Author Topic: MAPVIEW upgrade  (Read 316057 times)

Offline kevL

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Re: MAPVIEW upgrade
« Reply #300 on: November 17, 2018, 04:03:27 pm »
but i'm wondering what happens if, say, PyramidRebirth has a .map "PSCOUT" and Piratez has a .map "PSCOUT" but they're different. And further they might both access terrain(s) "UFO_BITS" but again they're different ...

at that point i'd be sorely tempted to implement user-chosen MapTree configurations

eg. Filemenu->Open Maptree ...

Offline davide

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Re: MAPVIEW upgrade
« Reply #301 on: November 17, 2018, 04:13:52 pm »
Mods have differenti basepath , therefore each load their Maps/Terrain

Offline kevL

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Re: MAPVIEW upgrade
« Reply #302 on: November 17, 2018, 06:12:48 pm »
okay. It should work, right?

Offline davide

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Re: MAPVIEW upgrade
« Reply #303 on: November 17, 2018, 07:59:02 pm »
https://openxcom.org/forum/index.php/topic,1321.msg105714.html#msg105714

There are the two sorce updated

It is olready missing the same update to open pckview on tileset, a probably other UI actions, I update  MapTilesets.yml with notepad++.

An other usefull function could be an action to add to MapTilesets.yml terrains/crafts/ufos maps found into a rule file selected by a file explorer. It has to be set basepath

Offline luke83

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Re: MAPVIEW upgrade
« Reply #304 on: November 24, 2018, 10:38:21 am »
Anyone else getting an error when opening the original urban map set with mapview (the newset build is what i am using)? My son wants to start learning how to mod but it keeps crashing with vanilla maps. Once he goes to bed i will get the exact error.

Error shown below, anyone else getting this?


Update: is fixed, i must of picked up a corrupted file from somewhere , once i copied over a fresh install its started working.


« Last Edit: November 24, 2018, 12:14:36 pm by luke83 »

Offline kevL

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Re: MAPVIEW upgrade
« Reply #305 on: November 24, 2018, 08:39:24 pm »
browsing the code, i'd say it was a bad Pck file (but i wouldn't want to try to re-code things to handle it gracefully w/out said bad Pck file )

Offline luke83

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Re: MAPVIEW upgrade
« Reply #306 on: December 07, 2018, 02:35:20 pm »
Hey mate,
 Just making sure there i am not going blind, there is no way to export a Sprite Sheet as PNG out of the current version is there?

Thanks

Offline Solarius Scorch

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Re: MAPVIEW upgrade
« Reply #307 on: December 07, 2018, 02:49:38 pm »
Hey mate,
 Just making sure there i am not going blind, there is no way to export a Sprite Sheet as PNG out of the current version is there?

Thanks

It's definitely possible in the MCDEdit.

Offline luke83

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Re: MAPVIEW upgrade
« Reply #308 on: December 07, 2018, 10:16:43 pm »
It's definitely possible in the MCDEdit.

but i cant do unit animation sprites in MCD edit right? I am now using MCDEDIT for almost everything :)


Offline Solarius Scorch

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Re: MAPVIEW upgrade
« Reply #309 on: December 07, 2018, 10:18:33 pm »
but i cant do unit animation sprites in MCD edit right? I am now using MCDEDIT for almost everything :)

Ah... no, but Aseprite is perfect for this ;)

Offline kevL

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Re: MAPVIEW upgrade
« Reply #310 on: December 07, 2018, 11:58:47 pm »
Hey mate,
 Just making sure there i am not going blind, there is no way to export a Sprite Sheet as PNG out of the current version is there?

Thanks

hey luke, nope. Ben/Daishiva* wrote a routine to output to .BMP and so i simply re-implemented it ... but since i'm a huge fan of PNG this should happen uh, eventually.

*pretty sure it was Ben ...


EDIT: update PckView
output a spritesheet whose dimensions (should be) compatible w/ OxC ... although .BMP

is not thoroughly tested but seems straightforward enough,
« Last Edit: December 18, 2018, 02:36:51 am by kevL »

Offline luke83

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Re: MAPVIEW upgrade
« Reply #311 on: December 18, 2018, 10:46:28 am »
Hello,
 New spritesheet work ( see image)

However trying to export any TFTD sprites now gives a error ( note older version had same issue), see other image. Note on this occasion i tried exporting a Deepone which generated the below error.
« Last Edit: December 18, 2018, 11:46:20 am by luke83 »

Offline kevL

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Re: MAPVIEW upgrade
« Reply #312 on: December 18, 2018, 01:49:11 pm »
... i tried exporting a Deepone ...

rather, do you mean you tried *loading* a Deepone PCK file? And PckView borked on it w/ "Cannot access a closed file"? I was expecting something more like "Index was outside the bounds of the array" tbh.

I don't have TFTD or any of its resources ... I managed to generate the latter error just by tinkering around tho ...

if you can upload and PM me a link to, eg. Deepone.Pck+Tab (or any battlefield, 32x40 spriteset from TFTD, that you have reasonable confidence is valid/correct/working properly) I'll look into it and should (hopefully) be able to straighten up a few things.

Offline Solarius Scorch

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Re: MAPVIEW upgrade
« Reply #313 on: December 18, 2018, 02:08:47 pm »
I know it's not the right thread, but since this keeps coming up: attached are various alien sprites from both games, some in several variants. This should be enough.

Warning: some TFTD sprites are in X-Com palette.
« Last Edit: December 18, 2018, 02:12:51 pm by Solarius Scorch »

Offline kevL

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Re: MAPVIEW upgrade
« Reply #314 on: December 18, 2018, 02:19:23 pm »
attached are various alien sprites from both games, some in several variants. This should be enough.

thanks Solarius. Those will help, but i also really need Tab-offsets from the original Pck spritesets ...


although it's probly enough for Luke, i'd guess