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Author Topic: A working map editor for existing maps.  (Read 7350 times)

KZad Bhat

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A working map editor for existing maps.
« on: February 22, 2018, 06:12:08 am »
I'm looking for a map editor that works easily for existing maps, or at least a good, coherent tutorial for an existing one. I'm primarily looking for something I can edit the ships with in PirateZ, to more sensibly establish placement order of soldiers, but for MAPVIEW I can't figure out how to get to open anything other than the vanilla ships, and the Tiled editor I haven't found anything specific to it's use in X-Com.

Offline bulletdesigner

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Re: A working map editor for existing maps.
« Reply #1 on: February 22, 2018, 02:54:43 pm »
ASSUMING you manage to work out the vanila part in MAPVIEW, its easy, just put/create the rmp/map/mcd of the ship in the correct folder.

Next step then use note pad to open Mapedit and Images
next step  add the names with the same logic as  i do in screenshot´s

done

Offline Hobbes

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Re: A working map editor for existing maps.
« Reply #2 on: February 22, 2018, 06:32:16 pm »
to more sensibly establish placement order of soldiers

Placement order on starting craft is determined by ruleset, you don't need MapView, only Notepad or Notepad++ (recommended) to edit the relevant ruleset. The part you're looking for in the ruleset is the following:

Code: [Select]
crafts:
  - type: STR_OSPREY
    deployment:
      - [10, 6, 1, 0]
      - [11, 6, 1, 0]
      - [10, 7, 1, 0]
      - [11, 7, 1, 0]
      - [10, 8, 1, 0]
      - [11, 8, 1, 0]
      - [10, 9, 1, 0]
      - [11, 9, 1, 0]
      - [10, 10, 1, 0]
      - [11, 10, 1, 0]
      - [11, 11, 1, 0]
      - [10, 11, 1, 0]
      - [10, 12, 1, 0]
      - [11, 12, 1, 0]
      - [10, 13, 1, 0]
      - [11, 13, 1, 0]
      - [10, 14, 1, 0]
      - [11, 14, 1, 0]

Where the numbers mean [x, y, z, facing]

For more info about the relevant ruleset part, check https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)#Crafts

Offline kevL

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Re: A working map editor for existing maps.
« Reply #3 on: February 22, 2018, 10:48:54 pm »
thanks Feru, a guy needs a kick o self-confidence every so often ...

@KZ, i can't give advice unless you're trying MVII


Hobbes is the guru w/ MV (original) - so it depends which edition you got fired up with

KZad Bhat

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Re: A working map editor for existing maps.
« Reply #4 on: February 23, 2018, 04:16:02 am »
Okay, this has been good info, especially about the ruleset. I'll have to spend some time looking through there, but I hope in my next run I'll at least find my soldiers deployed in the airbus the way they should be. How to actually add ship for MapView should help too, especially when I get confused about what placements the numbers actually define. After all, the Airbus 0 goes outside the craft, I bet MapView will make it easy to see where 0 is.

Offline Hobbes

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Re: A working map editor for existing maps.
« Reply #5 on: February 23, 2018, 02:35:43 pm »
After all, the Airbus 0 goes outside the craft, I bet MapView will make it easy to see where 0 is.

Check attached pic