prectec Posted January 17, 2010 Share Posted January 17, 2010 -----------------------------------------------------------------------------------------------------------------------------------------------------DOWNLOAD ATTACHED IN THREAD - PLEASE NOTE THAT IT IS ONLY FOR TESTING AND NOT THE FINAL----------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT I have attached a BETA testing program within this thread and I need your help. This program will work from anywhere but is best if you place into the root of your UFO directory as it will auto identify the .pck images your have ASSISTANCE NEEDED Test for crashIf it crashes, what OS you are usingIf it crashes how can I replicate the crashNOT WORKING YET Saving featuresFloodfill toolImage swapPlease let me know ----------------------------------------------------------------------------------------------------------------------------------------------------- Hi, My brain is going to explode so I need to take a minute and go over my progress with anyone who may want to know. This post is all about my editor. My editor does the stuff all the other editors do so nothing special there but I think I may have something new for you, the Image Editor. This editor will be available in v1.2 of this app. If you want to test it please contact me: prec_tec@yahoo.com I know there are image editors out there but they all appear to export the images for you to edit in external apps and then import back in. This is fine but why not directly allow the user to make changes and save them their? See screenshots below: https://i964.photobucket.com/albums/ae130/prectec/etheral.png Features: Paint Brush ToolColour SelectionLeft click to paint / Right click to take the colour you are overOpen / Save imageAuto Detect .pck files from first level directoriesUndo and RedoReads and Edits 32x40 .pck images perfectlyRead others but I wouldn't trust a save as I've not worked out the palette size, so if you know this give me a shout (BIGOB.PCK)1 Colour paletteThings to do Replace images with other .pcks or external bmps3 Colour palettes (can't wait to do these)Flood Fill ToolAuto Backup of original images (.pck files)Read .pck larger than 32x40Export images to bmp I am totally aware of the palettes.dat and used this at first. The RGB list here is different than windows and makes the images appear dark. I did play with the luminosity but I want it to be perfect so I written the RGB palette myself (it was a pain and I have not yet written the others) I have used this to make a few edits. I'm no artist but I made the aliens eyes mad green and change the X on the Skyranger to my initials. Below is the main menu for the editor: https://i964.photobucket.com/albums/ae130/prectec/menu.pngThe aim of my editor is to make it look like it is part of the game and not just another external app. Heres a video on how the below images work: https://i964.photobucket.com/albums/ae130/prectec/soldiers.png Soldier Editor Features: Change Name of SoldierCreate new soldiers in blank listTransfer the Soldiers to other basesChange Ranks \ StatsChange SexThings to do: Fix base transfer bugSelect soldier armor https://i964.photobucket.com/albums/ae130/prectec/base.pngBase Editor Features: Drag and Drop base editor that allows you to drop a whole hangerDrag and Drop replacement for craftMinuture base selection just like in the game (small brown boxes with green squares)Things to do: Auto research on facilities you have dropped but may not have researchedDrag and Drop new craft into empty hangerhttps://i964.photobucket.com/albums/ae130/prectec/stores.png Stores Editor Features: Change the volumes of your stores for each active basePlease note: I do believe the 65535 is correct! If you view your stores within the transfer menu, items with a balance greater than 32,000 (approx) will apear as -1. This does not mean you do not have them, this menu will simply not allow transfer. Its recmommended you view yours stores via the base information menu. https://i964.photobucket.com/albums/ae130/prectec/weaponsettings.png Weapon Settings Editor Features: Change TU's usedChange Weapon PowerChange Clip sizesPlease note: Adjusting Alien technology affects the Aliens! So think on or you might get your arse kicked.Please note: The power of a clip weapon is in the clip settings and not the gun Things to do: Add Melee attack adjustmentsRemove entry boxes for some guns / clips / equipmentThats it for now, please let me know what you think and anything you may think would be suitable for this editor Thanks prec_tecUFO_Image_Editor_BETA.zip Link to comment Share on other sites More sharing options...
