KevinHann Posted June 9, 2014 Share Posted June 9, 2014 This is perhaps an issue due to my archaic computer, but I'm really struggling with it. The game takes forever to process every single animation frame making it entirely unplayable - but only on Industrial tileset. This understandably forces me to airstrike all such crash sites and I'd like to avoid that. Is it possible to switch off Industrial and replace it with another tileset somewhere in the config files? I'm open to any suggestions. Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 9, 2014 Share Posted June 9, 2014 yes. it's possible. i've made it for my game, because i'm hate this tileset already (too many obstacles and slow missions, for terror sites it's ok, but 3/4 of mission inside city?) there are two files in assets\<geoscape? don't remember folder name. the geoscape textures are placed here>\<masks?(single folder)>\ i'm sorry, that I can't provide full path for you, i'm have no access to game right now files names are tilemask1.png and tilemask2.png, IIRC also there are file which desribes what color corresponds to which tileset. to change this files you'll need editor which supports png transparency (paint will not work correctly) dark grey areas are industrial tileset. you'll need to change tem to yellow\green\mustard . preferably by mixing them Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 9, 2014 Share Posted June 9, 2014 (edited) Yeesss.... but it's going to take quite a lot of work on your part. The most effective way I can think of doing that would be to go through the continent "masks" which determine which areas of the geoscape will trigger which type of map and edit out all the industrial zones on the mask. edit: ninja'd edit 2: ninja'd with style Edited June 9, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 9, 2014 Share Posted June 9, 2014 Yeesss.... but it's going to take quite a lot of work on your part. lasso and bucket fills will reduce work times by great margin i've got a question: why are there two files, describing which tileset corresponds to place on geoscape and how does game choose feom which it should took tileset? (atm i'm thinking that it's 50/50, would be glad if somone will give more info) Quote Link to comment Share on other sites More sharing options...
Chris Posted June 9, 2014 Share Posted June 9, 2014 Yup, the game just picks one of the two at random. Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 9, 2014 Share Posted June 9, 2014 (edited) here are my changed files quite less town tiles, and moved them to one file. plus more middle east and desert maps. if someone would use it, please use archive. files from foum doesn't support transparency Chris, i'm think it would be better to use this system: xml where data looks kinda like: <urop color = "FF0000"> <tileset name = "here goes tilesat name e.g. industrial" chance = ""> <tileset same here> </urop> and file where corresponding color selects corresponding data it would allow to make spots that can spawn more than two tilesets, and set chances of corresponding tileset so we wouldn't have 3/4 of battles in industrial tileset (yes, i'm hate this tileset already) tileset mask.zip tileset mask.zip Edited June 9, 2014 by Sandyxx Quote Link to comment Share on other sites More sharing options...
kabill Posted June 9, 2014 Share Posted June 9, 2014 A bit off-topic, but I just noticed that the "tundra" tileset is listed in the key to the continent masks. I'd previously spotted the tundra tileset in the mapping/tiles folder but as it's unused, I figured there wouldn't be any ability to integrate it. However, since it's listed on the key I wonder whether the game still supports the tundra tileset even though the game isn't using it. If it does, it would be possible to add an entirely new tileset into the game. (Totally wish I was an artist, now). Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 9, 2014 Author Share Posted June 9, 2014 If you or anyone produce a different tileset I'll bite your hands off to replace the industrial one with it! Quote Link to comment Share on other sites More sharing options...
KevinHann Posted June 9, 2014 Author Share Posted June 9, 2014 here are my changed files quite less town tiles, and moved them to one file. plus more middle east and desert maps.if someone would use it, please use archive. files from foum doesn't support transparency [ATTACH=CONFIG]4111[/ATTACH][ATTACH=CONFIG]4112[/ATTACH] Chris, i'm think it would be better to use this system: xml where data looks kinda like: <urop color = "FF0000"> <tileset name = "here goes tilesat name e.g. industrial" chance = ""> <tileset same here> </urop> and file where corresponding color selects corresponding data it would allow to make spots that can spawn more than two tilesets, and set chances of corresponding tileset so we wouldn't have 3/4 of battles in industrial tileset (yes, i'm hate this tileset already) Thank you, I've just used the first file twice to entirely delete any damned black color off the world map, will see how it works. Quote Link to comment Share on other sites More sharing options...
