I am pretty new to the world editing, but it seems to be the most painful part in the modding. AFAIK, there is only 2 options - Use Volutar editor (sorry, cant find the link to it), or use Falco's tool (
https://openxcom.org/forum/index.php/topic,2835.0.html). There are not compatible, as Volutart's editor changes binary data file, and Falco is using ruleset as data format.
I want to make globe a bit more precise to real maps, so I was needed to use background image under data layer. I failed to load background to Volutar's editor, so I chose Falco's tool. It is fun to use, but it is far from perfect. First, it looks like it uses old data format, current OXCE `region` and `globe` data is recommended to store. Again, I am not an expert, but I came to this:
https://github.com/723Studio/X-Com-From-the-Ashes/blob/197d086090f4fcacab4df316d4065b95bc102e2e/Ruleset/globe_FTA.rulhttps://github.com/723Studio/X-Com-From-the-Ashes/blob/197d086090f4fcacab4df316d4065b95bc102e2e/Ruleset/regions_FTA.rulAs it has big difference to Falco's export/import format, working brings a lot of pain.
Another problem is that Falco's tool is using cylindrical projection, so the closer you are to the pole, the bigger errors you can make. This makes it's snapping fails, and brings gaps on the game's globe, that are not editable in web:
Another issue - it is not very precise when it comes to mission zones rectangles, it is very hard to work with small zones.
How do you think, is it worth making the globe editor as part of game engine, like marvelous Ohartenstein's Map Editor (
https://openxcom.org/forum/index.php/topic,8711.0.html)?