aliens

Author Topic: Map Modding Questions  (Read 24168 times)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Map Modding Questions
« Reply #30 on: June 19, 2014, 05:11:57 am »
thanks
unfortunately with XBASE_21 the complete hangar was replaced with dirt
its not something i really really need right now but some day... i would like to have/make something like that

I just had a look at the facilities section of the XCom1 ruleset and it only has listed X_BASE16 so it will definitely need 9 separate maps and most likely the order for placing them will be:
16 17 18
19 20 21
22 23 24

Which also implies that the Dirt module will have to be renamed X_BASE25 and the corresponding entry updated but I can't find a definition for it on the ruleset, so the alternative is renaming the hangar modules to 21-29. Plus updating the BASEBITS.PCK with graphiocs of these 9 modules.
« Last Edit: June 19, 2014, 05:16:14 am by Hobbes »

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Map Modding Questions
« Reply #31 on: June 19, 2014, 10:14:02 am »
after some testing i got a error message that the map height is to high
my hexeditor+wiki says the map is build for height 4
i changed the 3rd bit and deleted stuff from the map to make it a 2level map but after that it (still) crashed and i suppose without "something" in the RMP file it will not work

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Map Modding Questions
« Reply #32 on: June 19, 2014, 02:59:48 pm »
after some testing i got a error message that the map height is to high
my hexeditor+wiki says the map is build for height 4
i changed the 3rd bit and deleted stuff from the map to make it a 2level map but after that it (still) crashed and i suppose without "something" in the RMP file it will not work

My mistake. The file attached has the right proportions.

Offline tnarg

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: Map Modding Questions
« Reply #33 on: June 25, 2014, 03:19:43 pm »
Here is a test mod I made It has a 3x3 hanger and a 2x2 lab.  The map files work (they are not that good I only spent 15min making them.)

I can not work out how to get the sprits working in the base screen (geoscape) any help with that would be wellcome.

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Map Modding Questions
« Reply #34 on: June 25, 2014, 03:35:41 pm »
i tried you hangar and it works ! great
to get the sprites correct you need:
Code: [Select]
facilities:
  - type: STR_HANGAR2
    spriteShape: 60
    spriteFacility: 60
extraSprites:
  - type: BASEBITS.PCK
    files:
      60: Resources/bighangar/basebits_09_0.gif
      61: Resources/bighangar/basebits_top_hangar_0.gif
      62: Resources/bighangar/basebits_10_0.gif
      63: Resources/bighangar/basebits_left_hangar_0.gif
      64: Resources/bighangar/basebits_middle_hangar_0.gif
      65: Resources/bighangar/basebits_right_hangar_0.gif
      66: Resources/bighangar/basebits_11_0.gif
      67: Resources/bighangar/basebits_bottom_hangar_0.gif
      68: Resources/bighangar/basebits_12_0.gif
      69: Resources/bighangar/basebits_13_0.gif
      70: Resources/bighangar/basebits_top_corner_0.gif
      71: Resources/bighangar/basebits_14_0.gif
      72: Resources/bighangar/basebits_left_corner_0.gif
      73: Resources/bighangar/basebits_middle_corner_0.gif
      74: Resources/bighangar/basebits_right_corner_0.gif
      75: Resources/bighangar/basebits_15_0.gif
      76: Resources/bighangar/basebits_bottom_corner_0.gif
      77: Resources/bighangar/basebits_16_0.gif
for 2x2 sprites you need 4sprites NE,NW,SE,SW to define the image after this building is complete
and i suppose you could use "spriteShape: 9" for 2x2 facilities [untested]

Offline tnarg

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: Map Modding Questions
« Reply #35 on: June 25, 2014, 03:54:01 pm »
I saw this ruleset when you posted it before but for some reson it crashes when I enter the base screen and I have not workout out how to fix it.

I'm happy you like my base rule set took me hours to work it out.  So I figgered I'll post it here and save some people time.  You should be able to work out how to add other room.  you can call them what you want just make sure they keep the same ending ie "_01" as that seem to be how they find the other maps for big rooms.

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: Map Modding Questions
« Reply #36 on: June 25, 2014, 04:09:43 pm »
the 3x3 size needed some fixes in the code so using a nightly > openxcom_git_master_2014_06_18_2127.zip - built 2014-06-18 19:31 is needed
perhaps that is the reason?

Offline tnarg

  • Sergeant
  • **
  • Posts: 38
    • View Profile
Re: Map Modding Questions
« Reply #37 on: June 25, 2014, 04:18:03 pm »
That would be it.  I'm on the Milestone 1.0 vertion.  I'll give this a go tonight.

Thanks

Offline AlienMuncher

  • Sergeant
  • **
  • Posts: 24
    • View Profile
Re: Map Modding Questions
« Reply #38 on: June 26, 2014, 11:41:23 pm »
Is it possible guys to put 2 crafts in one hangar with corresponding sprites on the basescape?

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: Map Modding Questions
« Reply #39 on: July 31, 2014, 01:56:34 pm »
Hi Tnarg,

I worked on your base facilities without your permission...

As I am interested in your work, I decided to integrate them for my own use

I also share it in case it may be of any help to you or any other


I attach the full mod, beware that it does not contain your weapons stuff any more, only facilities



It contains also :
- your maps and routes (as you provided them, i.e. no change)
- resources
   - I renamed your files accordingly to my method  :P and only corrected bottom hangar shape
   - I prepared resources for other facilities
- full ruleset (beware to make all your rulesets converted to UTF8 ; this one has been converted)
- a folder User, that you can use in order to test it easily -> just copy it over your user directory (on a test environment, do not overwrite your own !!)
- included screen shots on folder root are of no use (also just for information)

There is an issue with the 3X3 hangar which does not display well in ufopaedia (see attached screen shot), I have no solution for it

Some advices :
- When designing SpriteFacility (I mean for facilities of size > 1), I meet an issue (I don't know if I am alone) that has something to do with palettes ; it works well for first NW corner, but alters colours (blue-purple only ?) for other sprites ; take care of that when you redesign them, make first a test on one sprite (and please tell me if you meet same issue)
- You also do not have to change SpriteShapes, but SpriteFacilities only (see link below for my comments about building queue shapes)

I posted some information on how making new base facilities here
« Last Edit: July 31, 2014, 02:07:11 pm by Aldorn »