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Author Topic: MAPVIEW upgrade  (Read 315958 times)

Offline luke83

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Re: MAPVIEW upgrade
« Reply #390 on: February 24, 2019, 12:01:32 pm »
EDIT: back on the ranch ... implemented an overhead ScanG viewer.
https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

File->ScanG view
- mousewheel does levelup/down
- doubleclick toggles between multilevel view and single-level view
- requires ScanG.Dat in the GEODATA folder of the Configurator's basepath

EDIT: 2019 feb 21
- added check to ensure that a tilepart's ScanG reference doesn't exceed those available in the .Dat file

EDIT: screenshot3
- rigging PckView to view/edit ScanG.Dat (not done)

So for all the maps i have built i have never even tried to correct the ScanG data ( and i am embarrass for it, with my new maps i wont have a choice as they are very different to the original data so at some point i will need to fix all these.),  Are you planning just a viewer OR are you going to allow us to create new artwork and correct these from mapview?

Offline kevL

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Re: MAPVIEW upgrade
« Reply #391 on: February 24, 2019, 06:21:55 pm »
are you going to allow us to create new artwork and correct these from mapview?

tl;dr yes


hey luke,

I'm adapting PckView to open/edit/save SCANG.DAT (UFO/TFTD, although as usual i can't test TFTD's scang.dat) -- it's halfway done.

hopefully OXC/E doesn't cap the quantity of entries when loading the ScanG file (i wouldn't expect it to but it's a possibility). That is, hopefully we can add icons to ScanG.Dat and assign MCD records to use them and it all works fine.

Note that OXC and probly E *might* already be able to add extra scang-icons. I forget the specifics, and perhaps i did a bit of recoding to make it work, but it's sorta like defining a new icon as an extraSprite then specifying it as an ID in extraMapdata or whatever it is ...

anyway, personally i want to be able to add new icons directly to SCANG.DAT and reference them in MCD files seamlessly.


/Let the mayhem continue as ~25 variations of the DAT become available...

Online Meridian

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Re: MAPVIEW upgrade
« Reply #392 on: February 24, 2019, 07:36:10 pm »
hopefully OXC/E doesn't cap the quantity of entries when loading the ScanG file (i wouldn't expect it to but it's a possibility). That is, hopefully we can add icons to ScanG.Dat and assign MCD records to use them and it all works fine.

No, we don't limit the number of entries.

Offline kevL

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Re: MAPVIEW upgrade
« Reply #393 on: February 24, 2019, 07:59:49 pm »
what about mod design?

I'm not familiar with OXC/E mod design/adaptability... offhand, do you think it will handle something like this:

my_mod_override_files/GEODATA/SCANG.DAT

ie, use a mod's custom SCANG.DAT instead of the standard (UFO/TFTD) SCANG.DAT ?

Online Meridian

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Re: MAPVIEW upgrade
« Reply #394 on: February 24, 2019, 08:21:03 pm »
yes

Offline kevL

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Re: MAPVIEW upgrade
« Reply #395 on: February 24, 2019, 08:30:01 pm »
thank ya (excellent work, guys)


EDIT:
2019 February 25

 - PckView: support for SCANG.DAT files
 - PNG output sets palette-id #0 transparent
 - minor fixes and code improvements

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

attached: stock ScanG iconset w/ 14 green shoreline icons added


EDIT:
2019 February 26

 - more integration of ScanG viewer; update when the Map changes; etc.
 - ScanG view: double right-click to reload SCANG.DAT from disk
 - File->ReloadTerrains: reload Map/Routes/Terrains from disk (without having to click to a different Map and back, or reload the app)
 - MCD Info: fix TU_Slide/TU_Fly inversion
 - extend MainView's SpriteShade setting to TileView and TopView sprites and refresh all sprites when user changes the shade
« Last Edit: February 27, 2019, 12:11:28 am by kevL »

Offline Alex_D

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Re: MAPVIEW upgrade
« Reply #396 on: February 27, 2019, 08:51:57 am »
Thanks for the new version. The ScanG is a great feature.

