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R&D XCOM Map Alterations


Amineri

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@zyx hah, I thought you might like it :D I need to group the actors which are made of 2 or more elements. Also, I need a better function to assign colors,plain random red, green and blue function gives mostly fabolous colors which are not very common on cars. Any suggestions on a random function which does not use preset colors?

Heres the demo streaming map for recoloring:

https://www.dropbox.com/s/dijvo49lhm0i728/recolor.upk?dl=0

 

Another thing, can someone unlock the tints for shivs in the UI menus?

Edited by LiQuiD911
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You could always try "picking" the formal Armor & Helmet sets via their usual parameters (0-32), right? If anything that could be a basic start routine that would be expanded later on to provide some extra Coloring combos as custom assets pulled into that new function as need be.

 

But i think the essential part of that process is to be able to determine which objects exactly fit the planned deal (both in code principles and relative compatibility terms) with "random impacts".

 

A thorough list of potential candidates for custom colorization would have to be integrated in some addressable array where the actual random function gets to work on. Heck, one could even extend that reasoning to create "categories" of map objects for their own correct factors such as Wood Benches or Brick Walls and even -- Trees!

Take the Abduction Pods for example... they spit out a greenish mist cloud. If these could be changed as bloody-red... then, their counterpart "Mommified Bodies" would require to be Red also. Well, that's the basic thinking with cohesive palettes applied to corresponding map elements.

 

Suggestion for a generic pallette? I'd have to recommend the highly versatile HTML resource as it goes on a wide spectrum and covers a fair enough amount of Hues and Saturation ranges. (Sic... with 00-33-66-99-CC-FF cycles)

 

  Reveal hidden contents

 

 

Heck... somewhere, somehow in the past -- i've even created my own 'Hexact.PAL" which uses a different cycle (generally speaking -- CMYK+RGB) but (surprisingly) has smooth ranges;

 

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PS; This is all a very interesting opportunity to gain control over the Tactical "feel" of the game... thus, it's important in my mind that the new functions be as solid and feature(s) filled as possible -- while a coder tackles that task.

 

Took a look at your latest demo UPK code but i really wouldn't know how to experience it within games, sadly!

 

I second your request for SHIV tints -- entirely! But if someone in the LW-Team ( Amineri, are you willing?? ) ever gets down to that code section... they might as well try adding extra custom "pallettes" for the regular Armor Tint sets, specifically designed to allow players to create personal color-combinations, etc -- btw. :D

Edited by Zyxpsilon
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Not all objects support these tints, in the screenshots every actor has it's colours changed but it does not apply to all, at least with the variables and functions I am using ( I have to try with the building walls )

 

all the upks I upload are "streaming maps", place them in the cookedPC folder and open Defaultmaps.ini, see that at the end of each entry there is a streaming map section, you have to append a new entry with the patch name ( mind the braces ).

 

So the idea is to create these color presets and select a random one from the pool?

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Thanks for the UPK streaming maps info. Seems like it's quite easy to install for some curiosity purposes.

 

Presets? Exactly... if you are able to supply the function (framework is already in place from what i could detect in your initial test code) with a "parametric" array distribution step -- all is needed are;

 

1) Possibly just one pre-defined generic palette (Web-Safe HTML, Hexact, Firaxis' Armors-Helmets, etc) that would serve as a permanent basic reference. 256 colors are plenty enough, AFAIC!

 

Here's a quick image that reproduces the Hexact pool in "Windows Color Picker" form with the usual Jasc-Pal file structure...

 

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2) The array itself that goes through every assets (or groups of) being targeted by the randomization cycle. The pool is then "attached" to specific color-sets for every object types.

 

Example... to the far left of the tiny "rainbow" filler rectangle are two special Six-Packs of Pastel hues (well - that's what i call them) that respond to the six-sides Hexagonal combination of primaries with secondaries. Indirectly -- it's the Color-Wheel in powers of 4-6-8 that match with the RBG+CMY(K) models which you can also see (RGYBMC) in the bottom right side area.

 

Thus, you'd pick any given sets and assign them to a variety of map elements.

 

3) Patience & skills! :wink:

Edited by Zyxpsilon
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The ini part is done, could someone populate the color entries?

 

Here's the current format:

The file is called DefaultTints.ini

 

[XComUDK.ActorTint]
Tint= (R=255 ,G=0 ,B=0 )
Tint= (R=0 ,G=255 ,B=0 )
Tint= (R=0 ,G=0 ,B=255 )
Tint= (R=0 ,G=0 ,B=0 )
Tint= (R=255 ,G=255 ,B=255 )
Tint= (R=255 ,G=255 ,B=0 )
Tint= (R=255 ,G=0 ,B=255 )
Tint= (R=0 ,G=255 ,B=255 )

 

I'll check if there is an easy way to group objects

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Sure... i'll just do it for the "Hexact" palette entries -- later today for you.

 

(Be back...)

 

There you go!

 

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Edited by Zyxpsilon
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I'm grouping trains and trucks by kismet code, now the question is which secondary colours to apply? The vanilla ones are handpicked, truck and trailer, train wagon and it's floor/roof. I could make the truck darker than it's trailer, or make it complimentary or both. Any suggestions are welcome

http://i.imgur.com/aCm2hDg.jpg

http://i.imgur.com/qxuQO9M.jpg

 

It looks way better with dark sweetfx filters

Edited by LiQuiD911
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