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Marco Kaiser's map editor


The Demi-Godly One

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As for the problem, no I haven't figured it out. There is a real xcom map editor by a guy whose name as I recall is Marco Keiser but it's in German. I ahven't tried it myself but I've read (I think on Scott Jones site) that it's pretty straight forward to figure out.

 

Well what is this editor called? If it is really straight forward I think I can figure it out. :P

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  • 1 month later...

At the moment I am working on a new tile set. Some kind of abandoned industrial park.

It is a lot of work to do, but i hope it could replace one of those boring terrains like desert.

 

https://mypage.bluewin.ch/xcom/Image2.gif,https://mypage.bluewin.ch/xcom/Image4.gif,https://mypage.bluewin.ch/xcom/Image6.gif,https://mypage.bluewin.ch/xcom/Image3.gif

 

https://mypage.bluewin.ch/xcom/Image8.gif,https://mypage.bluewin.ch/xcom/Image5.gif

 

https://mypage.bluewin.ch/xcom/Image7.gif,https://mypage.bluewin.ch/xcom/Image9.gif,https://mypage.bluewin.ch/xcom/Image10.gif,https://mypage.bluewin.ch/xcom/Image1.gif

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@Bagirov

 

The tileset looks great! Only one thing i have to add though. This map:https://mypage.bluewin.ch/xcom/Image8.gif doesn't have sidewalk tiles on the north and west edges. When the game generates two smaller maps to go 'north' of it. The sidewalks will have nowhere to go.

 

Its entirely possible that im just nitpicking tho, it would look great reguardless :P

 

btw: Nice avatar

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At the moment I am working on a new tile set. Some kind of abandoned industrial park.

It is a lot of work to do, but i hope it could replace one of those boring terrains like desert.

What Tile sets are you using?

 

They look like TFTD tiles. the TFTD pallet and graphis are not compatible with UFO.

 

also one thing people some times forget is the limit on the number of tile sets and total tiles the game engine alows.

 

the editor does not enforce the limit.

 

it really sucks if you have to re do a whole map set becaus of the need to modify the tile sets :P

 

-Blade FireLight

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@ BladeFireLight

You are right. I replaced the tiles in ASUNK.PCK with tiles from PORT01.PCK and PORT02.PCK. There is also a need to use MCDedit to change the attributes of the tiles in ASUNK.MCD. Now I can replace sunken galleon terrain with my own terrain and it works also in game.

But it could not replace the desert terrain as I hoped. If I want to do that, I have to do the same work on DESERT.PCK and DESERT.MCD.

I am not sure if the pallettes are really incompatible. Because I use UFO and TFTD terrains in my hybridgame, generated with xcomutil and there is no problem with the colors.

 

@ daishiva

Thanks for the compliment.

You are completely right ! The latest version of the map looks like this.

 

https://mypage.bluewin.ch/xcom/Image11.gif

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Actualy you can replace the desert terrain... :P

 

try this...

 

with two fresh copys of the game, install xcomutil using the "hybrid" game option.

 

This copys the TFTD praphics to UFO and the UFO graphics to TFTD. and remaps the pallet enterys.

 

so the UFO terrain directory will now have the port pck files using the UFO pallet.

 

then setup a new terrain set in the map editor using the UFO pallet and asign it your maps.

 

the colors are not perfect but it will alow you to use that terrain.

 

(these instructions are not step by step, but i think you get the idea)

 

I would like to see the results.

 

-Blade FireLight

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@ BladeFireLight

 

That`s exactly what I did. The tileset is using TFTD graphics with a remaped palette.

As you see, i can use that new terrain.

 

https://mypage.bluewin.ch/xcom/screen1.gif,https://mypage.bluewin.ch/xcom/screen2.gif

 

https://mypage.bluewin.ch/xcom/screen3.gif,https://mypage.bluewin.ch/xcom/screen4.gif

 

But every try to replace desert terrain ends in a completely messed graphic. :P

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