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 | 7,367 |
File Mirrors
Mirror | Coloured Uniforms - UFO | |
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Mirror | Coloured Uniforms - TFTD |
Add Comment Comments
MOD:XcomUtil\Addon\BBMOD.BAT GameInit
bad file name in module BBRESET at address 3040:0ED8
Hit any key to return to system
I tried to view the html file while still in a zip viewer. Awesome mod BB!
Chryssalids just want some loving.
Edit:Oh. There are more manuals in bb_tact.
Welcome to SC!
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.
darkporter85, on 26 April 2013 - 10:30 PM, said:
Could you please elaborate how you fixed this problem? What do you mean by path and where did you change this?
ShadowBlade, on 15 October 2013 - 12:19 AM, said:
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.
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.
luke83, on 15 October 2013 - 06:59 PM, said:
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.
i just downloaded a fresh copy of the toolkit , i cant see Handobs or Bigobs anywhere
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.
http://openxcommods....-storage.html�� (At very bottom of link)
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.
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.
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.