Is there any plans on viewing the LOFTS?

- File->ReloadTerrains: reload Map/Routes/Terrains from disk (without having to click to a different Map and back, or reload the app)

I downloaded the 2019-Feb-26 version, installed on a clean folder except for the "settings", ran it and I don't see the option above . Do I need to modify something else?

By the way, my antivirus program keeps on warning the file is so uncommon that might be dangerous, blah, blah. Please (to others), keep using the program so there is a proper database and the flag can be removed by the AV database.

Offline kevL

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Re: MAPVIEW upgrade
« Reply #397 on: February 27, 2019, 08:01:57 pm »
oops i goofed. (i put the feb25 files in the feb26 archive)

go for the MapView2_190226b.7z arch. "Reload terrains" should appear just beneath "ScanG view" -- sry and thanks for the catch


Thanks for the new version. The ScanG is a great feature.

refresher:
double LMB - toggle between single-level ("1" is appended to the titlebar caption) and multi-level (default)
double RMB - reload ScanG.Dat from disk (shows message success or fail)
mousewheel - level up/down

Quote
Is there any plans on viewing the LOFTS?

not in Mapview at present. I am however currently coding McdView... based on the appearance of Volutar's MCDEdit but it won't have PCKEdit (if i can help it.. I'm not an artist and have no clue what's going on in PCKEdit..)

McdView ought show the LofTs like MCDEdit does. If you have a more specific request to show the LofTs within the design of Mapview i'd consider it ....


Quote
By the way, my antivirus program keeps on warning the file is so uncommon that might be dangerous, blah, blah. Please (to others), keep using the program so there is a proper database and the flag can be removed by the AV database.

i know so little about coding viruses ... but I suppose it's due to the over-complexity that Mapview was coded with (originally, Daishiva had his reasons for doing it that way)

... watching those in the know at the AV companies could be humorous to watch analyzing it, scratching their heads going, huh whot?

/anyway :|


if i goofed again, pls let me know


EDIT: screenshot -- McdView in progress...

EDIT2: McdView is almost finished. ~1mth of daily code
See screenshot 2.

ps. I expect there to be Mono transparency issues on the IsoLoFT panel ... *shrg
« Last Edit: March 28, 2019, 06:22:06 am by kevL »

Offline kevL

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Re: MAPVIEW upgrade
« Reply #398 on: April 07, 2019, 11:10:36 am »
(new post to hit the unread flag)

2019 apr 7
MapViewII gets MCD editor -- mcdview.exe

is integrated w/ TileView, like PckView already was.

+several tweaks to MapView itself

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md


EDIT: ops i left SpriteShade at 10 default -- that's kinda bright for most i imagine -- it should have been -1 fixed
« Last Edit: April 07, 2019, 01:55:34 pm by kevL »

Offline luke83

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Re: MAPVIEW upgrade
« Reply #399 on: April 07, 2019, 11:17:07 am »
(new post to hit the unread flag)

2019 apr 7
MapViewII gets MCD editor -- mcdview.exe

is integrated w/ TileView, like PckView already was.

+several tweaks to MapView itself

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

Nice, i will try it out next weekend  :)

Offline kevL

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Re: MAPVIEW upgrade
« Reply #400 on: April 12, 2019, 01:41:20 am »
am currently working on keyboard navigation

I think i see some (rather innocuous) bugs in RouteView's NodeEditor group buttons as well ... eg. the Paste is dysfunctional. *

* nah, just right-click to create a new node first, then Paste
« Last Edit: April 12, 2019, 09:05:24 am by kevL »

Offline luke83

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Re: MAPVIEW upgrade
« Reply #401 on: April 12, 2019, 10:11:04 am »
Hey, just checked out MCDEDIT, looks very nice, not sure if you plan on doing the art edit side of things or not to replicate VOutars version?

