Author Topic: Neoworm Sprites dump  (Read 15286 times)

Offline Nord

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Re: Neoworm Sprites dump
« Reply #105 on: December 31, 2017, 01:50:04 pm »
You need to create more than one tank armors with same spritesheet and different inventory images.

Offline The Reaver of Darkness

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Re: Neoworm Sprites dump
« Reply #106 on: January 05, 2018, 11:19:11 am »
I was thinking of a similar thing recently and I strongly suspect it can't be implemented without a new feature being added to OXCE+. My idea was to have weapons change appearance based on which ammo is on them. You're trying to make soldiers change appearance based on which weapon they have. I think these two things could both be done using a similar design feature.

At current, as you already know I'm sure, the tank turret displays separately from the tank chassis on the battlescape. So here's an alternative idea: put the tank's inventory slot on the part where you see the turret, and have its inventory item actually cover the turret so that it looks like it's the turret in place. Possible problem: turret image is too wide to fit in the 2x3 slot, important in order to display in the 2x3 UI slot. Possible solution: shrink the x-axis of the tank to 1/2 size, so that it is vertically elongated in appearance. This distorted tank will look funny but will fit better into the screen space normally occupied by a soldier. The actual turret you see should then fit within the 2x3 inventory slot. Then all you need to do is give tanks a special inventory layout. I think there's already functionality available to have inventory layout dependent on armor.

Offline ohartenstein23

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Re: Neoworm Sprites dump
« Reply #107 on: January 05, 2018, 02:59:49 pm »
You can't have separate layouts for each armor, but you can fill slots that you don't want to use with useless 'items' that are just black images (the trick used in XCF and Piratez). However, changing an item's or unit's sprite/color based on ammo loaded is definitely possible with scripts - I've written a few to do exactly that.

Offline NeoWorm

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Re: Neoworm Sprites dump
« Reply #108 on: January 05, 2018, 05:24:41 pm »
I don't need to change the paperdoll based on used weapon - I am not crazy and I know I have only limited time. I just wanted to change tank inventory images and found out that the tanks are defined in some really crazy way that I hardly understand. Because the inventory image is defined by armor, but all tanks and all hovertanks share the same armor. So making the multiple armors with just different inventory images as was suggested before. But I still don't know how is the chassis determined in the item ruleset.

Offline ohartenstein23

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Re: Neoworm Sprites dump
« Reply #109 on: January 05, 2018, 05:38:13 pm »
The chassis (armor) is not defined in the item ruleset.  The name of the item in the ruleset (e.g. STR_TANK_CANNON) is used to find a unit in the units ruleset with the same name and race; this is the unit that is spawned in the battlescape, using the weapon from the items ruleset.  You can therefore change the armor for each type of tank in the units ruleset.

Offline NeoWorm

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Re: Neoworm Sprites dump
« Reply #110 on: January 05, 2018, 06:38:31 pm »
The chassis (armor) is not defined in the item ruleset.  The name of the item in the ruleset (e.g. STR_TANK_CANNON) is used to find a unit in the units ruleset with the same name and race; this is the unit that is spawned in the battlescape, using the weapon from the items ruleset.  You can therefore change the armor for each type of tank in the units ruleset.
Okey, that's the missing piece of information, thanks.