TACEDIT How-to file Robert Di Fiore (MasterBlaster) 12/24/97 (RFIOR@MAIL.MSE.UFL.EDU) This how-to file is meant to help others use the incredible TACEDIT map editor. The menu bar functions are explained, in detail where needed. Much more detailed info is in "editing sections of the map," "LOS zone editing," and "map unit properties." I have included warnings in areas that have been disabled, or areas that will damage your map or crash the game. PLEASE make a backup of all SEC files BEFORE you begin. If you need uncorrupted files they are in the XCOM3/MAPS directory on the C.D. (Make sure you remove the "read only" attribute from files copied from the C.D.). You may have multiple copies of the .SEC files in each map directory if they have unique names (i.e. 51UFO1.SEC, 51UFO2.SEC). Remember that Connect.exe only looks for the original files. Note: TACEDIT requires Directx5.0 drivers (available from the MYTHOS website) and windows colours MUST be set to 256 colour to run TACEDIT. It works best if you set the screen resolution to 800x600. At 640x480, you may lose some of the Object Data Screen (the MOST vital part). This is my way of thanking all those who worked so hard to bring us the XCOM series! Well done!!! ************************************************************************************ Table of Contents: A) The Menu Bar: File Edit Brush Options Navigate View Help B) Basics 1) Features 2) Walls 3) Floors C) Editing Sections of the Map 1) Cutting, copying, and pasting 2) Copying from other files 3) Tricks D) LOS Zone Editing 1) Deleting and adding zones, LOS data, and use of Connect.exe 2) Changing XCOM, civilian, and alien deployment E) Map Unit Properties 1) Size, height, strength, independent structure, support, floating, movement cost. 2) Explosive power, depletion rate, exp type, fire resistance, burn time, blockage, damaged tile 3) Using map unit properties to achieve dramatic results! ************************************************************************************* A) THE MENU BAR: Simple definitions FILE New (Not Used, open an existing file and use "clear all" to wipe it clean) Open (open a .SEC file from the MAPS directory, opening a second map will close the first map) Close (close current .SEC file, will prompt to save changes) Save (save or overwrite current file, will perform a test of the LOS zones) Save as (save under a new name with a SEC extension, will also test the LOS zones) Export Section (not used) Import Section (not used) Merge Map (not used) Graphics Grabber (DO NOT USE! Can damage palette and map section!!!) Map Units Data (view data about selected graphics items. See "Map Unit Properties" section) Map Section Info (input size (x,y,z size) and occurrence in map (minimum=0). Used for large maps (i.e. buildings) and controls the variation of SEC files within the map.) Tactical Area Data: (for each SEC file) Block size (x,y,z dim - x & y are usually between 16 - 30, z defines the # of floors) Size (number of x,y, and z sections in the SEC file) Allow Deployment? (yes or no for each direction N,E,S,W and level - NOT USED) Allow Exit? (yes or no for each direction N,E,S,W and level - NOT USED) Destroyed Ground Tile (If all the ground tiles are destroyed use this default tile) Test line-of-site (manually check to make sure all sections of the map are covered by a LOS zone. If any area is not, the location (x,y,z) is provided) Update map units usage (NOT USED - updates the .USE files for each tile image file) Create usage file (creates a .NOT text file which indicates tiles not used) EDIT Undo (undo previous changes, can undo everything up to the last save.) Redo (will replace anything removed by "Undo". Again, it is effective on every change up to the last save.) Operation (See "Editing sections of the map" for more details) Place (place the currently selected tile graphics, same as left-click) Cut (cut out section or single block) Copy (copy the selected area without cutting) Paste (paste the cut or copied area) Fill (fill an entire area with the selected floor, left wall, right wall, and feature tiles) Move Block (Not Used) Select all LOS (when in LOS map mode only) Add Entrance (Not Used) Delete Entrance (Not Used) Clear All (wipes the map clean when in isometric or overhead view, you can undo the graphics wipe but NOT the loss of LOS data! Be careful!) BRUSH Null Brush (clears all graphics from the brush) Grab Brush (Not Used) Usage Info (replaces the i.d. # of each graphics item with the # of its occurrences on the map) Cursor Info (Not Used) Ground (For each of the graphics files, you may control the graphic item in the brush: Left For instance, if in "Ground", Null Brush removes the ground image only. Right Previous map image will cause the brush to go to the previous ground image, Feature Next map image goes