Author Topic: OpenXCom Modding Tools  (Read 123618 times)

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #45 on: January 13, 2015, 09:22:49 pm »
ah i misread SPK2PNG is the function for SPK files :)
i fixed one line in the converter and now your example files work

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: OpenXCom Modding Tools
« Reply #46 on: January 13, 2015, 11:56:17 pm »
ah i misread SPK2PNG is the function for SPK files :)
i fixed one line in the converter and now your example files work

Yup, it's working now. Thanks :)

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #47 on: January 24, 2015, 02:15:37 am »
made an update for the modtools
some small tweaks for the HWP Builder (thx @ jackstraw2323)
and the current nightly rulesets added to the modtester
also some (14) additional tests for mapscript were included to catch special cases that go out of the scope of trivial syntax errors

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: OpenXCom Modding Tools
« Reply #48 on: January 27, 2015, 03:52:56 am »
You only need one tools!

It's name is VIM, vi - Improved :>

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: OpenXCom Modding Tools
« Reply #49 on: February 19, 2015, 02:20:53 am »
Hi Falko,

I've ran into a weird problem with some graphics files which, as far as I know, work fine in OpenXCom. When I try to "fix palette" in the palette converter, I get a whole bunch of bright green pixels over colors that should remain as they are. I've attached one of the images. I've been using it for a while in game without issue.

Any idea what's happening? Did I mess up the palette of it but somehow OpenXCom displays them properly?

Thanks!

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #50 on: February 19, 2015, 10:40:30 pm »
fix palette uses the colors in the palette supsuper/warboy provided for openxcom
if there is no exact match to the color value the pixel is replaced with color0
if the images work fine there is no need for fixpallette
if youhave an armor try setpalette (battlescape) that resets the colors of the image pallete to the ones provided

Mono

  • Guest
Re: OpenXCom Modding Tools
« Reply #51 on: March 17, 2015, 06:17:38 am »
Hi Falko, I want to report a minor problem with the sprite maker:
1) select and downloaded cyber template
2) little modification (attached)
3) used "splitme" for the sprite (attached)
4) run the game

The new cyberdisk has a couple of  pixels over his head that belong to the bottom animation.

Thanks for your work!

Offline redv

  • Colonel
  • ****
  • Posts: 335
    • View Profile
Re: OpenXCom Modding Tools
« Reply #52 on: March 17, 2015, 11:29:17 pm »
The same issue for hovetanks:(

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #53 on: March 18, 2015, 08:33:31 am »
will take a lookk within the month

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11783
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #54 on: September 13, 2016, 08:27:09 pm »
Sorry for the threadomancy, just wanted to communicate that the tools site is down.

I messaged Falko, I hope it reaches him. I mean, we literally can't mod without these tools! At least not seriously.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: OpenXCom Modding Tools
« Reply #55 on: September 15, 2016, 10:48:13 pm »
Sorry for the threadomancy, just wanted to communicate that the tools site is down.

I messaged Falko, I hope it reaches him. I mean, we literally can't mod without these tools! At least not seriously.

Any updates on this? Since the spriteconverter is so fucking needed.

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11783
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #56 on: September 15, 2016, 11:55:12 pm »
Any updates on this? Since the spriteconverter is so fucking needed.

Sadly, no. He hasn't been on Skype for a long time, too...

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: OpenXCom Modding Tools
« Reply #57 on: September 25, 2016, 12:32:52 pm »
hi the site should run again
pythonanywhere.com changed their rules for free accounts
one has to login in to the admin panel every 3 months now
and i did not do that so the site was disabled  :-[
hopefully i get remember doing that regularly

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11783
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: OpenXCom Modding Tools
« Reply #58 on: September 25, 2016, 02:05:17 pm »
hi the site should run again
pythonanywhere.com changed their rules for free accounts
one has to login in to the admin panel every 3 months now
and i did not do that so the site was disabled  :-[
hopefully i get remember doing that regularly

Man, I'm so happy to see you alive.
You didn't respond to emails or Skype :)

And it's absolutely great to have your tools back, too. Modding units doesn't exist without them.

Offline bladum

  • Colonel
  • ****
  • Posts: 213
  • Bladum
    • View Profile
Re: OpenXCom Modding Tools
« Reply #59 on: October 12, 2016, 01:00:58 am »
hi,

how to use world editor with new engine to proces cities ? (mission zones instead of cities) without need to edit it manually everytime world is being updated.

Thanks