Lt_Parsons Posted June 10, 2014 Share Posted June 10, 2014 (edited) Chris, i'm think it would be better to use this system:xml where data looks kinda like: <urop color = "FF0000"> <tileset name = "here goes tilesat name e.g. industrial" chance = ""> <tileset same here> </urop> and file where corresponding color selects corresponding data If such system - reading list of tilesets/colors from file instead of hardcoded list - would be implemented, i know i'll be a happy modder. It was suggested a long time ago (i know because one of such suggestions was mine and i don't think i was first), and there were numerous attempts and suggestions at making forest and jungle map sets, but to no actual result. (Yes, i know, development is complete, only bugfixes from now on, but one can dream, right?) Edited June 10, 2014 by Lt_Parsons Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 10, 2014 Share Posted June 10, 2014 @Lt_Parsons my idea is more about setting chances "on which tileset mission with crashed ufo happens" atm, there are only two random possibility: either the tileset from file *1.png or tileset from file *2.png. and it's not really good on terms of providing variability (it really depends on base placing, but one can get as much as 3/4 industrial crashsites, and as you probably understand from this thread, this situation is REALLY annoying me, industrial map here or there is ok, but dear god...) Quote Link to comment Share on other sites More sharing options...
Lt_Parsons Posted June 10, 2014 Share Posted June 10, 2014 @Sandyxx - True. Specifying possibilities for given color is even more flexible system then just xml list. (Agree on annoying - feels like random generator loves industrial for some reason. And sometimes farms. Luck can be an evil goddess in Xen.) Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 10, 2014 Share Posted June 10, 2014 >feels like random generator loves industrial for some reason. not really rng. if you would look at unmodified files which map tilesets, then you'll found out that there are nearly 80 % of map is covered in industrial color (two americas + huge chink of africa + india and pakistan). look an files uploaded by me earlier in this thread (all pixels in second file with black-green and black-mustard grid would be black in default game, just as mexica and big piece of sahara so at world scale there is ~80% * 0.5 (first or second file chosen randomly) = ~ 40% of industrial tileset on mission if we would place first base in america it wil give us flat 50% of industrial tileset in GC. Quote Link to comment Share on other sites More sharing options...
Lt_Parsons Posted June 10, 2014 Share Posted June 10, 2014 True again, did not counted actual percentages. Sorry for not being helpful. There were far less industrial on the masks prior to 22.10, when they have been updated last time. (here is slightly fixed archive of old ones if curious) Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 10, 2014 Share Posted June 10, 2014 (here is slightly fixed archive of old ones if curious) my god it's full of stars. ill' fix this files later and post on forums because IMO they a far better, than current infinite black bucket works. Quote Link to comment Share on other sites More sharing options...
kabill Posted June 10, 2014 Share Posted June 10, 2014 I like that look of that alternative. My only complaint would be the large amount of desert over south-America (and the absence of urban spaces in Southern US/central America) but I'm not sure whether there's anything that can be done about that without a new (forest!) tileset (WHY AM I NOT AN ARTIST?). Quote Link to comment Share on other sites More sharing options...
Sandyxx Posted June 10, 2014 Share Posted June 10, 2014 @Lt_Parsons here is fixes that i've promised. thanks for the source material tilesetmasks fixes.zip tilesetmasks fixes.zip Quote Link to comment Share on other sites More sharing options...
Lt_Parsons Posted June 10, 2014 Share Posted June 10, 2014 These looks good, i like the checkerboard patterns. Will definitely try them in my next play, thanks! Quote Link to comment Share on other sites More sharing options...
Khall Posted June 15, 2014 Share Posted June 15, 2014 A bit off-topic, but I just noticed that the "tundra" tileset is listed in the key to the continent masks. I'd previously spotted the tundra tileset in the mapping/tiles folder but as it's unused, I figured there wouldn't be any ability to integrate it.However, since it's listed on the key I wonder whether the game still supports the tundra tileset even though the game isn't using it. If it does, it would be possible to add an entirely new tileset into the game. (Totally wish I was an artist, now). I suppose I have to thank you for giving me the idea to implement the tundra tileset, I never knew it was still in the continent masks http://www.goldhawkinteractive.com/forums/showthread.php/10627-Khall-s-Tundra-Tileset Quote Link to comment Share on other sites More sharing options...
kabill Posted June 15, 2014 Share Posted June 15, 2014 I only knew it was there because other people prompted me to look in the first place. A community effort, I think! Quote Link to comment Share on other sites More sharing options...
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