MapView

Description

A visual X-COM map editor. A must have for modding in TFTD. Requires the Microsoft .NET framework.

The executable has been modified by Zombie to allow Small Scout editing again and also removes the two "garbage" UFOs which sometimes caused the program to crash if opened.

Screenshots


File Details

Filesize 130 kB
Author Daishiva
Downloads 613

 

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Bomb Bloke\
25 Sep 2008 - 6:55am
Bomb Bloke
One of these days I'll rebuild those ships so they render correctly.

Honest.
Zombie\
24 Sep 2008 - 9:34pm
Zombie
Well, I removed those two garbage UFOs from the MapView executable successfully today. You can find the revised program in our files section in the same location. Now the interface is lean and mean. :laugh:

- Zombie
Zombie\
22 Sep 2008 - 5:20am
Zombie
Thanks. My only issue with adding the Small Scout is that it now falls last on the list of UFOs instead of first (obviously due to alphabetizing since it's ordered correctly in the executable). Still, it's great to see that ship in the program no matter where it's located. ;)

I might remove those "garbage" ships (UFO_000, UFO_010) from the list as well. There isn't real map files for those ships anyway and they just cause the program to crash if you muck with them. I never really understood why they were in there in the first place either. :laugh:

Edit: Doh! Blade mentioned above that those UFOs were left over from the developers. Must've been a really early version/beta which had them though. ;)

- Zombie
Bomb Bloke\
22 Sep 2008 - 4:36am
Bomb Bloke
Ah, I see... Well done.  :laugh:
Zombie\
21 Sep 2008 - 12:50pm
Zombie
It wasn't that tough BB, it's just like editing X-COM executables. There's a few lines in the exe which list the UFO map and all the associated MCD/PCK files which go with it. The Small Scout didn't have the correct map name or the proper files, so I changed them. Daishiva had a bunch of normal UFO MCD/PCK files listed for the Small Scout, but that ship has it's own special set. To make it use only the proper UFO1.MCD/PCK, I had to "mask" out the excess files in the list with spaces (that's his separator). Once I did that, it all worked fine. Now when you install MapView, the changes are permanent (instead of editing MapEdit.Dat which only works after you install). :laugh:

- Zombie
Bomb Bloke\
21 Sep 2008 - 12:15pm
Bomb Bloke
You enabled small scouts by editing the EXE? When the heck did you learn something so advanced?!  :laugh:
Zombie\
20 Sep 2008 - 11:28pm
Zombie
I just updated MapView myself by fooling around in the executable to allow editing of Small Scouts again! You can find the new version here. If I have some time I'll take a look at any other errors which can be fixed easily. (The Small Scout problem has been bothering me for a very long time). :laugh:

- Zombie
MicahDG\
13 May 2004 - 1:06am
MicahDG

Pumpkinhead, on Apr 16 2004, 04:50 AM, said:

I don't think the wall alignment bug is in the game, because I just checked out the xcomufo.com site and their UFO maps look fine...

Posted Image

Notice the walls join perfectly...

Sorry Daishiva, but it looks like you do have a bug on your hands :P
I'm afraid I'm a little late to the discussion, but I wanted to respond to the quoted post by Pumpkinhead. The floorplan images of the supply ship that I have on xcomufo are all cut and paste from screen shots. I was most of the way through the project when I came across Daishiva's viewer, from which I DID get the terror ship images you also referenced.
daishiva\
11 May 2004 - 7:00pm
daishiva
Pumpkinhead: interesting....

