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Messages - jackstraw2323

Pages: 1 ... 12 13 [14]
196
Tools / Re: OpenXCom Modding Tools
« on: October 29, 2014, 11:31:32 pm »
So any thoughts about updating the HWP builder? I'm working on some custom graphics, and while it's still early days I'm approaching the point of having all of my facings done, but not the animations, and I'd like to be able to test.

Hate to tip my hand, but I took some front mission sprites as reference, and chopped, remixed, redrew, and optimized. Still fiddling with some of the other facings as I had to draw from scratch, but I get at least 2 facings free from source materials.

197
Work In Progress / Re: Two weapon HWP
« on: October 29, 2014, 04:02:16 am »
I know I've seen two mods with this option, but I don't have any idea how to use the secondary weapon, should it be in the left weapon slot?

198
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: October 29, 2014, 03:29:12 am »
just an FYI folks: it seems that OSX really doesn't like transparency in png, recommend replacing colour 0 with magenta or supergreen in your palettes

Yes, shout this from the top of the hills. Took me a while to figure this out, and then found this thread. Would have saved me some time. Maybe someone can reroll the pallet sets and replace the ones here? Or maybe add them to the wiki about sprite modding?

199
Troubleshooting / Re: OS X 10.10 Yosemite Beta
« on: October 29, 2014, 03:26:03 am »
Great. I'm just about to wrap up a major project so I've been holding off upgrading just in case things went sideways, good to know this will still work.

200
Tools / Re: OpenXCom Modding Tools
« on: October 28, 2014, 03:42:03 am »
When using https://falkooxc2.pythonanywhere.com/hwpbuild My sprites seem to be out of order for the Secotopod. Compared to the sprites of https://openxcom.org/forum/index.php?topic=1627.0 seems like either I'm missing some code in my .rul to give it the correct order, or the file just isn't assembling in the right order.

201
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 03:37:35 am »
That seems to be the case for me. It's the difference between a pile of static and the graphic as intended.

I haven't installed a ton of mods yet, so further testing would confirm.

202
Resources / Re: Palettes for XCOM in GIMP/Paintshop format
« on: October 28, 2014, 03:36:27 am »
To anyone using photoshop, I suggest editing the transparent swatch of the palette to be r:0 G:255 B:0, in order to prevent problems with those of us on OSX. It will be ignored in the final game anyhow and treated as transparent.

203
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 03:28:02 am »
So how did OP get the sprites in the right order? I'm finding that the tool at https://falkooxc2.pythonanywhere.com/hwpbuild produces a very different sprite sheet layout that seems out of order when I use them on an HWP using the code it suggests. Currently attempting using the sectopod routine as the base.

204
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 03:20:38 am »
Okay, I worked out how to fix. If I'm understanding what I ready, the engine pretty much ignores your actual palette and uses what it has stored for the battlescape. So it's safe to open the image in photoshop, under the image>mode>color table (assuming the image is already indexed) and replace the transparent color with something like R:0 G:255 B:0 that isn't used in the tables. The image will now render correctly. Sweet.

205
Troubleshooting / Re: OS X 10.10 Yosemite Beta
« on: October 28, 2014, 02:14:09 am »
I haven't yet upgraded, have you been able to run since Yosemite was released?

206
Released Mods / Re: [HWP] Sectopod HWP V6 OpenXCOM
« on: October 28, 2014, 02:02:06 am »
I just get corrupted graphics when attempting to use these. I'm trying to work on my own HWP project, and ran into the same issue on my graphics. I thought maybe I just had a palette  error, and my image size was different as I was using https://falkooxc2.pythonanywhere.com/hwpbuild

I'm using open X com on a mac, so that version maybe doesn't support the custom spritesheets?

Going to try the unofficial osx nightly and see if that helps.

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