Author Topic: Mods and MapView  (Read 615 times)

Offline mudael

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Mods and MapView
« on: January 16, 2019, 07:08:05 pm »
Bonjour!

First of all i would like to say thank you for all you did! Combining two amazing(and i am big fan of both) things into one is a really great idea! :)
In the past i have my own patched version of UFO with tougher aliens and my own ufos, so i have some experience with MapView. Everything was fine with vanilla(well more or less vanilla UFO) but i cannot manage MapView to work with OpenXCom and mods. I would like to try to make some another chaos vessels and probably other stuff. And contribute if it will be good.
what i did:
1) I changed the path of UFO in config to mod folder - it says there is no UFOGRAPH/CURSOR.PCK, OK i copied missing files. It opened sucessfully but I cannot see any other maps except vanillas.
2) I changed path to OpenXCom/UFO folder and overwritten it with data from mods/40k. Still see only vanilla maps. I copied one of maps instead of UFO_110.MAP and tried to open it in editor. got every square filled with walls and alert about couple of route points out of map boundaries.
Using very last version of MapView2 from https://github.com/kevL/OpenXCOM.Tools/tree/master/Distribution - https://drive.google.com/file/d/1DJ3sCI-izA3N4SFH_xJ4LaFWCo8DWUuw/view?usp=sharing

Does anyone know what i am doing wrong? is there some manual please?
Or is there another way to do it?

Thanks in advance,
Mudael

Offline bulletdesigner

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Re: Mods and MapView
« Reply #1 on: January 16, 2019, 07:34:10 pm »
i will try to help ,  assuming you can see vanilla maps, and after you put in the Ufo folder all the 40k asset´s it´s EZ
there are 2 files that you need  to intruduce some text
ALso i´m using deshivas mapview the older one (so maybe now it´s easier, and what i will say is nonsense)

the 2 files :
Map edit.dat and Images.dat
open with notepad or notepad++

you need to create images (the MCD) references in the image.dat
ex:
${ufoImg}:${ufo}\TERRAIN\

STORMRAVEN:${ufoImg}
01BUNKERSNOW:${ufoImg}
....
and in the map edit


Tileset:UFO - Ships
   type:1
   rootpath:${rootPathUFO}
   rmpPath:${rmpPathUFO}
   blankPath:${blankUFO}
   palette:ufo
   files:XCom
      STORMT:STORMT
      STORMH:STORMT STORMH
      STORMHI:STORMT STORMH
.......
      TAUROX:TAUROX
for example

if you want to cut corners take my files but remember to keep your root path´s
« Last Edit: January 16, 2019, 07:38:22 pm by bulletdesigner »

Offline kevL

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Re: Mods and MapView
« Reply #2 on: January 16, 2019, 08:44:02 pm »
MapView2 uses a completely different Map-config file ...


(that's why it's called "2" in fact, it stores maps-configs in a YAML file instead of what you got there, bulletdesigner -- this makes it no longer compatible w/ MapView1)

MapView2 --
use the Configurator to point to a directory above your TERRAIN directory.

right-click on the MapTree (left panel in MainView) to add Group(s), Category(s), and then the Map itself ...

A parent-directory for MAPS and ROUTES can be specified uniquely for a Map; otherwise Mapview2 assumes that MAPS and ROUTES are siblings of the TERRAIN directory (as was set in the Configurator)


Please note that in the subdir of Mapview called "ConfigConverter" there is a standalone app that is meant to convert MapView1 map-config file to a MapView2 "MapTilesets.yml" config file ... so you, mudael, could try it by inputting bulletdesigner's MapEdit.dat (iirc) and copying the output file to Mapview2's "settings" folder. It might not work and it (the output) would likely need manual tweaks ...


read through the Helpfile
or you can use MapView1,


Ps, mapview2 is NOT designed to work with 2+ TERRAIN folders ...
« Last Edit: January 16, 2019, 08:57:38 pm by kevL »

Offline mudael

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Re: Mods and MapView
« Reply #3 on: January 16, 2019, 09:13:01 pm »
thanks a lot for answers!
I tried to convert configs, got errors and gonna try MapView1.
Where this Deshiva mapview can be found? I tried googling it but no luck so far
ALso i´m using deshivas mapview the older one

Offline mudael

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Re: Mods and MapView
« Reply #4 on: January 16, 2019, 09:37:09 pm »

Offline mudael

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Re: Mods and MapView
« Reply #5 on: January 16, 2019, 11:19:10 pm »
one more question:
I resized map in MapView but OpenXcom crashes with message that there supposed to be a map with another size. how to change this size?
Trying to make a bigger very large vessel

Offline Solarius Scorch

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Re: Mods and MapView
« Reply #6 on: January 16, 2019, 11:30:36 pm »
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Map_Blocks

Check the width and length flags.
To make our lives simpler and nicer, the coordinates in MapView and in the game are switched. :P

Offline mudael

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Re: Mods and MapView
« Reply #7 on: January 16, 2019, 11:39:24 pm »
thanks! that helps!