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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)

 

 

http://spinnakr.com/blog/wp-content/uploads/2013/04/hexcodes.gif

 

 

 

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;

 

 

http://s13.postimg.org/gpz54vnx3/Hexact_Pal_256.png

 

 

 

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...

 

 

http://s21.postimg.org/5e9gq8hcn/Palette_RGYBMC_256.png

 

PS; Don't forget this image was possibly "altered as JPG" by the host-site for compression reasons. As a result, some of the authentic colors might not be there on that sample.

:smile:

I can supply you with the correct PSP-PAL file if you (absolutely) need it...

Left-to-Right--Top-To-Bottom... RGB... (0,0,0) to (255,255,255)

as follow;

 

 

JASC-PAL
0100
256
0 0 0
128 0 0
0 128 0
128 128 0
0 0 128
128 0 128
0 128 128
192 192 192
192 220 192
166 202 240
128 64 0
0 128 64
64 128 0
64 0 128
128 0 64
0 64 128
32 32 32
96 0 0
0 96 0
96 96 0
0 0 96
96 0 96
0 96 96
176 176 176
0 224 32
0 32 224
96 48 0
0 96 48
48 96 0
48 0 96
96 0 48
0 48 96
48 48 48
64 0 0
0 64 0
64 64 0
0 0 64
64 0 64
0 64 64
160 160 160
0 192 64
0 64 192
64 32 0
0 64 32
32 64 0
32 0 64
64 0 32
0 32 64
64 64 64
32 0 0
0 32 0
32 32 0
0 0 32
32 0 32
0 32 32
144 144 144
0 160 96
0 96 160
224 224 32
192 192 64
160 160 96
32 0 224
64 0 192
96 0 160
255 64 0
0 255 64
192 255 0
64 0 255
255 0 192
0 192 255
224 32 0
192 64 0
160 96 0
8 8 8
96 96 160
64 64 192
32 32 224
160 0 96
192 0 64
224 0 32
255 192 0
0 255 192
64 255 0
192 0 255
255 0 64
0 64 255
96 160 0
64 192 0
32 224 0
255 224 224
224 255 224
255 255 224
224 224 255
255 224 255
224 255 255
16 16 16
255 224 192
192 255 224
224 255 192
224 192 255
255 192 224
192 224 255
32 224 32
64 192 64
96 160 96
255 192 192
192 255 192
255 255 192
192 192 255
255 192 255
192 255 255
255 224 32
255 208 160
160 255 208
208 255 160
208 160 255
255 160 208
160 208 255
160 96 160
192 64 192
224 32 224
255 160 160
160 255 160
255 255 160
160 160 255
255 160 255
160 255 255
255 192 64
255 192 128
128 255 192
192 255 128
192 128 255
255 128 192
128 192 255
224 32 255
192 64 255
160 96 255
255 128 128
128 255 128
255 255 128
128 128 255
255 128 255
128 255 255
255 160 96
255 176 96
96 255 176
176 255 96
176 96 255
255 96 176
96 176 255
96 160 255
64 192 255
32 224 255
255 96 96
96 255 96
255 255 96
96 96 255
255 96 255
96 255 255
255 96 160
255 160 64
64 255 160
160 255 64
160 64 255
255 64 160
64 160 255
32 255 224
64 255 192
96 255 160
255 64 64
64 255 64
255 255 64
64 64 255
255 64 255
64 255 255
255 64 192
255 144 32
32 255 144
144 255 32
144 32 255
255 32 144
32 144 255
160 255 96
192 255 64
224 255 32
255 32 32
32 255 32
255 255 32
32 32 255
255 32 255
32 255 255
255 32 224
160 80 0
0 160 80
80 160 0
80 0 160
160 0 80
0 80 160
160 96 96
96 160 160
80 80 80
160 0 0
0 160 0
160 160 0
0 0 160
160 0 160
0 160 160
208 208 208
192 96 0
0 192 96
96 192 0
96 0 192
192 0 96
0 96 192
192 64 64
64 192 192
96 96 96
192 0 0
0 192 0
192 192 0
0 0 192
192 0 192
0 192 192
224 224 224
224 112 0
0 224 112
112 224 0
112 0 224
224 0 112
0 112 224
224 32 32
32 224 224
112 112 112
224 0 0
0 224 0
224 224 0
0 0 224
224 0 224
0 224 224
240 240 240
255 128 0
0 255 128
128 255 0
128 0 255
255 0 128
0 128 255
255 251 240
160 160 164
128 128 128
255 0 0
0 255 0
255 255 0
0 0 255
255 0 255
0 255 255
255 255 255

