aliens

Author Topic: [ARMOR] Combat Armor  (Read 47451 times)

Offline Fox105iwsp

  • Colonel
  • ****
  • Posts: 107
    • View Profile
Re: [ARMOR] Combat Armor
« Reply #45 on: March 03, 2014, 05:05:19 pm »
Could it be a sprite miscount? like the personal armor has a sprite count of 275, if you add to it, it will go crazy >_<

niculinux

  • Guest
Re: [ARMOR] Combat Armor
« Reply #46 on: July 11, 2014, 08:54:55 pm »
At the time I'm writing (17/06/2014) actually Combat armor does work, but In the map sprites are quite rendered well:


(click to enlarge)

warboy1982 suggested:

fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.

anyone may want to try? thanks!
« Last Edit: July 11, 2014, 09:00:21 pm by niculinux »

Offline NoelBuddy

  • Colonel
  • ****
  • Posts: 142
    • View Profile
Re: [ARMOR] Combat Armor
« Reply #47 on: October 27, 2014, 06:19:32 pm »
Alternate graphics:

No helmet, slightly more form fitting vest.

Offline TaxxiDriver

  • Captain
  • ***
  • Posts: 97
    • View Profile
Re: [ARMOR] Combat Armor
« Reply #48 on: November 02, 2014, 02:32:27 pm »
Alternate graphics:

No helmet, slightly more form fitting vest.

I love your graphics! How can I apply them? In your files XCOM_4.gif is a single picture while in the original version it comes as a group of splitted pictures. 

Offline NoelBuddy

  • Colonel
  • ****
  • Posts: 142
    • View Profile
Re: [ARMOR] Combat Armor
« Reply #49 on: November 02, 2014, 10:59:41 pm »
I love your graphics! How can I apply them? In your files XCOM_4.gif is a single picture while in the original version it comes as a group of splitted pictures.

Why thank you! Right, forgot I changed that...

Replace:
Code: [Select]
  - type: XCOM_4.PCK
    width: 32
    height: 40
    files:
      0: Resources/CombatArmor/XCOM_4/

With:
Code: [Select]
  - type: XCOM_4.PCK
    width: 512
    height: 720
    subX: 32
    subY: 40
    files:
      0: Resources/armored_vest/XCOM_4.gif

in the ruleset and make sure XCOM_4.gif is in the "Resources/armored_vest/" folder.

Offline TaxxiDriver

  • Captain
  • ***
  • Posts: 97
    • View Profile
Re: [ARMOR] Combat Armor
« Reply #50 on: November 03, 2014, 02:34:44 pm »
Thanks. It works perfectly fine and looks awesome 8)

I suppose there are two ways to add extrasprites? Either splitting graphics into small pieces and manually assign them corresponding numbers or just make one big art and let it be assigned automatically? A bit confusing  :-\

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: [ARMOR] Combat Armor
« Reply #51 on: November 03, 2014, 04:46:09 pm »
You can add sprites either as a bunch of individual images, in which case you specify the folder they are in and the starting index to assign to them (the game automatically generates the indexes for all the pictures), or you merge all the individual images into a big one and also only give one index. Although you could index every image yourself, there is no need to and it would be incredibly tedious.

Note that if you use individual images in a folder, it will come out all garbled in the Linux version of OpenXCom for some reason. It also may slow down the game a bit on old computers (too many objects open at once).