I do have a feature request for it though,I am always merging MCDs from different sets to create my own, what would be good would be if open a separate view window on the side of the main window,  Select another MCD set and copy over the  MCDdata and MCDimage from the secondary MCD into the main one.

Currently i am using BombBlokes MCDADD to handle this and it requires you to make Batch files to achieve this, it would be great to have a visual method to do this quickly ( Note it can be done in VOltares MCDEDIT but you must jump back and forth between MCD sets and you must copy the image and MCD separately, its a little painful).

THanks again for upgrading these programs :)


Offline kevL

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Re: MAPVIEW upgrade
« Reply #402 on: April 12, 2019, 11:14:10 am »
Hey, just checked out MCDEDIT, looks very nice, not sure if you plan on doing the art edit side of things or not to replicate VOutars version?

i have no plans for it at present... my sentiment is that pixel-editing is best suited to a dedicated pixel-editor (a real image editing program). Granted, i'm not an artist so it doesn't occupy much of my thoughts...

some time ago I adapted PckView with the ability to touch-up sprites that have rogue pixels, which is sorta common in the stock resources. So, if i need a project in future, am leaning toward handling sprite-editing in PckView. idk

Quote
I do have a feature request for it though,I am always merging MCDs from different sets to create my own, what would be good would be if open a separate view window on the side of the main window,  Select another MCD set and copy over the  MCDdata and MCDimage from the secondary MCD into the main one.

this sounds more interesting. Like a new command: File|Open copy panel...

- shows an overview of a secondary MCDset and allows multiple records to be copied to McdView's internal copy-buffer

( have gotta get keyboard navigation sorted first tho )

EDIT: whackloads of keyboard-shortcuts incoming ...


EDIT2:

2019 April 22
- keyboard shortcuts: see keyboard_cheatsheet.txt or the CHM Helpfile
- several UI changes, insubstantial (mechanically) but noticeable
- the Maptree gets double-buffered to stop flicker (non-Mono build only)

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

Reminder to backup yer stuff.


EDIT3:
next... the Copypanel (see screenshot)


EDIT4:
2019 April 27
- add CopyPanel to McdView + tweaks. The CopyPanel is a subsidiary window that can open an MCDset, from which records may be copied for insertion into McdView proper.


EDIT5:
screenshot#2 - InsertAfterLast (alpha, not in master branch yet) - an operation that inserts tileparts from the CopyPanel along with their sprites and sub-parts to Main. (note: a regular copy/insert from the CopyPanel transfers MCD-data only, that is sprites and sub-parts usually need to be tweaked up after insertion).


EDIT6:
2019 May 10
McdView's CopyPanel gets InsertAfterLast: optionally inserts sprites as well as death/alternate parts to the terrainset.


EDIT7:
screenshot #4 -- calculate on-the-fly TabOffsets in PckView (not in master branch yet)


EDIT8:
2019 May 12 - PckView upgrade.
- arrow-keys navigate sprites
- [Delete] selects next sprite (allowing quick deletion of a range of sprites)
- shortcuts have been re-assigned
- update CHM helpfile
- confirmation on save if spriteset has changed
- and the selected sprite's TabOffset is printed to the statusbar along with the offset of the 'next' sprite.
« Last Edit: May 13, 2019, 07:09:46 am by kevL »

Offline kevL

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Re: MAPVIEW upgrade
« Reply #403 on: June 24, 2019, 10:41:23 pm »
(new post to hit the new post flag)

2019 June 24
MapView2_190624.7z

- possible fix for intermittent exception related to MCD Info, caused by discrepancy between the way MCD records load in MapView and (external) McdView (after being invoked via TileView).

reported by Kato /thks

https://github.com/kevL/OpenXCOM.Tools/blob/master/Distribution/README.md

Offline Roxis231

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Re: MAPVIEW upgrade
« Reply #404 on: July 03, 2019, 09:36:30 am »
Hi KevL

I've downloaded the latest copy - but when I try to run it I get this error.



Any Ideas? Error file Included.