 

 

 

 

 

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!

 

 

[XComUDK.ActorTint]
Tint= (R=0    ,G=0    ,B=0    )
Tint= (R=128    ,G=00    ,B=0    )
Tint= (R=0    ,G=128    ,B=0    )
Tint= (R=128    ,G=128    ,B=0    )
Tint= (R=0    ,G=0    ,B=128    )
Tint= (R=128    ,G=0    ,B=128    )
Tint= (R=0    ,G=128    ,B=128    )
Tint= (R=192    ,G=192    ,B=192    )
Tint= (R=192    ,G=220    ,B=192    )
Tint= (R=166    ,G=202    ,B=240    )
Tint= (R=128    ,G=64    ,B=0    )
Tint= (R=0    ,G=128    ,B=64    )
Tint= (R=64    ,G=128    ,B=0    )
Tint= (R=64    ,G=0    ,B=128    )
Tint= (R=128    ,G=0    ,B=64    )
Tint= (R=0    ,G=64    ,B=128    )
Tint= (R=32    ,G=32    ,B=32    )
Tint= (R=96    ,G=0    ,B=0    )
Tint= (R=0    ,G=96    ,B=0    )
Tint= (R=96    ,G=96    ,B=0    )
Tint= (R=0    ,G=0    ,B=96    )
Tint= (R=96    ,G=0    ,B=96    )
Tint= (R=0    ,G=96    ,B=96    )
Tint= (R=176    ,G=176    ,B=176    )
Tint= (R=0    ,G=224    ,B=32    )
Tint= (R=0    ,G=32    ,B=224    )
Tint= (R=96    ,G=48    ,B=0    )
Tint= (R=0    ,G=96    ,B=48    )
Tint= (R=48    ,G=96    ,B=0    )
Tint= (R=48    ,G=0    ,B=96    )
Tint= (R=96    ,G=0    ,B=48    )
Tint= (R=0    ,G=48    ,B=96    )
Tint= (R=48    ,G=48    ,B=48    )
Tint= (R=64    ,G=0    ,B=0    )
Tint= (R=0    ,G=64    ,B=0    )
Tint= (R=64    ,G=64    ,B=0    )
Tint= (R=0    ,G=0    ,B=64    )
Tint= (R=64    ,G=0    ,B=64    )
Tint= (R=0    ,G=64    ,B=64    )
Tint= (R=160    ,G=160    ,B=160    )
Tint= (R=0    ,G=192    ,B=64    )
Tint= (R=0    ,G=64    ,B=192    )
Tint= (R=64    ,G=32    ,B=0    )
Tint= (R=0    ,G=64    ,B=32    )
Tint= (R=32    ,G=64    ,B=0    )
Tint= (R=32    ,G=0    ,B=64    )
Tint= (R=64    ,G=0    ,B=32    )
Tint= (R=0    ,G= 32    ,B=64    )
Tint= (R=64    ,G=64    ,B=64    )
Tint= (R=32    ,G=0    ,B=0    )
Tint= (R=0    ,G=32    ,B=0    )
Tint= (R=32    ,G=32    ,B=0    )
Tint= (R=0    ,G=0    ,B=32    )
Tint= (R=32    ,G=0    ,B=32    )
Tint= (R=0    ,G=32    ,B=32    )
Tint= (R=144    ,G=144    ,B=144    )
Tint= (R=0    ,G=160    ,B=96    )
Tint= (R=0    ,G=96    ,B=160    )
Tint= (R=224    ,G=224    ,B=32    )
Tint= (R=192    ,G=192    ,B=64    )
Tint= (R=160    ,G=160    ,B=96    )
Tint= (R=32    ,G=0    ,B=224    )
Tint= (R=64    ,G=0    ,B=192    )
Tint= (R=96    ,G=0    ,B=160    )
Tint= (R=255    ,G=64    ,B=0    )
