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Messages - Finnik

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1
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: April 08, 2021, 03:58:51 pm »
I was trying hard about returning countries back in XCF, but I would say it won't be a thing in XCF because both lore and gameplay reasons. However, mechanics of infiltration was so much pain for me since age 8, so I am willing to make unofficial submod for XCF that could make it happen (if Scorch would not mind, ofc). This part of the game is not covered in FtA so I'm kinda unsatisfied about this story in the end, tho I have no direct plans to play/contribute XCF in near future  ;D

2
Tools / Re: UnitSprite Studio
« on: April 08, 2021, 03:27:17 pm »
I'm having a good time with your tool, comrade Behemond!

I've been able to finish a spritesheet in more or less 5 hours, almost the half of the time it usually takes me. I have a small request: could you add an option to recolor whole parts of the body at once? Like both the legs or the arms? That would further ease the work (i ask this because some of my units are basically recolor of other units haha)

I'm attaching a small screenshot of your wonderful tool in action!



I would say simple recoloring is better to perform in the old way, as you can recolor not just one frame, but the whole spritesheet. So you can prepare recoloring and then use unit studio to make final additions

3
Tools / Re: HandOb maker
« on: April 07, 2021, 08:47:46 pm »
Can we also unite 2 your great projects? Like adding sample soldier unit as background for handob generator to actually observe how it is held? And what about the ability to edit it right in your tool, so we can see both weapon and unit in background? Would be super useful!

4
Tools / Re: UnitSprite Studio
« on: April 07, 2021, 07:46:00 pm »
New Version, I've managed to fix some of the crashes I've been having, but there is still a long way to go.
I've moved the releases to GitHub so I don't have to edit the initial post every time. Hopefully it works as advertised, I've never used that feature before.

@Finnik I wanted to avoid doing the routine 10, but I guess if you already have some units with that routine, it's not easy to convert them to another. I'll add it.

As for adding .gif support, that shouldn't be too hard either, especially if I just use kevL's code.

I've also added a shader tool, it's more of a gimmick, but I had some fun making it. :)

Nice additions, thank you very much!

5
Work In Progress / Re: [QUESTION] Openxcom turn timer.
« on: April 03, 2021, 11:15:58 am »
Well, as I asked some people, all of them are against any real-time things, that would not let them think carefully. We were discussing dogfight possible changes, but I would say it is related to battlescape too. It's up to you what to put to OXCE backlog, but I would not like this feature.

6
Help / Re: change the world
« on: April 02, 2021, 08:24:12 pm »
I don't know why my worlddat editor shows incorrect X values (see screenshot).
Anyway I managed to complete the script, it produces a working "polygons" list to copy-paste into globe.rul. I just need to test that it imports correctly on Falko's tool.

That is supercool, I would really welcome this addition!

7
Help / Re: change the world
« on: April 02, 2021, 01:29:47 am »
I don't understand. I checked volutar's tool and I can only export to .obj format.

Right, my bad, .xyz is a format I was messing around to convert from. Well, .obj is pretty much the same. Its the text file, first part contains coordinates, the second, I assume, holds texture data (how to construct polygon and set texture ID) with links to vertices numbers.

8
Help / Re: change the world
« on: April 01, 2021, 11:29:36 pm »
Well, yes, very standard projection is used to represent a globe on a flat surface.
I assume converting xyz to rul and back is an easy task for python scripting, but I literally know nothing about python =(

9
Help / Re: change the world
« on: April 01, 2021, 01:41:01 am »
Yeah, I don't understand how textures work either.

A conversion tool would be nice.. I once made a python script to mess with RMP files... maybe I can mess with world.dat file too, to make a yaml out of it.
Nor sure if I can do it, I never fully understood the bytes thingy.

Well, can be an easier way - Volutar's tool can export to .xyz file. I really can't understand that choice, as IMO it is the worst format to represent GIS data. I worked a little with cartography once I was geologist, and there are a lot of nice formats, like shape files. XYZ file is text file with coordinates in 3d, but the shape is flat, z is always 0.
Anyway, as Volutar's too can export and import to it, I would say it is better than dealing with binary file.

