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Expanding Nationalities


wghost81

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Amineri, thanks for the info. If my new XComLZO Packer/Unpacker utility works, we'll be able to at least add a new generic XCom flag. We might be able to add a new graphics if we understood the process correctly, but we'll sure need to somehow add a support for it in actionscript. And we don't have an idea on how to work with this, so we'll need a help here. UI flags are not a problem, as there are some unused flags, but uniform flags (ones on the soldiers back) need more work.
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Hi everyone,

Nice to see some new nationalities onscreen, variety is grately appreciated. :smile:

 

7. Columbia - Hispanic

 

Just wanted to suggest a small change - I believe that the vanilla name for this country is wrong; should be "Colombia" not "Columbia" which AFAIK is not a country.

Also, spanish names and hispanic race should be ok for most Central and SA countries except for Brazil; it is ok for this country to share the same name list that the one for Portugal as hobbes77 suggested and wghost implemented.

Thanks and keep the great work

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Uploaded a test version of "Nationalities Expanded" mod to "Miscellaneous" section of "XCOM Interface and Gameplay Tweaks" mod.

 

What's done so far:

- Names (DefaultNameList.ini and ExpandedNames.txt)

- Races (ExpandedRaces.txt)

- UI Flags (ExpandedUIFlags.txt)

 

Known issues:

- Human pawns for restored nationalities will use US flag.

 

Install all three text files with PatcherGUI, then enable new nationalities via "Soldier Nationality Probability" mod from "Interface and Gameplay Tweaks" collection. Copy DefaultNameList.ini to XCom-Enemy-Unknown\XEW\XComGame\Config\ (replace the original file).

 

http://i.imgur.com/hwtFV77.jpg

 

Drakous79 still trying to do something about pawn flags. I know, generic flag can be set via TexMod, but we're investigating a possibility for expanding existing flags to add the missing ones. Have some results already:

 

http://i.imgur.com/UUnd9Dk.jpg

 

http://i.imgur.com/BWsG9xg.jpg

 

This is pure UPK editing (by Drakous79), no TexMod!

 

Actually, we already can make a generic flag for all the countries without TexMod via ini and upk editing. But we need a picture. Ghostbusters are there just for testing purposes. :smile:

Edited by wghost81
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Great job so far guys :smile:

 

My suggestion for the generic insignia would be the XCOM skull. It was used on the animation of explosions on the original game and it was reused on the MEC Troopers insignia:

 

http://ufopaedia.org/images/1/17/Explosion.gif

 

http://ufopaedia.org/images/thumb/8/80/XCOM_Enemy_Within_Icons.png/450px-XCOM_Enemy_Within_Icons.png

 

I've taken the skull from the insignia used on the MEC Trooper's left shoulder and edited it a bit, changing the color into white for better contrast:

 

http://static-1.nexusmods.com/15/mods/151/images/373-1-1395066371.png

 

Below is the actual insignia worn by MEC Troopers on their armor, extracted with TexMod. MEC Troopers don't use national flags so there wouldn't be a repeat of insignias:

 

http://static-2.nexusmods.com/15/mods/151/images/373-1-1395066868.png

Edited by Hobbes77
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Thanks for sugestions. I can scan a badge, that came with original game preorder. There are 3 unused flags in the texture, so we may add 1-3 generic flags, that can be accessed via DefaultContent U V coordinates.

 

So far I've been unable to display only certain part of the texture defined by its alpha channel. It must be easy in UDK, like adding BLEND_Masked property to a material and connecting it with texture's alpha channel, but it is going to be harder in hex. Flags texture is set in all decos and armors (36 files) and some cinematic files, where each file contains the texture.

 

I am after model's UVW map and scale value of the texture, but my current knowledge of XCOM mesh objects = 0.

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