Tint= (R=0    ,G=255    ,B=64    )
Tint= (R=192    ,G=255    ,B=0    )
Tint= (R=64    ,G=0    ,B=255    )
Tint= (R=255    ,G=0    ,B=192    )
Tint= (R=0    ,G=192    ,B=255    )
Tint= (R=224    ,G=32    ,B=0    )
Tint= (R=192    ,G=64    ,B=0    )
Tint= (R=160    ,G=96    ,B=0    )
Tint= (R=8    ,G=8    ,B=8    )
Tint= (R=96    ,G=96    ,B=160    )
Tint= (R=64    ,G=64    ,B=192    )
Tint= (R=32    ,G=32    ,B=224    )
Tint= (R=160    ,G=0    ,B=96    )
Tint= (R=192    ,G=0    ,B=64    )
Tint= (R=224    ,G=0    ,B=32    )
Tint= (R=255    ,G=192    ,B=0    )
Tint= (R=0    ,G=255    ,B=192    )
Tint= (R=64    ,G=255    ,B=0    )
Tint= (R=192    ,G=0    ,B=255    )
Tint= (R=255    ,G=0    ,B=64    )
Tint= (R=0    ,G=64    ,B=255    )
Tint= (R=96    ,G=160    ,B=0    )
Tint= (R=64    ,G=192    ,B=0    )
Tint= (R=32    ,G=224    ,B=0    )
Tint= (R=255    ,G=224    ,B=224    )
Tint= (R=224    ,G=255    ,B=224    )
Tint= (R=255    ,G=255    ,B=224    )
Tint= (R=224    ,G=224    ,B=255    )
Tint= (R=255    ,G=224    ,B=255    )
Tint= (R=224    ,G=255    ,B=255    )
Tint= (R=16    ,G=16    ,B=16    )
Tint= (R=255    ,G=224    ,B=192    )
Tint= (R=192    ,G=255    ,B=224    )
Tint= (R=224    ,G=255    ,B=192    )
Tint= (R=224    ,G=192    ,B=255    )
Tint= (R=255    ,G=192    ,B=224    )
Tint= (R=192    ,G=224    ,B=255    )
Tint= (R=32    ,G=224    ,B=32    )
Tint= (R=64    ,G=192    ,B=64    )
Tint= (R=96    ,G=160    ,B=96    )
Tint= (R=255    ,G=192    ,B=192    )
Tint= (R=192    ,G=255    ,B=192    )
Tint= (R=255    ,G=255    ,B=192    )
Tint= (R=192    ,G=192    ,B=255    )
Tint= (R=255    ,G=192    ,B=255    )
Tint= (R=192    ,G=255    ,B=255    )
Tint= (R=255    ,G=224    ,B=32    )
Tint= (R=255    ,G=208    ,B=160    )
Tint= (R=160    ,G=255    ,B=208    )
Tint= (R=208    ,G=255    ,B=160    )
Tint= (R=208    ,G=160    ,B=255    )
Tint= (R=255    ,G=160    ,B=208    )
Tint= (R=160    ,G=208    ,B=255    )
Tint= (R=160    ,G=96    ,B=160    )
Tint= (R=192    ,G=64    ,B=192    )
Tint= (R=224    ,G=32    ,B=224    )
Tint= (R=255    ,G=160    ,B=160    )
Tint= (R=160    ,G=255    ,B=160    )
Tint= (R=255    ,G=255    ,B=160    )
Tint= (R=160    ,G=160    ,B=255    )
Tint= (R=255    ,G=160    ,B=255    )
Tint= (R=160    ,G=255    ,B=255    )
Tint= (R=255    ,G=192    ,B=64    )
Tint= (R=255    ,G=192    ,B=128    )
