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Editing Q: inventory screen


Duma

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Evening all, been a while since I journeyed over here. Just finished a game of UFO that I started last September, and decided to get back to playing around with modding it. I'm never very optimistic about my modding abilities; I like to mess around with stuff but never really get around to finishing anything.

 

Anyway, I've had some experience with substituting replacement weapons in with pck_view but can't find the means to replace the inventory screen soldier images. Has anyone managed to do this in the past?

 

Here's an image (photoshop mock-up, but using UFO pallettes and resolutions - so should be accurate to the image in game) of what I'm trying to replace the normal non-armour soldier with. It's based on US BDU camo with Blackhawk tacvest & gear a la Stargate SG-1.

 

https://www.jtsystems.demon.co.uk/duma/misc/other/mockup3.gif

 

Hopefully I'll have more questions in the future. :tank:

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This file changes the global settins. I beleive there are some editors avalible that are a safer way to change this.

 

ok in the geodata\obdata.dat

 

each record is 0x35 bytes long

 

record offset 0x00 is the item name

 

at record offset 0x1F is the damage type

 

options are

Armor_Piercing 0x00

Incendiary 0x01

High_Explosive 0x02

Laser 0x03

Plasma 0x04

Stun 0x05

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Thanks, but I'm afraid I phrased it badly - my problem is that I've got a weapon modified on the Heavy Laser firing AP ammunition; the ammunition works fine but the firing sound and projectile image are both lasers! The weapon itself has damage type set to 255, and the ammo has damage type set to 0. This may be hard-coded I suppose.
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Back on Subject. I have found the format information for the files used for the ufopedia images. I belive the same format applys to the inventory screens.

I have forwarded it on to a programer familiar with the language. He was interested in the project so hopfully in a few weeks we will have some sort of convert to/from bmp program.

 

Only time will tell

 

-Blade FireLight

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Is each byte in the file a palette entry? I was fiddling around with the man_??.spk files with ms-edit and opening them as binaries with different column sizes, and I could've sworn I once got the general shape of the stomach of a power suit in man_2.spk.

 

Wish there was an X-Com unofficial specs file like they did for Doom. Would be rather a handy reference for anyone interested in tinkering with the game. I was thinking of making a sorting utility for the soldier.dat file so that you could sort your soldiers by whatever category you want. Something like X-Comutil's sorting function, but not just for rank. Been wanting to dabble in a bit of c/c++ again after a long hiatus...

 

- NKF

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Nice work! Out of interest, what is the format that the inventory images are in? I could have sworn I'd managed to open them previously, but some years back.. that's the problem when you've been playing a game for 8 years!
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This is the information i managed to dig up.

 

SPK format: /// 4 bytes: header1 /// ? bytes: data1 /// ... /// 4 bytes: headerN /// ? bytes: dataN /// / FD FF : end marker /// / Header format: /// 2 bytes: header ID (FF FF - skip block, FE FF - normal block) /// 2 bytes: size (value should be multiplied by 2 to get size) ///

 

It is similar to the pck format used in the other graphics but only uses the one file. while pck uses 2.

 

-Blade FireLight

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  • 4 weeks later...

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