Sunflash Posted January 17, 2010 Share Posted January 17, 2010 ....I'm no expert when it comes to this stuff. But as a layman, that looks SEXY AWESOME. O.O Link to comment Share on other sites More sharing options...
hatfarm Posted January 18, 2010 Share Posted January 18, 2010 Very nice! Link to comment Share on other sites More sharing options...
Civilian Posted January 18, 2010 Share Posted January 18, 2010 Woah wow! Will there be a way to import TFTD alien graphics into EU? *hopes* Link to comment Share on other sites More sharing options...
NFSlugger13 Posted January 18, 2010 Share Posted January 18, 2010 Wow. It looks like there was a lot of effort put into this mod. Great to see! An old weapons editor I used allowed for changing the weapon to which each clip was assigned. This was very useful for those of us who like to mod our weapons heavily. Also, will there be any way to change the item sizes (2x2, 1x3, etc)? This would be a very useful feature for modders. In any case, your program looks like an aesthetic wonder. Keep up the good work! Link to comment Share on other sites More sharing options...
prectec Posted January 26, 2010 Author Share Posted January 26, 2010 Hi Again, Sorry I haven't sent the image editor to anyone yet , this is because I have started again. Rather than have text list, I have changed this to a image list (see image below). Due to this change, it effects all the coding I have done previously so I've got the reading stuff correct, I now just need to the image writing stuff. If you have any requests can you let me know asap as it may be difficult to integrate any further changes. https://i964.photobucket.com/albums/ae130/prectec/etheral.png Link to comment Share on other sites More sharing options...
Slaughter Posted January 26, 2010 Share Posted January 26, 2010 Looking good! Keep up the good work. Link to comment Share on other sites More sharing options...
Civilian Posted January 26, 2010 Share Posted January 26, 2010 Feature request: replace EU with TFTD aliens(or weapons,... or equipment... or armour!!!!) easily by selecting the old an new graphics in a menu. This would be like Xmas, Eastern, New Year and any other happy event on one day.... The thought alone makes me happy Link to comment Share on other sites More sharing options...
prectec Posted January 26, 2010 Author Share Posted January 26, 2010 Feature request: replace EU with TFTD aliens(or weapons,... or equipment... or armour!!!!) easily by selecting the old an new graphics in a menu. This would be like Xmas, Eastern, New Year and any other happy event on one day.... The thought alone makes me happy Hi Civilian, I believe the colour pallettes are different for TFTD as to EU. What this means is you wont get the correct colours. Each pallette contains 256 colours. lets say the the UFO colour 1 is blue and the TFTD colour 1 is green.The EU pallette might contain the same /similar green but it may be colour 104 you could replace an alien from the game and get the correct shape but the shading will be different and most likely awful. I would need to write a comparison for every colour to say you import colour 1 but really you mean colour 104 and write the byte as 104 instead. Of course, this would be a pain to do or I could perform a loop through the 2 two pallettes to find the closest colour but it would never be as good as the graphic you see in TFTD. I will certainly consider it as I have an idea of how it could be done. Regards prectec Link to comment Share on other sites More sharing options...
Bomb Bloke Posted January 26, 2010 Share Posted January 26, 2010 There's also the matter of the sprite ordering. It varies between units. There's a tool in my pack that can already convert TFTD alien & terrain graphics. Not 100% perfect but I'm not sure it can be done any better. Link to comment Share on other sites More sharing options...