Tint= (R=128    ,G=255    ,B=192    )
Tint= (R=192    ,G=255    ,B=128    )
Tint= (R=192    ,G=128    ,B=255    )
Tint= (R=255    ,G=128    ,B=192    )
Tint= (R=128    ,G=192    ,B=255    )
Tint= (R=224    ,G=32    ,B=255    )
Tint= (R=192    ,G=64    ,B=255    )
Tint= (R=160    ,G=96    ,B=255    )
Tint= (R=255    ,G=128    ,B=128    )
Tint= (R=128    ,G=255    ,B=128    )
Tint= (R=255    ,G=255    ,B=128    )
Tint= (R=128    ,G=128    ,B=255    )
Tint= (R=255    ,G=128    ,B=255    )
Tint= (R=128    ,G=255    ,B=255    )
Tint= (R=255    ,G=160    ,B=96    )
Tint= (R=255    ,G=176    ,B=96    )
Tint= (R=96    ,G=255    ,B=176    )
Tint= (R=176    ,G=255    ,B=96    )
Tint= (R=176    ,G=96    ,B=255    )
Tint= (R=255    ,G=96    ,B=176    )
Tint= (R=96    ,G=176    ,B=255    )
Tint= (R=96    ,G=160    ,B=255    )
Tint= (R=64    ,G=192    ,B=255    )
Tint= (R=32    ,G=224    ,B=255    )
Tint= (R=255    ,G=96    ,B=96    )
Tint= (R=96    ,G=255    ,B=96    )
Tint= (R=255    ,G=255    ,B=96    )
Tint= (R=96    ,G=96    ,B=255    )
Tint= (R=255    ,G=96    ,B=255    )
Tint= (R=96    ,G=255    ,B=255    )
Tint= (R=255    ,G=96    ,B=160    )
Tint= (R=255    ,G=160    ,B=64    )
Tint= (R=64    ,G=255    ,B=160    )
Tint= (R=160    ,G=255    ,B=64    )
Tint= (R=160    ,G=64    ,B=255    )
Tint= (R=255    ,G=64    ,B=160    )
Tint= (R=64    ,G=160    ,B=255    )
Tint= (R=32    ,G=255    ,B=224    )
Tint= (R=64    ,G=255    ,B=192    )
Tint= (R=96    ,G=255    ,B=160    )
Tint= (R=255    ,G=64    ,B=64    )
Tint= (R=64    ,G=255    ,B=64    )
Tint= (R=255    ,G=255    ,B=64    )
Tint= (R=64    ,G=64    ,B=255    )
Tint= (R=255    ,G=64    ,B=255    )
Tint= (R=64    ,G=255    ,B=255    )
Tint= (R=255    ,G=64    ,B=192    )
Tint= (R=255    ,G=144    ,B=32    )
Tint= (R=32    ,G=255    ,B=144    )
Tint= (R=144    ,G=255    ,B=32    )
Tint= (R=144    ,G=32    ,B=255    )
Tint= (R=255    ,G=32    ,B=144    )
Tint= (R=32    ,G=144    ,B=255    )
Tint= (R=160    ,G=255    ,B=96    )
Tint= (R=192    ,G=255    ,B=64    )
Tint= (R=224    ,G=255    ,B=32    )
Tint= (R=255    ,G=32    ,B=32    )
Tint= (R=32    ,G=255    ,B=32    )
Tint= (R=255    ,G=255    ,B=32    )
Tint= (R=32    ,G=32    ,B=255    )
Tint= (R=255    ,G=32    ,B=255    )
Tint= (R=32    ,G=255    ,B=255    )
Tint= (R=255    ,G=32    ,B=224    )
Tint= (R=160    ,G=80    ,B=0    )
