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X-com Tilesets


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#1 Zapadniar

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Posted 01 May 2007 - 02:10 PM

Is it possible to extract the original graphics into .png to make .lau tilesets and maps from them?

If not, how were the maps like modified farm and modified city made?

#2 Hobbes

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Posted 01 May 2007 - 02:17 PM

You can use the original tilesets, you'll simply need to use Map View to edit the maps.

There used to be a function on UFO2000 that converted tilesets from X-COM format to PNG/LUA. Unfortunately it's not set anymore as default and i have no idea how to activate it.

#3 Zapadniar

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Posted 02 May 2007 - 01:50 AM

You can use the original tilesets, you'll simply need to use Map View to edit the maps.

There used to be a function on UFO2000 that converted tilesets from X-COM format to PNG/LUA. Unfortunately it's not set anymore as default and i have no idea how to activate it.


Is Map View a function of Nachtwolf's editor, or a whole different program?

#4 Exo2000

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Posted 02 May 2007 - 04:32 AM

MapView is an old terrain editor, although I do not remember who made it or where it can be found. :B
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#5 Zapadniar

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Posted 02 May 2007 - 06:40 AM

MapView is an old terrain editor, although I do not remember who made it or where it can be found. :B


http://www.daishiva....progLinks.shtml

I found it by searching the UFO wiki. Now, to figure out how to use it... :(

#6 Hobbes

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Posted 02 May 2007 - 07:11 AM

You need to have Microsoft .NET installed to use it. Afterwards it is easy to use but feel free to ask any questions.

#7 Zapadniar

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Posted 02 May 2007 - 08:41 AM

I have been trying to extract tilesets to .png with Pckview, but I cannot figure out how to keep the background transparant. I use the GIMP, and I'm not very good with it.

Edited by Zapadniar, 02 May 2007 - 09:05 AM.


#8 Hobbes

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Posted 02 May 2007 - 09:16 AM

I got no idea how to change from PCKView's .bmp files to .png. However, that might be a waste of time: any terrains to be added to the beta (I mean the distributive, not the mods available at the map depot) cannot use the X-COM tile images, it has to be original sprites for copyright issues.
Besides, even if you manage to convert the .bmps to a .png file you'd still have to convert the tile data on the .mcd files to .lua format, which would be even more work.

So if you are looking to create a terrain to be distributed with UFO2000 it's better to start from scratch concerning the graphics and use Nachtwolf's tile editor and map editor.
But if you are looking to simply create a mod of the old terrains use Map View (if you can, otherwise there might be another editor that doesn't require .NET but I can't remember which one). You'll also need MCD Editor but I can get you that program.

#9 Shadowclaimer

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Posted 15 April 2008 - 08:02 PM

Hate to do a 1 year necro post here but has anyone found a recent way to do this? My brother and I have been trading off playing a Zombies game type, and it'd be great if I can use the original tiles to create some zombies maps, the Mapview link has been taken down since the last time its been posted (expected, its pretty old).

Once again, apologies for necroing, its just relevant information I'd like to know without posting a new post =p

#10 Jezulkim

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Posted 16 April 2008 - 07:46 AM

You can extract the xcom data by writing "F_CONVERT_XCOM_DATA = 1" in ufo2000.ini. This will output the xcom tilesets as png and html (html for the shape and other data).

EDIT: if I remember correct, the files should appear in the arts directory.

Edited by Jezulkim, 16 April 2008 - 07:48 AM.

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#11 Shadowclaimer

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Posted 16 April 2008 - 01:52 PM

Nope, it extracted all the actors and objects to a converted Xcom files folder in the main dir, but no tiles =(

#12 Jezulkim

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Posted 17 April 2008 - 01:19 AM

Hmm, it works for me. What version of XCom do you have, DOS or Windows? I've the windows version. Anyway, if you want the files now, I've uploaded them here: download.
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#13 Shadowclaimer

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Posted 17 April 2008 - 01:28 PM

Perfect, thank you =D

Now how do I make it so that the tiles don't stack on top of themselves 300 times over <.< I imported their LUA file into the map editor but it shows them stacked on top of each other in the tile list.

#14 Jezulkim

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Posted 18 April 2008 - 06:24 AM

Are you using mapmaker 2.0? Also what browser are you using? I have Firefox 2.0.0.14 and the Mapmaker works ok.
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#15 Hobbes

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Posted 21 April 2008 - 06:57 PM

the Mapview link has been taken down since the last time its been posted (expected, its pretty old).


Send me a PM with your email and I'll send you MapView. It's quicker if you simply use the existing original terrain files and the original map format.

#16 Shadowclaimer

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Posted 23 April 2008 - 05:02 PM

I got Mapviewer 2.0 but it didn't have a default tileset or anything, everything was blank on startup =/ yea I'm using Firefox 2.0

#17 Jezulkim

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Posted 24 April 2008 - 01:26 AM

I don't know what could be the problem.

Here's the exact steps how I got it to work:
1) Point map maker to the folder where you have the lua files
2) Paste the lua code in "TILE INPUT / OUTPUT DIALOG" and click load
3) build your map
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#18 Kratos

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Posted 11 May 2008 - 05:25 PM

I have been trying to extract tilesets to .png with Pckview, but I cannot figure out how to keep the background transparant. I use the GIMP, and I'm not very good with it.

When I convert files to transparent backgrounds or another file type, I create a new file with the determined pixel size and whether or not it is transparent. Copy paste the old file to the new transparent one. Whatever is not transparent from the old file, clip away using the wand select, color select, or other selector such as rectangle box or circle. Watch the threshold on the wand select, the higher it is the more parts of the variated color are selected. You will probably use 1 for threshold for what you're doing since it's a single color background (I think). Save the file as a new one and call it '.png' or whatever file type you want after the 'name'. Using this method can be tedious in GIMP, but it insures you file protection (color problems, bad file types, etc.) from converting file types, as other types like .gif or .jpg usually have less quality than .png files. But remember, use .gif for animations and .jpg for large files. .png will take up a large amount of file space if used on files usually larger than 64x64 pixels. So watch out for that if you are trying to save file space.

Anyway, anymore questions about GIMP just ask me through PM or email (check my forum profile). I've used it a long time and understand the confusion when you don't use it very much.

Edited by Kratos, 11 May 2008 - 05:27 PM.