BB's Toolkit

Description

Various programs for messing around with UFO/TFTD, DOS or CE versions. Java is required (mostly for installation purposes), see this page for somewhat more detailed program descriptions, this page regarding the battlescape editor, or this page regarding the combomod. Rather more complete documentation is included in the archive itself.

Last updated 26 September 2016.

* BattleScape Editor:
Mess with item properties, cut/copy/paste units, play with stats, inventories and more.

* EXE splitter:
Splits your CE game executable in the same way as XcomUtil (without installing XcomUtil).

* BB's Mod Pack:
A small collection of mods for UFO/TFTD, including a custom uniform manager, extra inventory art for the power armor and aliens, and the appearance of X-COM craft within UFO:EU base defense missions. Contains "addon" data for integration into XcomUtil 9.7+.

* ComboMod:
Play UFO:EU and TFTD together as one game!

* LOF Terrain:
Creates terrain art that better represents the 3D models that make up the map.

* Map/Unit Image Converter:
Re-formats UFO's battlescape game art for use with TFTD (and vice versa).

* Image / GIF Converters:
Converts UFO/TFTD image files to GIF and back (and BMP, in the case of PCKs). Supports every known game file format.

Screenshots


File Details

Source BB's Toolkit - Main download
Author Bomb Bloke
Downloads 6,938

File Mirrors

Mirror Coloured Uniforms - UFO
Mirror Coloured Uniforms - TFTD

 

Add Comment Comments

3371-Alpha\
3 May 2016 - 5:27pm
3371-Alpha
Anyone know what this error code means:
MOD:XcomUtil\Addon\BBMOD.BAT GameInit

bad file name in module BBRESET at address 3040:0ED8

Hit any key to return to system
Bomb Bloke\
13 Aug 2014 - 3:34am
Bomb Bloke
Which "link in the manual" are we talking about? The whole manual is HTML based, so there's a lot of links for me to choose from...  :huh:
ChryssalidHugger\
28 Jul 2014 - 9:28pm
ChryssalidHugger
Um, ill just take my dunce cap now if you don't mind .
I tried to view the html file while still in a zip viewer. Awesome mod BB!
ChryssalidHugger\
28 Jul 2014 - 8:46pm
ChryssalidHugger
@Space Voyager lol Thanks. Posted Image I've got some of it working by stumbling around.

Chryssalids just want some loving. Posted Image Tentalouts though, they are pure eeeeevil. :S

Edit:Oh. There are more manuals in bb_tact. :)
Space Voyager\
28 Jul 2014 - 7:29pm
Space Voyager
I ain't talking to no Chryssalid Hugger! (I would, but I have no idea on the answer)

Welcome to SC!
ChryssalidHugger\
28 Jul 2014 - 3:44pm
ChryssalidHugger
Hy. This tool sounds awesome, but the link in the manual is broken. So I have no idea how to use it. :P
Bomb Bloke\
19 Jan 2014 - 2:32am
Bomb Bloke
I recently inflicted a 64bit OS on myself for the first time, and... I'm not having this issue. Beats me how everyone else around the web manages to run into it.

Reading around a bit, it sounds like the main cause is installing a 32bit version of Java, but not a 64bit version (I currently only have the 64bit version in place myself, but you can have both) - the path doesn't get set, so your OS doesn't know where to find Java at all (it's logical that the path would instead be set to your 64bit JRE, but if you don't have that, then...).

Seems most people deal with this by setting the path to their Java installs manually, though it's likely better to just go download a JRE for Windows x64.
Solarius Scorch\
14 Jan 2014 - 8:40am
Solarius Scorch

darkporter85, on 26 April 2013 - 10:30 PM, said:

Thank you Bomb Bloke. I fixed the problem by setting the path manually. Anyways thanks for the great editor!

Could you please elaborate how you fixed this problem? What do you mean by path and where did you change this?
Bomb Bloke\
20 Dec 2013 - 5:02am
Bomb Bloke

ShadowBlade, on 15 October 2013 - 12:19 AM, said:

Hey there, BB. I don't know if you're still around, but I could use your help extracting .GIFs out of your recoloured uniforms, so I can adapt them individually to OpenXcom.

So far I've only worked on the black Power/Flying Suit, and I've been able to extract the main battlescape sprites and the inventory "paper doll" sprites. However, the corpse graphics (both BigObs.pck and FloorOb.pck) have been making me tear my hair off.
Sorry I'm so late to reply. I assume I'm rather too late, but here's your answer anyway.

Those FloorOb/BigOb files in the recoloured uniform folders contain just single sprites (much like the BigOb files in the UFOGraph folder). If you create a TAB file for each of them containing just 0x00 00, then that'd be enough to get eg PCKView to open them. Generating a new PCK archive with just any single image in it would give you such a TAB file that you could copy/rename to suit, assuming you don't have a hex editor close to hand.

BBMod implements them by re-writing the "full" BigObs.pck / FloobOb.pck files on the fly, to incorporate the single-sprites as the user plays the game. This means that you can have eg the blue power armour suit used with the red personal armour and the brown overalls, then change that for the next mission (given that it assigns different colours depending on the terrain you're visiting), and it'll still correctly generate single BigObs / FloorOb archives which contains the correct graphics for all of those sets.
ShadowBlade\
15 Oct 2013 - 10:29pm
ShadowBlade

luke83, on 15 October 2013 - 06:59 PM, said:

So i know for future, how do i apply the battle scape palette?

i just downloaded a fresh copy of the toolkit , i cant see Handobs or Bigobs anywhere

To apply one of the palettes, it depends on the way you extracted the graphic. The toolkit's manual tells you how to extract images in a specific palette in the Pck2Gif section. Otherwise, if you use GIMP, you need to have palette (.pal or .act) files handy and apply them when you convert an image from RGB to Indexed mode. The window that pops up allows you to convert using a custom palette.

