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TUTORIAL: Creating new tile overlays


tracktwo

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TT, i've found something extremely interesting about the whole GFX feature and how it's being handled at runtime by various functions...

 

"???:\Steam\steamapps\common\XCOM 2\Development\Src\GFxUIEditor\Classes\GFxMovieFactory.uc"

 

It's ALL there; Objects, Imports. I feel that's good starting point to try implementing a Flash-Editor IDE.

 

Agreed?! ;)

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This package is part of the scaleform system and is used to import a .swf into the editor. Once you have a .swf you can import it, which will create a movie object in the content browser, and you can then refer to this from your unrealscript packages through the UIScreen/UIPanel classes. The corresponding GFxUI package has the other side, that accesses a movie in your content package in the game itself.

 

You still need to get a .swf from somewhere though. Either authored through Adobe Flash itself or through some other 3rd party tools. I've only had success with *scriptable* UIs using the real flash. But I have imported just the movie assets without any custom scripting that were built with some free tools, like Vectorian Giotto. You can still use some basic built-in actionscript on movies generated with that, like showing/hiding elements, creating, moving, animating sprites, etc. But more complex scripting is generally done in custom ActionScript in the movie file itself and so far I haven't been able to get that to work well with anything except the official Flash tools. You might be able to use a combination of Vectorian Giotto to build the graphics packages and something like FlashDevelop to build a script-only package and have them communicate, or try to merge them together into one package. It'd definitely be breaking new ground, though.

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Not sure if Flash-Develop completely supports scripting "snippets"... but i know for sure, JPEXS has experimental editing controls that could be re-compiled when i built (and resized) the UI functions to add Numbers in the LoadOut screen for LW_Deploy-Formations. Seems stable. But hard to prove if anything other than simple alterations are possible.

Obviously, GeoscApps WILL certainly require custom swf assets -- ideally integrated in the correct XC2-Layer but ultimately might have to be slapped above the Overworld "devices" with indirect content hook pointers.

As much as i like(d) handling complex stuff, this is the iceberg, the tip and everything above water all at once.

Still at the decision levels. Such is the life of modding. Sometimes we wish bigger that our (speaking of myself) compressed intellects or limited skillset.

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