Red Posted December 11, 2013 Share Posted December 11, 2013 Hi, I'm trying to get a grip on mapping in Xenonauts. I read the wiki and have followed the sticky beginner guide. But I have a problem All ships (alien or human) and some probs and walls are flying above the ground when I place them. So my question - is this a known bug or have I made a mistake ? I will add a screenshot ! Thx in advance for your help. Sorry for the English - It's not my mother language. Quote Link to comment Share on other sites More sharing options...
Red Posted December 11, 2013 Author Share Posted December 11, 2013 Screenshot A map i Loade from the Game. In the LevelViewer it looks like a Explosionmodel And the Chinook (also all other ships) when i place him in the editor it looks like this Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted December 11, 2013 Share Posted December 11, 2013 It looks like you haven't unpacked the files as explained in this post - or if you have, something's gone wrong. Browse to your Xenonauts directory and check to see if you have Xenonauts\assets\tiles\ in there. This is what mine looks like. Quote Link to comment Share on other sites More sharing options...
Red Posted December 11, 2013 Author Share Posted December 11, 2013 Omg is that embarrassing ! I had a tiles folder in the tiles folder Now it works - Thx for the quick help ! Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted December 12, 2013 Share Posted December 12, 2013 We've all been there! Good luck with the mapmaking. Quote Link to comment Share on other sites More sharing options...
Red Posted December 15, 2013 Author Share Posted December 15, 2013 Hey now i have 2 more questions about the mapmaking/modding I want to overhaul the rock_cover and rock_block in the desert them. Because they not looking as good as the mesa rock's. And i think this is a good practice too get used about the files and how they should stored and named.... they should look like this So my question. Has someone already done this and is this a good idea ? Is it allowed ? Her is a pic from the first 2 stones i have made. You see from the left too the right side the default, damaged, destroyed and a old versions. And question number two is about the files again On the pic above you maybe have noticed the grass. Im trying to test random generation to get different tiles in one map. So i have one folder in maps/desert/props in there are 4 different xml files all looking like this <?xml version="1.0" ?><tilemap name="test_objekt_1" width="1" height="1" version="1"> <level> <row> <cell layer1="desert/cover/test_objekt_1" /> </row> </level></tilemap> for example - test_objekt_2.xml <?xml version="1.0" ?><tilemap name="test_objekt_2" width="1" height="1" version="1"> <level> <row> <cell layer1="desert/cover/test_objekt_2" /> </row> </level></tilemap> Ok all 4 files have different names test_objekt_1.xml / test_objekt_2.xml .....and in the xml files i chanced it also. In tiles/desert/cover i have also 4 test_objekt_1_spectre.xml files also with different numbers and with this text <?xml version="1.0" ?><spectre id="desert/cover/test_objekt_1" width="1" height="1" version="1"> <state id="damaged" name="" pivotX="96" pivotY="128" pathScore="1" objectTypePreset="3" visibilityScore="1.000" bulletScore="0.500" orientation="0" sortPoint="0.500" hp="400" isCover="1" coverAnimName="lean" wallType="crushing" destructionSound="Destruction Dirt"> <image src="tiles/desert/cover/test_objekt_1_dam.png" /> </state> <state id="default" name="" pivotX="96" pivotY="128" pathScore="1" objectTypePreset="3" visibilityScore="1.000" bulletScore="0.500" orientation="0" sortPoint="0.500" hp="200" isCover="1" coverAnimName="lean" wallType="crushing" destructionSound="Destruction Dirt"> <image src="tiles/desert/cover/test_objekt_1.png" /> </state> <state id="destroyed" name="" pivotX="96" pivotY="128" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="0" wallType="none"> <image src="tiles/desert/cover/test_objekt_1_des.png" /> </state></spectre> example - test_objekt_2_spectre.xml <?xml version="1.0" ?><spectre id="desert/cover/test_objekt_2" width="1" height="1" version="1"> <state id="damaged" name="" pivotX="96" pivotY="128" pathScore="1" objectTypePreset="3" visibilityScore="1.000" bulletScore="0.500" orientation="0" sortPoint="0.500" hp="400" isCover="1" coverAnimName="lean" wallType="crushing" destructionSound="Destruction Dirt"> <image src="tiles/desert/cover/test_objekt_2_dam.png" /> </state> <state id="default" name="" pivotX="96" pivotY="128" pathScore="1" objectTypePreset="3" visibilityScore="1.000" bulletScore="0.500" orientation="0" sortPoint="0.500" hp="200" isCover="1" coverAnimName="lean" wallType="crushing" destructionSound="Destruction Dirt"> <image src="tiles/desert/cover/test_objekt_2.png" /> </state> <state id="destroyed" name="" pivotX="96" pivotY="128" pathScore="1" objectTypePreset="0" visibilityScore="1.000" bulletScore="1.000" orientation="0" sortPoint="0.500" hp="0" wallType="none"> <image src="tiles/desert/cover/test_objekt_2_des.png" /> </state></spectre> So this is in place and all the images are also in tiles/desert/cover folder - My problem is like you can see on the pic above with the stones. The grass on the right side is on the edge of the battlefield. This is test_objekt_1 and it works fine. I placed them right there. But only number 1 all other grass tiles are flying above the ground.... but why.... have i made something wrong ? Or have i missed something. I looked like 10 times all files and checked them double that i maybe have wrote something wrong but it looks like all the other files like rock_cover_1x1. I copied from there but nothing helps .... I want get a random grass tile when i place them in the mapeditor. In advance again THX !!! Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted December 15, 2013 Share Posted December 15, 2013 The position on the ground in relation to where you place the tile in the builder is set by the pivotX and pivotY numbers. Those numbers can be changed to set where exactly an item appears in relation to where you put it. This seems to be dependent on where in the image file the actual visible graphic appears amongst other things if I remember rightly. If the grass is not drawn in exactly the same place in each image file then having the same pivotX and pivotY numbers will make them appear in different positions on the ground. For example if you always placed the grass in the bottom corner tile you could make it appear anywhere within that tile (or even outside of it) by setting the x and y location. That means you could have the same graphic but with the grass growing in different corners of the tile for a bit more variation. I adjusted a fair few tiles early on using the submap editor, I don't know if there is an easier way now. Try placing the grass tiles in the submap editor and adjusting the x and y positions individually to see if they can be moved to the proper location rather than all sharing the same numbers. When you have the position you want save the spectre or make a note of the x and y numbers and adjust spectres manually if you have problems. You may need to place the default, damaged, and destroyed versions of any tiles and move them to make sure they are in the same spot once they get hit. Once you have the proper numbers for the default version that is pretty quick though. Quote Link to comment Share on other sites More sharing options...
Red Posted December 15, 2013 Author Share Posted December 15, 2013 Awesome - that worked flawlessly! I also found my mistake i have chanced the image size and so the x/y where of the center What's about my first question? Is this ok if i do this? But Thank you very much for the quick reply! Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted December 16, 2013 Share Posted December 16, 2013 Chris has never had any problem with anyone changing the game or using its assets in a different way to the original so I would guess this would also be allowed. The only thing would be if you released a mod or asset pack with Goldhawk assets in, you would need to credit the owner. You can always pm Chris directly if you are concerned but I reckon he is pretty busy at the moment. Quote Link to comment Share on other sites More sharing options...
Red Posted December 16, 2013 Author Share Posted December 16, 2013 Ok So I'm back when it's done. I don't want to bother cris with that. I think so short before the release there are more important things too do Thank you ! Quote Link to comment Share on other sites More sharing options...
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