip images are in .PCX format. A problem with .PCX equip images is that you have to be sure you have everything in place to ensure the proper appearance is kept, including the background. I have tried different tools, but none actually allow you to see color vehicle images except for Cityscape select icons or UFOPaedia file images, not purchase/select images.

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Work In Progress / Megapol vehicles for X-Com use
« on: September 17, 2017, 05:33:24 am »
In X-Com: Apocalypse, Megapol is supposed to be working with X-Com, locating alien activity and helping fight UFOs. It always seemed odd to me that Megapol would leave X-Com to rely on Marsec vehicles, especially considering that the UFOPaedia article on the Police Hovercar states, "Megapol is able to manufacture many of these scout cars and can replace any losses." I have been able to make the Police Hovercar available to X-Com using Apoc'D and the Megapol mod from strategycore.co.uk, but the equip image is not quite accurate, as the curved upper body, which, judging by the side image in the UFOPaedia file, is shaped much like that used on the Stormdog, appears to have been made using the body of the Wolfhound APC, and it is difficult to change the image. Also, the purchase/select image of the Police Hovercar is that of a blue Phoenix Hovercar. I cannot find a way to make an accurate color image. Can someone help with this?

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Fan-Stuff / Re: X-Com: Apocalypse Vehicles
« on: September 13, 2017, 06:39:17 am »
Use apoc'd
I have used Apoc'D before. It allows you to reassign images, but the images I need are stored in file packs that I am unable to access. The files in the mod add images of the Megapol vehicles, the Police Car and the Police Hovercar, but they overwrite others, changing the appearance of at least two Marsec vehicles, the Stormdog and the Phoenix Hovercar, as well as at least one X-Com vehicle, the Retaliator. Also, the purchase/equip images provided are not completely accurate. The Police Hovercar has a curved upper body, but the mod uses the angular upper body of the Wolfhound APC, and it uses modified images of the Stormdog for the Police Car, though the vehicles are not the same.

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Fan-Stuff / X-Com: Apocalypse Vehicles
« on: September 10, 2017, 07:20:34 am »
I have always wanted to use Megapol vehicles in X-Com: Apocalypse, but the only mod I have found that will provide full images (large, full-color, standard equip and small side images) of the Police Hovercar and the Police Car, which can be found on the site "http://www.strategycore.co.uk/files/megapol-mod/", includes extensive changes in gameplay and changes the appearance of other vehicles. Does anyone know how to simply extract and use the images of the Police vehicles?

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Work In Progress / Re: Steam/Collector's Edition Aquanaut Sprites
« on: August 27, 2017, 07:21:13 am »
Falko's tool will (probably) not work... TFTD has different file format than UFO.

I'm attaching modified unarmored TFTD spritesheet... try if it works for you... if yes, I can write a routine to convert the other spritesheets too.
I tried it only with openxcom, don't have the original game handy atm.
Thank you! I have tested the sprites on islands and in ports, and they work for both. They seem to work just as well in underwater environments as the original sprites.

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Work In Progress / Steam/Collector's Edition Aquanaut Sprites
« on: August 26, 2017, 05:19:16 am »
I have the entire X-Com series on Steam, and I have the three games of the Collector's Edition on CDs, with "X-Com: Interceptor" on another CD. I am trying to find a way to make Aquanauts keep their helmets on in all environments. I can modify sprites from PCK and TAB files, but I cannot change multiple PNG sprites back to single PCK and TAB files. Can someone help?

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Tools / Re: OpenXCom Modding Tools
« on: August 25, 2017, 02:44:31 am »
Ah, I see.

Sorry, Falko's tools were made specifically for OXC... They aren't really useful for the original game.
I found a mod with "X-Com: Terror from the Deep" PCK and TAB files modified for "X-Com: UFO Defense", so I know there is a way to alter the format of the PNG sprites and change them back to PCK files. How would this have been done?

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Tools / Re: OpenXCom Modding Tools
« on: August 24, 2017, 09:50:56 pm »
Why on Earth would you want to do that?!
Because I'm trying to modify the Steam version of "X-Com Terror from the Deep" so Aquanauts keep their helmets on in all environments. Steam does not use rulesets, so you need a PCK file to do that.

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Tools / Re: OpenXCom Modding Tools
« on: August 24, 2017, 09:32:33 pm »
The X-Com Converter does not change PNG images I upload back into PCK files.

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Programming / Re: Aquanaut Helmets
« on: August 24, 2017, 01:43:58 am »
It takes a long time to get all the sprites ready. With some, the coloration is so similar they look nearly the same. I have nearly finished with the starting diving suits. Do sprites for dead Aquanauts remain the same in all environments?

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Programming / Aquanaut Helmets
« on: August 24, 2017, 12:24:42 am »
I have been playing the Steam version of "X-Com: Terror from the Deep" and trying to modify it so Aquanauts keep their helmets on while on ships, in bases, and on the ground, but I cannot seem to keep the transparency of the image files.

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Suggestions / Aquanaut Armor
« on: August 21, 2017, 05:45:01 am »
I play the Steam version of "X-Com: Terror From the Deep", and I was wondering if someone could make a mod to allow Aquanauts to keep their helmets on in all environments. This would be like the Power Suit and the Flying Suit in "X-Com: UFO Defense", which have helmets, implied to be separate, but which are never removed.

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