Hi,
sorry for reviving this thread, even if this was solved, i have some imputs related to this general idea. My current work on Xeno Operations can require some of what what Alex_D was asking for (it might be exactly what I need).
For context, in the XENOPS mod, every Ufopaedia image has an intricate background. Therefore, something needed to be done to avoid the plain black background you get when you assign a Ufopaedia page to the armor.
Currently, this is achieved by adding a "dummy" version of the armor with the suffix "DISPLAY," which uses a special custom spriteinv. This sprite is manually created.
This is the REAL ARMOR
- type: STR_FLIGHT_JUMPSUIT
ufopediaType: STR_PILOT_UFOPEDIA_DISPLAY
spriteSheet: XOPS_XCOM_0.PCK
layersDefaultPrefix: HUMAN
layersSpecificPrefix:
8: FLIGHT_JUMPSUIT
layersDefinition:
M999: [this repeated a bunch of times, dont need to add it in this post]
spriteFaceGroup: 6
spriteFaceColor: &SpriteFaceColorAgent [same as above for this post]
spriteHairGroup: 9
spriteHairColor: &SpriteHairColorAgent [same as above]
customArmorPreviewIndex: 0
storeItem: STR_NONE
loftempsSet: [ 3 ]
corpseBattle:
- STR_CORPSE_FLIGHT_JUMPSUIT
frontArmor: 6
sideArmor: 2
rearArmor: 2
underArmor: 2
stats: &StatsForJumpsuit [avoided, same as above]
damageModifier: &damageModifierJumpsuit [same as above]
builtInWeapons:
- STR_NULL_POCKET_LS
- STR_NULL_POCKET_RS
- STR_NULL_BACKPACK
- STR_NULL_BELT
units: &CompatibilityWithPilotUnits
- STR_PILOT
This is the DUMMY
- type: STR_PILOT_UFOPEDIA_DISPLAY
spriteSheet: XCOM_0.PCK
spriteInv: PILOTUFOPEDIA
weight: 2
loftempsSet: [ 3 ]
frontArmor: 6
sideArmor: 2
rearArmor: 2
underArmor: 2
corpseBattle:
- STR_CORPSE_FLIGHT_JUMPSUIT
stats: *StatsForJumpsuit
damageModifier: *damageModifierJumpsuit
- If I use the dummy, it shows as expected in the rest of the Ufopaedia [1].
- If I directly add the armor in the ufopedia.rul, it has a black background [2].
- I tried modifying the interfaces.rul to put a custom background by adding the tag "backgroundimage:" hoping to have the Ufopaedia article include that background and then display the unit paperdoll as it usually does, but this was not successful.
- type: articleArmor
backgroundImage: BACK08.SCR #same as weapons?, for testing
elements:
- id: button
color: 239 # Blueish gray
- id: text
color: 8 # chalky
color2: 71 # green
- id: list
color: 6 # grey
color2: 71 # green
I wish it would work[3] like in the same manner like facility or weapons screens [4], as I already have the "empty" background image ready[5].
(regardless I still use typeufopaedia to signal which article the MMB should open when clicked for all color variants of the same armor).
My issues with the current problem:
Expected benefits:
TL;DR:
Thank you very much Meridian for any insight.