10
Tools / Re: OpenXCom Modding Tools
« on: March 30, 2021, 11:43:05 pm »
Can I add own textures to the world editor? And can I change the color of the textures?

11
Help / Re: change the world
« on: March 30, 2021, 10:59:09 pm »
Looks like that if you manage to edit texture on the polygon directly, Falko's tool can load and edit it, but you can't create new of those. My guess is that it can't load new textures. But on its forum page it shows it can. So I am confused. Also, guys, can you load some Earth backgrounds other than WMS? And is there a way to load, say, Google Maps with it?

12
Help / Re: change the world
« on: March 30, 2021, 10:27:25 pm »
Omg, I manage to load it to Volutar's tool! I thought it's broken!
Tho the map needs the same correction now it looks like I am trapped, as i did a lot of work with Falko's tool, that export rulesets, and Volutar's  use only .dat file. Darn  :-X



There should be the way to convert from one to another, I believe, as the essential data there is the very same. Halp!  :'(

13
Help / Re: change the world
« on: March 30, 2021, 09:58:48 pm »
It works with Firefox (just had a small problem with copy and paste that's why I switched to Vivaldi) and it should work for Chrome. Vivaldi is a Chromium, so it's nearly identical for this purpose.

What's possible is that when you copy from the spoiler that you will end up with 3 lines instead of 2.

This is the first command
Code: [Select]
var myImage = new OpenLayers.Layer.Image('myImage', 'https://openxcom.org/forum/index.php?action=dlattach;topic=9554.0;attach=53436;image', new OpenLayers.Bounds(-180, -88.759, 180, 88.759), new OpenLayers.Size(288, 144),);
The link to the openxcom forum is the link to the image.

and this is the second
Code: [Select]
map.addLayer(myImage);

Note: I have changed the name from marsterra to myImage.

Looks working, thanks! And how do you get those values, i imagine they meant to adjust the map. I am looking to add this one as background to edit biomes
https://u-stena.ru/upload/iblock/28b/28b861daa37da95f4740d1f0599ea8e2.jpg

I'm not sure I understand the question?
For editing the landmass, I'm probably going to use volutar's word dat editor, because it seems more practical; this tool has a button to add a background image.
Although I still a haven't figured out how to add/replace a texture with a custom texture... I need to understand that before doing anything.

Well, the question is that because all maps I am loading are placed wrong, but I guess I need to adjust values in script.
Yes, I also can see the problem with Falko's tool that I can't add textures to it. But on another hand, I can't add a background picture to Volutar's tool - it always throws an exception. And I need both =)

14
Help / Re: change the world
« on: March 30, 2021, 02:15:42 am »
Now I spent my morning to figure out how to do that what you can see in the attachment. The code is running in your browser so it should be possible and I even found a (hacky) way.

It works in Vivaldi. So what you gotta do is to open the world editor. Hit F12 to get to the web developer tools. Go to the console.
Paste the following and press enter

Spoiler:
      marsterra = new OpenLayers.Layer.Image('marsterra', 'https://openxcom.org/forum/index.php?action=dlattach;topic=9554.0;attach=53436;image', new OpenLayers.Bounds(-180, -88.759, 180, 88.759), new OpenLayers.Size(288, 144),
                {wrapDateLine: true, attribution: "<a href='http://quanto.deviantart.com/art/Terraformed-Mars-53595798'>Provided by Quanto</a>"});
   map.addLayer(marsterra);

On the right side of the map there is a white plus with a dark blue background. Click on that and select marsterra. And now you should be able to trace your map with the world builder.

Is it possible to do that with Chrome or Firefox browsers?

Btw, can I make non-vanilla texture with Falko's tool?

@robin - how did you prepared the map? i am looking for the background for Falko's tool wit geographic features (mountains, forests etc)

15
Troubleshooting / Re: Wrap texts by chars needed
« on: March 29, 2021, 08:51:19 pm »
Yeah, and scroll for all pedia textboxes =) Russian texts are usually larger than English, so it is hard to translate things when the modder is using all available space for English strings

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