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Conti-k

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  1. added a linkie + some info how to use the script.
  2. For 3ds Max. Few notes: Tool will import/export models with ANIMATED_MESH (i.e. characters) and MESH keywords (i.e. weapons). Meshes with value of 2 on 6th record (i.e. psionics' mimics): FIXED_VERTEX_ATTRIBS 7 3 2 3 0 2 0 0 are imported but two values after normals data and before bones count are stripped (no idea what are they). Bones are imported as helpers without any hierarchy (there's no info what is children/parent in the file). Option "Link Bones" will automatically link helpers with "Bip 01" in the name into the correct hierarchy. When importing code checks if bones/helpers with given name exist in the scene - if exist new aren't imported. Import/Export of materials not supported. Instead this is written into the file: MATERIAL_LIST END_OF_MATERIAL_LIST MATERIAL_TABLE MESH n USES 0 END_OF_MATERIAL_TABLE where n is the number of meshes exported and present in the file. Five would be: MESH 0 USES 0 MESH 1 USES 0 MESH 2 USES 0 MESH 3 USES 0 MESH 4 USES 0 When exporting geometry make sure that stuff you don't want be exported is hidden - script checks for visibility. When exporting helpers script checks for their color - don't change it after they're imported. Export of SEMANTIC TANGENT data isn't supported. Tool was tested on a few files - I could miss something.
  3. Does it have any effect?
  4. IIRC version 1.4.1 is hosted at StrategyCore. I don't remember from where I took 1.2. Latest one from XCSuite combines both PCKView, and XCView into one exe (grab it from here). It adds option to save all frames to BMPs with just-one-click, and it has "compare files" feature. Personally I'm not using it due to selecting format type, and file name each time I want to save something (it's annoying). PCKView 1.2 is automatically saving actually opened PCK.
  5. 1.4.1 is breaking units sprites (dunno about other stuff), but I thought 1.2, and the one from XCSuite are ok. Anyway, MCDEdit allows you to edit PCKs (stuff in TERRAIN folder), but it seems like is altering colors slightly thus originally dark pixel will be transparent. MCDEdit has ability to edit SCANG.DAT, and LOFTEMPS.DAT as well. Speaking of editing PCKs: what program is able to edit BASEBITS.PCK? I mean, loading correct colors for that file.
  6. Conti-k

    Few questions

    Thanks for the UFOPaedia links, guys. I'll check them out. CRAFTS_FIX.zip You'll need MCD/PCK/TAB from Lightning fix to get it working. I've also included Avenger fix: http://img827.imageshack.us/img827/5494/clipboard03u.png since there's no doors I've altered existing frame to allow movement via red path - originally you could move (critter was overlapping scenery when standing over there) and shoot through the wall (green path). I also added fake pillar to block LOF in 2nd hole. Roof is fixed too: http://img252.imageshack.us/img252/1888/clipboard01io.png I think it's possible to create working doors for Avenger: some 'shopping should do the trick - right now the same closed frame is used in both parts (right and left), and that means open door "trigger" outside of the craft (shape of doors is fancy thus it's larger than, let's say, UFO doors), so custom frames are needed (unless it's possible to insert frame larger than 32x40) to re-align position of it. But in the end you'll hit into ghosts problem (level 1 ==> 2 doors passage for non flying units - see Lightning). The only way to fix is to expand level 2 by additional tiles, so returning unit will hit the "trigger" on the same level as the doors are placed: http://img17.imageshack.us/img17/1476/clipboard02px.png (this kind of solution would fix Lightning doors overlapping too) That worked like a charm. Thanks. Anyway, I've tried to find tactical palette and stumbled upon this and this. But I can't create Color Table from it. I mean, I'm able, but when applied colors are broken... http://img192.imageshack.us/img192/9264/clipboard01xsk.jpg (left: untouched, right: with palette applied) I did this: PCK --> indexed BMP --> RGB BMP --> indexed BMP (Color Table taken from wiki examples). Never had such weird problem with palette ------------------------------------EDIT I solved palette problem. I took Color Table from GIF after clicking Save image in MapView. Colors are correct now.
  7. Conti-k

    Few questions

    Yep, "idle" anims of aliens, and geoscope are fast too. Because of that OpenXcom is really weird experience (Amiga, and DOS version been playing long long time ago). I've tried Mok's geoscope fix, but it was too slow I meant information about crafts stored in game files (but not save games). It's working on all levels now. Exactly the same gfx glitch (overlapping) I mentioned in my previous post: http://img341.imageshack.us/img341/5194/clipboard01vyr.jpg Anyway, how to add new, additional entry/record/whatever in MCDEdit? For example, there's 46 and I want 47. Also, perhaps do you know how/where/whatever to modify HWP Cannon/its sheels AP ==> HE?
  8. Conti-k

    Few questions

    Hello, 1) I've d/l'ed Lightning fix, but it seems that .MAP file is missing ("open door" frame is placed where power source should be, I can still shoot through the "holes", and doors can't be opened): http://img27.imageshack.us/img27/6627/clipboard01bk.gif so I took MapView, and figured out how to fix it: http://img851.imageshack.us/img851/2430/79755438.gif but 4th, "fake" pillar designed to block LOF where two dudes are standing doesn't work. I figured out that placing opposite pillars (green dots) in place where rectangular cursors are is blocking it. Doors are working nicely, but only for Flying Suits: http://img855.imageshack.us/img855/4706/86824381.gif other critters can pass through it (like ghosts) when returning to craft. But I think it's an engine's fault - doors are placed level higher than the ramp (and they're overlapping critters). If not then how can I fix it? 2) I've tried to fix Avenger too: http://img716.imageshack.us/img716/6313/32828536.gif By default it's possible to walk/shoot through walls (two dudes are facing these "holes"). I have no idea how to insert new, additional image to PCK (and edit .TAB file?), to make a "fake" pillar, similar to Lightning fix, so I set no walk/no LOF for that purple scenery piece (where dude in Flying Suit is facing) to prevent moving through it, and next re-used it (it's hidden behind the wall) to block "hole" where 2nd dude is facing (I can't walk where rectangular cursors are, but it's less annoying than watching ghosts). Now, I want to restore doors to Avenger: http://img856.imageshack.us/img856/5082/81856615.gif but there's a problem with that red, North lines (they're out of the craft), so how to re-align them to the point red arrow is showing? 3) Any idea how to slow down scenery animations? They're flickering as hell (Extender doesn't fix them). 4) Where can I find craft data (speed, and other blah-blahs)? PS. sorry for my not-so-good-English
  9. Hello, Can you change my user name back to Conti-k? Seems like forum didn't like email I've used there (or whatever shit happened). Thanks in advance.
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