As for the other thing, you need to run UniGen.bat in bb_tact once you've unzipped the whole thing to the X-COM folder. That'll generate all the coloured uniforms in the PCK subfolder.

Unfortunately, I've run into another problem: at the very least the inventory images for the black power suit use the last row of the battlescape palette, which is something OpenXcom doesn't handle very well since it uses that last row for other purposes. And to make matters worse, said palette doesn't have enough dark gray values to recolour the aforementioned images in sufficient detail. :(
luke83\
15 Oct 2013 - 6:59pm
luke83
So i know for future, how do i apply the battle scape palette?

i just downloaded a fresh copy of the toolkit , i cant see Handobs or Bigobs anywhere
ShadowBlade\
15 Oct 2013 - 2:51pm
ShadowBlade
The colours are funky because you didn't apply the Battlescape palette.

Anyway, the BigObs and FloorOb PCKs I was referring to are those generated for the recoloured uniforms (in bb_tact\PCK), not the vanilla PCK files. I can't use them without extracting them to proper .gifs, and I haven't been able to manage that. I could recolour the vanilla files directly myself, but it could be somewhat jarring since the result wouldn't be 100% precise compared to the already-extracted inventory and soldier sprites.
luke83\
15 Oct 2013 - 12:49pm
luke83
i dont use the toolkit very often but i tried on those 2 files for you, colours are very strange.... Most likely not very helpful for you but here it is.

http://openxcommods....-storage.html�� (At very bottom of link)
ShadowBlade\
15 Oct 2013 - 12:19am
ShadowBlade
Hey there, BB. I don't know if you're still around, but I could use your help extracting .GIFs out of your recoloured uniforms, so I can adapt them individually to OpenXcom.

So far I've only worked on the black Power/Flying Suit, and I've been able to extract the main battlescape sprites and the inventory "paper doll" sprites. However, the corpse graphics (both BigObs.pck and FloorOb.pck) have been making me tear my hair off.

I can't open BigObs at all, with neither PckView nor extract it with Pck2Gif even if I copy-paste the relevant .tab file from the UFOGRAPH and UNITS folders. I can barely extract FloorOb as a .bmp using PckView, but it doesn't seem to process transparency the same way as .gifs, and I'm not sure that'll work for OpenXcom.

Any help would be appreciated.
Bomb Bloke\
28 Apr 2013 - 5:22am
Bomb Bloke
Good to hear, well done!  :)
darkporter85\
26 Apr 2013 - 10:30pm
darkporter85
Thank you Bomb Bloke. I fixed the problem by setting the path manually. Anyways thanks for the great editor!
Bomb Bloke\
21 Apr 2013 - 9:37am
Bomb Bloke
Long story short, your operating system can't find your Java install.

This seems to be a bit of a "thing" for 64bit users. I recommend installing both the 64bit version of the Java VM along with the 32bit one before rebooting and giving it another go. Failing that, a web search on the error will give you quite a few ways around it.
darkporter85\
14 Apr 2013 - 2:44pm
darkporter85
Hi everybody .I have a question to Bomb Bloke. I' m having a trouble with the command pck2gif of any pck files from units folder. I get  something like "java is not recognized as an internal or external command operable program or batch file". I have windows 7 x64bit.Before it worked well on my older Vista 32. Is it a compatibility issue, or may be Im doing something wrong.
Bomb Bloke\
18 Nov 2012 - 11:18am
Bomb Bloke
Just to clarify, only BigObs uses 48 rows, the rest have 40. If the PCK set you're dealing with has the title "BigObs" it'll automatically adjust.

Anyway, I've updated the PCK converters somewhat:
  • Can now deal with files that aren't in the bb_tact directory. If you don't specify a full path, it'll first look in bb_tact, then if they don't find them there, the UFOGraph/GeoGraph/Units/Terrain folders will be automatically checked. Results go where ever the source files are found.
  • When converting to PCK, you can now use the "/ignorepal" parameter to stop the tool from attempting to fix the palette for you. This means that the palette in the source images MUST match the palette of the PCK set you're attempting to convert to, or you'll get weirdness; if you don't get what this means you probably won't want to use it.
  • When converting to GIF/BMP, you can now use the "/sheet" parameter to have the results dumped into a single sprite-sheet image instead of separate files. You must also specify how many images are to be rendered per row (eg, "/sheet 16"). If you wish to convert from a single sprite-sheet file back to PCK, you must specify the full title of the source file with the extension (eg, "gif2pck sectoid.gif").
Did I mention the PCK converters now support BMP, as of a couple of months ago? I lose track. GIF2PCK automatically grabs either format, while you can use PCK2BMP for bitmap output. Files must be 8-bit and colour 0 is treated as transparent.
Munkeylord\
15 Nov 2012 - 7:34pm
Munkeylord
Just double tapping. I noticed that pck2gif conversion is 32x40 while xcom's image frames are 32x48.

 

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