Civilian Posted January 27, 2010 Share Posted January 27, 2010 It would be enough if it would be possible to replace one graphic with another, no matter what the palette looks like. One could then change the colours manually. It's the shape that counts in the first place, as most people aren't artists but can edit things easily Link to comment Share on other sites More sharing options...
prectec Posted January 27, 2010 Author Share Posted January 27, 2010 There's also the matter of the sprite ordering. It varies between units. There's a tool in my pack that can already convert TFTD alien & terrain graphics. Not 100% perfect but I'm not sure it can be done any better. Hi Bomb Bloke I read that you know more about xcom images than anyone else so I have a questionTo be honest I don't really think size is an issue, my program draws the image until it reaches the eoi marker, therefore if it is larger than 40 it will still be drawn. The downside i have is if the pallet image is stored in a bigob is small ie pistol then you do not get a large pallet to draw a large replacement weponWhat pixel dimension is a bigob? I think it's 32x60 or 32x80 and are only bigob files this size? How did you go about converting the eu colours to tftd. I understand the issue with the image order, if I where to swap eu for tftd I would allow you to load a seperate image list and the drag the image you want from one list to repalace the other p.s never try to write a post with a branded touch screen wireless device Link to comment Share on other sites More sharing options...
Bomb Bloke Posted January 27, 2010 Share Posted January 27, 2010 What pixel dimension is a bigob? I think it's 32x60 or 32x8032x48, as opposed to the 32x40 used by all other PCKs. and are only bigob files this size?Yup. How did you go about converting the eu colours to tftd.Pretty much exactly the way you suggested above. Go through the two palettes, determine the "best matches" between them, then replace all the colour indexes within the actual images accordingly. This is actually dead easy for the PCKs, 'cause you don't even need to uncompress them. I understand the issue with the image order, if I where to swap eu for tftd I would allow you to load a seperate image list and the drag the image you want from one list to repalace the otherThere's a little more to it then even that. Certain units need to have their actual sprites edited in order to work between games (eg Tasoth, Xarquid), usually because of the lower size limit on PCK files within EU (the Triscene flat out can't be done in any way that's worthwhile, and tank turrets can't really be converted either). Then there's the inventory screens, in the case of X-COM's units. I honestly don't think it's worth writing two tools to do this particular task, as there's a lot of effort involved. My version already handles everything from the colour issues to the sprite ordering and redrawing - I was quite serious in saying I doubt it can be done better (at least, not without manually redrawing each and every sprite). I guess if I was gonna improve on it any further, I'd make it so TFTD's underwater terrains were coloured in EU as if they were actually underwater. Easy enough to do with just a few additional lines. The reason I didn't do it was because there isn't a way to fight UFOs in the water while playing EU. Something I intend to remedy some day. Here's a sample screenshot of EU's sprites being used within TFTD, back from when I first posted the thing. The tool is now included in my primary pack. Link to comment Share on other sites More sharing options...
prectec Posted January 28, 2010 Author Share Posted January 28, 2010 Please read from top of the post, I have now attached a BETA! Link to comment Share on other sites More sharing options...
Gizamaluke Posted February 24, 2010 Share Posted February 24, 2010 First of all i would like to say GOOD WORK! A cut and paste function from other graphics files would be very useful. Also i was thinking of a brush tool that once you have pasted an image over the top of the old one it allows you to revert the old image back one pixel at a time. I.E you have a soldier face from a unarmoured soldier and you want to put it over a power suit template giving the image of a soldier with a power suit but with no helmet. When you paste this over you notice that you want to keep the helmet from the powersuit but leave just a hole for the face; you then just revert the image one pixel at a time until you have the desired result. Not sure if this is the kind of feeback you want, but if i were to edit the graphics file that is what i would like to see. Gizamaluke. Link to comment Share on other sites More sharing options...
BladeFireLight Posted March 16, 2010 Share Posted March 16, 2010 Trying to start the beta I getComponent 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missin or invalid -Blade FireLight Link to comment Share on other sites More sharing options...
prectec Posted April 2, 2010 Author Share Posted April 2, 2010 Trying to start the beta I getComponent 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missin or invalid -Blade FireLight This will be a problem for all Vista and W7 users, XP should be fine. The comdlg32.ocx is an activex component that comes with Xp, they have excluded the distribution of this file with there new OS's to stop developers using old platforms like VB6 and move to VB 2008 (.net) languages. The good news is you can fix this, see this link https://windowsxp.mvps.org/comdlg32.htm Link to comment Share on other sites More sharing options...
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