Author Topic: OpenXCom Modding Tools  (Read 118577 times)

Offline efrenespartano

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Re: OpenXCom Modding Tools
« Reply #135 on: November 13, 2022, 06:38:31 pm »
Howdy, Falko!

It seems your mighty tools are down. Could you please activate them again? Your tools are extremely important for the community. 🙏🏼

Offline Buscher

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Re: OpenXCom Modding Tools
« Reply #136 on: January 01, 2023, 10:39:44 pm »
I took the liberty to create a new instance. If it bothers Falko of course I can take everything down again.

https://buscher.eu.pythonanywhere.com/

As I am using the free plan on Python Anywhere it will automatically shutdown in 3 months. Then I will need to refresh the web app. I don't know if there are any restrictions in terms of bandwidth that will matter.
If you want to replicate it yourself, you can have a look at my github.

All credits go to Falko of course. I only made a few changes to get it to run as well as writing a small guide.

Offline The Martian

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Re: OpenXCom Modding Tools
« Reply #137 on: January 01, 2023, 11:24:06 pm »
Thank you Buscher!

Offline Nord

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Re: OpenXCom Modding Tools
« Reply #138 on: January 02, 2023, 03:43:09 pm »
This is great! Thank you.

Offline robin

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Re: OpenXCom Modding Tools
« Reply #139 on: January 07, 2023, 03:02:48 pm »
Many thanks!

Offline Falko

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Re: OpenXCom Modding Tools
« Reply #140 on: January 07, 2023, 05:53:16 pm »
I took the liberty to create a new instance. If it bothers Falko of course I can take everything down again.
i have no problem with that i put the source online so it can be shared, used and modified - have fun with it
If you want to replicate it yourself, you can have a look at my github.
great! with that everyone can create their own instance (technically could even can run locally)


Offline Osobist

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Re: OpenXCom Modding Tools
« Reply #141 on: May 09, 2023, 05:55:56 pm »
Hello, Falco. I've tried to use World editor that Buscher kindly uploaded here: https://buscher.eu.pythonanywhere.com/worldeditor and encountered a problem that I cannot import my region.rul. It opens by tapping the Open Import button, but all content does not affect the map and stuff, only vanilla content can be edited. What I'm doing wrong? Attaching my regions.rul here.

Offline czechball1993

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Re: OpenXCom Modding Tools
« Reply #142 on: July 10, 2023, 06:08:52 am »
hmmm... all the (non more maps) base map layer images are broken...

Offline YandrosTheMad

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Re: OpenXCom Modding Tools
« Reply #143 on: November 28, 2023, 04:03:12 pm »
Hi everyone,

As part of a larger automation process to create a mod i've had the need to automate locally the conversion of images to a game ready file.

If anyone is interested by some batch local conversion through a command-line script...

While the underlying tools are currently GIMP and imagemagick it was the only path i've found for a working automatable solution on unix.

This is an early proof of concept and only the generation of a Ufopedia template has been done right now but i intend to expand as needed.

The github that document the process is here: https://github.com/romain-cambonie/openxcom-resources-conversion/tree/main

« Last Edit: November 28, 2023, 04:09:29 pm by YandrosTheMad »