aliens

Author Topic: openxcom in 3d - loft viewer  (Read 9996 times)

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
openxcom in 3d - loft viewer
« on: July 31, 2014, 11:24:45 pm »
this little tool allows to wander around in openxcom maps
its based in the line of sight (loftemps) blocks that are defined within the mcd informations
you can change/add maps easily in the confmap.ini
Code: [Select]
[conf]
loftempfile=data/LOFTEMPS.DAT

[map0]
mapfile=data/MAPS/UFO1A.MAP
mapx=0
mapy=0
addterrain0=data/TERRAIN/BLANKS.MCD
addterrain1=data/TERRAIN/UFO1.MCD

[map1]
mapfile=data/MAPS/UFO_120.MAP
mapx=0
mapy=10
addterrain0=data/TERRAIN/BLANKS.MCD
addterrain1=data/TERRAIN/U_EXT02.MCD
addterrain2=data/TERRAIN/U_WALL02.MCD
addterrain3=data/TERRAIN/U_BITS.MCD

the addterrain parameter has to be the same order as the mapDataSets entries in rulset
Code: [Select]
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
the mapx/y parameter move the map at a specific position - useful if you want to visit more than one map
i put 2 example maps in the data directory you can fill it up with the maps you want to visit

be aware its a more or less just a proof of concept so its can be a bit buggy
also since the tool rebuilds the 3d-terrain new on every execution the start can be somewhat slow if you put many maps into the config file .. (but my pc is way old so perhaps thats not an issue for many)

in the zip you find the exe directory with the file "3doxc_0.5.exe" within

controls:
mouse = change view up/down/left/right
w/s = move for/backward
a/d = strafe left right
space = jump

the link (28 MB) https://falkooxc.pythonanywhere.com/static/3doxc-0.5.zip

have fun

Offline Qpoter

  • Colonel
  • ****
  • Posts: 114
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #1 on: August 01, 2014, 03:02:31 am »
This is really cool. Maybe this will be the precursor to something much bigger. Probably not... but one can dream.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #2 on: August 01, 2014, 05:01:22 am »
This has a lot of potential! Great work! :)

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: openxcom in 3d - loft viewer
« Reply #3 on: August 01, 2014, 10:38:21 am »
definitely cool for finding those pesky holes in models (like the skyranger "window" bug).

is anybody else thinking of an xcom/minecraft mashup?  ;D

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: openxcom in 3d - loft viewer
« Reply #4 on: August 01, 2014, 01:29:17 pm »
So how long until we can add a few simply textures & some shading and intergrate this into battlescape :P

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #5 on: August 01, 2014, 02:16:28 pm »
a minecraft like engine was my first idea
but i could not find a engine that delivered an easy way to put my data into it
so i switched to blender the game engine that is included there has a bunch of online tutorials about FirstPersons-Type games, mulitplayer, + the engine itself has many options to make stuff look nicer but i did not got into that

i just put a big floor and some base blocks that have a color and emit some light (avoids putting lamps into ufos)
the next step is a small python script that reads the config/terrain/map files and copy/position/stretch the base blocks (the small ufo has 13000 cubes, after optimization its only 150 cuboids)
there are surly better ways to do this but its as i said this is a prove of concept in this stage
if someone is interested i can upload the original blender file

multiplayer shootout should be possible according to the tutorials i saw :)
new textures hm if there is a trick to determine what the backside of a sprite looks like and there is a new drawingtechnique (full MCD-entries as 3d polygon instead of cuboids) one could do that
lightning no idea how to do it differently/better i think one could attach a (flash-)light to the player

as you can see now i installed blender like 3 days ago and am a bit unsure what and how it can do stuff

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #6 on: August 02, 2014, 02:25:52 am »
Just to add that I've just spotted a bug in one my MCD files using this program. :)

With a few adjustments to movement and lightning it would be a great tool to verify the LoF settings and to design maps.

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #7 on: August 02, 2014, 02:44:17 am »
great it helps

could you be more specific?
e.g. walking to slow/fast/sluggish ,...

i tried to add a flying mode but it was a bit bugged you could end up " on your head - floor is above avatar" - so i removed it

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #8 on: August 02, 2014, 02:54:50 am »
great it helps

could you be more specific?
e.g. walking to slow/fast/sluggish ,...

i tried to add a flying mode but it was a bit bugged you could end up " on your head - floor is above avatar" - so i removed it

By movement I actually meant orientation - the most helpful would be to have the game's Minimap displayed because I get lost on my maps. And it would be also useful to have a mode that prevented you from crossing walls

Offline RSSwizard

  • Commander
  • *****
  • Posts: 793
    • View Profile
Re: openxcom in 3d - loft viewer
« Reply #9 on: August 23, 2014, 02:20:43 am »
Its Amazing that even back in those days, they had the insight to include 3D technology like this, despite not using it to actually draw graphics. Its brilliant. By goodness they was gonna make sure they got their Lines Of Fire accurate (well mostly).

Fallout Tactics was a little bit similar in the way it handled its environment, though they unbound it from the tiles framework and every "unit" voxel was in and of itself a tile.