Hobbes:

Quote

First, great work, daishiva! I've been having a blast using MapEdit.
Glad to hear it =)

Quote

1) What are the Misc1 and Misc2 options on the Rank tab button for?
They are pieces of information in the rmp file that we dont know what they are for. Maybe by displaying the info, someone will have an 'aha' moment

Quote

2) What's the use of the Flags?
See #1

Quote

3) What's the difference between 1: Spawn and 2: (or 3: or 4:...) Spawn?
I seem to rememer being told that higher numbers mean less chance of that node being used as a spawn node, if you figure out let me know =)

Quote

4) Is it possible to connect two nodes that are in different levels?
Yep, just figure out the id of the node on the level you wish to connect to (either by clicking on it or mouse-over) and find it on the node list. The id of the node is specified by the purple "Index: " string when clicking on it, or by the red "Mouse Over" string when you move your mouse around the view.
Hobbes\
7 May 2004 - 11:16pm
Hobbes
First, great work, daishiva! I've been having a blast using MapEdit.   :P

I still haven't figured out some of the features on Rmpview, though.

1) What are the Misc1 and Misc2 options on the Rank tab button for?

2) What's the use of the Flags?

3) What's the difference between 1: Spawn and 2: (or 3: or 4:...) Spawn?

4) Is it possible to connect two nodes that are in different levels?

Thanks in advance
Pumpkinhead\
4 May 2004 - 2:49am
Pumpkinhead
Sorry to be the constant barer of bad news, but I've found a few more bugs :P

1) When I go to save an image of XBASE_20, it crashes the program

2) When I save images of certain maps (particularly XBASE_xx) they export with a row of coloured pixels along the bottom of the image... like this:

Posted Image
BladeFireLight\
22 Apr 2004 - 6:10pm
BladeFireLight
The game engine does do some graphics clipping.  exacticaly how it know what to clip we dont know.. So for right now MapView is just doing kind of an tile Z-order display
NKF\
16 Apr 2004 - 9:30pm
NKF
Because they're not black in the game. :P

What you're seeing is just the transparency. Whatever tile it goes on top of will show through the gaps (If you don't see anything, then the game's probably doing the right thing and putting a proper UFO floor tile underneath).

- NKF
Pumpkinhead\
16 Apr 2004 - 2:33pm
Pumpkinhead
How come I never saw black triangles in an abductor when I was playing the game then... I'm sure something like that would stick out :P
NKF\
16 Apr 2004 - 12:14pm
NKF
That's not a bug. It's just the way the tile looks. It's a fringe tile that goes over another tile so that it looks as though the UFO floor conforms to the shape of the walls. You can fix some of those by changing the tile from a half tile to proper UFO floor tile. However, mind that one end might look as though it's sticking out the other side of the wall (well, after you've destroyed the wall it'll look odd - in fact, most of the tiles may appear to extend beyond the wall after you've destroyed them).

It's just a bad tile selection on the map designer's part. You can probably fiddle around with them to fix them.

- NKF
Pumpkinhead\
16 Apr 2004 - 6:28am
Pumpkinhead
And one more little bug is the problem of those little black triangles in the corners of the abductor ship:

Posted Image
Pumpkinhead\
16 Apr 2004 - 4:50am
Pumpkinhead
I don't think the wall alignment bug is in the game, because I just checked out the xcomufo.com site and their UFO maps look fine...

Posted Image

Notice the walls join perfectly...

Sorry Daishiva, but it looks like you do have a bug on your hands :P
Pumpkinhead\
8 Apr 2004 - 2:46am
Pumpkinhead

BladeFireLight, on Apr 7 2004, 01:39 PM, said:

the graphics glitch is no glitch.. they look like that in game.  it's just an oddity with the way images overlap eachother.
Are you serious!?! I've never noticed it before... I'll have to play again to see :P
daishiva\
7 Apr 2004 - 9:06am
daishiva
The only way to fix the 'bad maps' is to edit them out of your init files. Future versions of the program will use the existing init files (unless you delete them)
BladeFireLight\
7 Apr 2004 - 3:39am
BladeFireLight
The first two maps are left over from UFO's development and the graphic files dont exist.. why they are included witht he default config I dont know..
the graphics glitch is no glitch.. they look like that in game.  it's just an oddity with the way images overlap eachother.

-Blade FireLight

 

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