Tint= (R=0    ,G=160    ,B=80    )
Tint= (R=80    ,G=160    ,B=0    )
Tint= (R=80    ,G=0    ,B=160    )
Tint= (R=160    ,G=0    ,B=80    )
Tint= (R=0    ,G=80    ,B=160    )
Tint= (R=160    ,G=96    ,B=96    )
Tint= (R=96    ,G=160    ,B=160    )
Tint= (R=80    ,G=80    ,B=80    )
Tint= (R=160    ,G=0    ,B=0    )
Tint= (R=0    ,G=160    ,B=0    )
Tint= (R=160    ,G=160    ,B=0    )
Tint= (R=0    ,G=0    ,B=160    )
Tint= (R=160    ,G=0    ,B=160    )
Tint= (R=0    ,G=160    ,B=160    )
Tint= (R=208    ,G=208    ,B=208    )
Tint= (R=192    ,G=96    ,B=0    )
Tint= (R=0    ,G=192    ,B=96    )
Tint= (R=96    ,G=192    ,B=0    )
Tint= (R=96    ,G=0    ,B=192    )
Tint= (R=192    ,G=0    ,B=96    )
Tint= (R=0    ,G=96    ,B=192    )
Tint= (R=192    ,G=64    ,B=64    )
Tint= (R=64    ,G=192    ,B=192    )
Tint= (R=96    ,G=96    ,B=96    )
Tint= (R=192    ,G=0    ,B=0    )
Tint= (R=0    ,G=192    ,B=0    )
Tint= (R=192    ,G=192    ,B=0    )
Tint= (R=0    ,G=0    ,B=192    )
Tint= (R=192    ,G=0    ,B=192    )
Tint= (R=0    ,G=192    ,B=192    )
Tint= (R=224    ,G=224    ,B=224    )
Tint= (R=224    ,G=112    ,B=0    )
Tint= (R=0    ,G=224    ,B=112    )
Tint= (R=112    ,G=224    ,B=0    )
Tint= (R=112    ,G=0    ,B=224    )
Tint= (R=224    ,G=0    ,B=112    )
Tint= (R=0    ,G=112    ,B=224    )
Tint= (R=224    ,G=32    ,B=32    )
Tint= (R=32    ,G=224    ,B=224    )
Tint= (R=112    ,G=112    ,B=112    )
Tint= (R=224    ,G=0    ,B=0    )
Tint= (R=0    ,G=224    ,B=0    )
Tint= (R=224    ,G=224    ,B=0    )
Tint= (R=0    ,G=0    ,B=224    )
Tint= (R=224    ,G=0    ,B=224    )
Tint= (R=0    ,G=224    ,B=224    )
Tint= (R=240    ,G=240    ,B=240    )
Tint= (R=255    ,G=128    ,B=0    )
Tint= (R=0    ,G=255    ,B=128    )
Tint= (R=128    ,G=255    ,B=0    )
Tint= (R=128    ,G=0    ,B=255    )
Tint= (R=255    ,G=0    ,B=128    )
Tint= (R=0    ,G=128    ,B=255    )
Tint= (R=255    ,G=251    ,B=240    )
Tint= (R=160    ,G=160    ,B=164    )
Tint= (R=128    ,G=128    ,B=128    )
Tint= (R=255    ,G=0    ,B=0    )
Tint= (R=0    ,G=255    ,B=0    )
Tint= (R=255    ,G=255    ,B=0    )
Tint= (R=0    ,G=0    ,B=255    )
Tint= (R=255    ,G=0    ,B=255    )
Tint= (R=0    ,G=255    ,B=255    )
Tint= (R=255    ,G=255    ,B=255    )

 

 

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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