to the next ground image) OPTIONS Map Isometric (switch to normal battlescape view) Strategic (switch to small scale overhead view) Toggle (switch between both modes) Level (Note: This works just like the level options in APOC gameplay) Truncate (show the current level and all those below in full detail) Single (show only the current level. All detail below is obscured by a grid) All (show all levels above and below current level) Draw Merge (add the items in the brush, but do not overwrite existing images) Overwrite (add all items in the brush and overwrite any existing images) Blank and Overwrite (delete all map items and add items in the brush) Mode Design (normal mode to edit the map features) LOS (display all line-of-site zones in a top-down display, allows editing LOS zone placement (see LOS Zone Editing for details)) LOS Data (displays all LOS zones, hitting "LOS Data" a second time will bring up a small dialog box on the selected LOS zones (see LOS Zone Editing for details)) Colour Options Standard Cursor (change the colour of the cursor in normal mode (default=red)) Edit Cursor (change the colour of the edit cursor (default=blue)) Edit Text (Not Used) Grid (change the colour of the grid lines seen in the "Single Level" view (default= light gray)) Grid Background (change the colour of the grid background (default=gray)) NAVIGATE Fast Scroll (scroll very quickly across the screen using the arrow keys) Up One Level (go up one level - same as "page up" key) Down One Level (go down one level - same as "page down" key) VIEW Alternate File (load and view another .SEC file in the current DIRECTORY (i.e. 51UFO1). You cannot alternate between files in two different map directories (i.e. 51UFO1 and 54UFO4) Entrance/Exits (Not Used) Object Placement (default mode) Filter (does not effect the map - only how you currently view it) Enabled (allow use of a filter) Clear (remove all filter settings) Ground (filter out all ground tiles for easier viewing) Left (filter out all left wall tiles) Right (filter out all right wall tiles) Feature (filter out all feature (solid object) tiles) Magnification (zoom in or out) Toolbar (allows you to customize the tool bar on the left and at the bottom of your screen) Files (if checked, brings up the "Files" options toolbars) Edit (if checked, brings up the "Edit" options toolbars) Options (I think you get the idea by now) Navigate (" ") View (" ") Z Coord (brings up a small window that allows you to move from level to level. Shows up between the graphics tile windows at the bottom of the screen) Ground (brings up the ground tiles window at the bottom of the screen) Left (same for left wall tiles) Right (same for right floor tiles) Feature (same for feature tiles) Tool Tips (allows tips to be show at bottom of screen if you place mouse cursor over the a tool box icon - must have "Status Bar" on!) Status Bar (puts a bar along the very bottom of the screen to view tool tips) ************************************************************************************* B) BASICS: 1) Features 2) Walls 3) Floors 1) Features: Features are graphics that have substance. These range from wall corners to shield generators and railings. By rearranging features, you can add some variety to the rooms and UFO sections. Try fitting different features together to create new items. One that I use is a power generator (looks like an egg) with three or four power lines (created from disruptor cannon parts) which grow from each corner of the generator. Remember, all features are solid and will block a path (until destroyed). 2) Walls: Many walls have details which look better if matched to the wall next to it (notable in UFOs). Paying attention to these small details makes your map look refined. Remember that if you stack walls, they require some kind of support from other walls or features. If you put a wall in mid-air without support, it will crash to the ground as soon as an XCOM squaddie enters that particular LOS zone (You can actually create unique effects this way... Look out! The sky IS falling!!!) 3) Floors: There's not much to floors, except that sometimes they support features placed on them. This is most noticeable when you cut tunnels through the landscape. Normally the hill features are supported by the underlying "earth" feature (which you removed to create the tunnel). You must now support the hill with a floor (your choice of floor). If you fail to support the hill, it will crash down to the level below as soon as an XCOM squaddie passes into that LOS zone. This CAN be used to create collapsing tunnels! Just try not to stack the hill too high. More than a level or two of collapsing hill can easily kill soldiers wearing armor ;( . C) EDITING SECTIONS OF THE MAP - Map making tips! 1) Cutting, copying, and pasting 2) Copying images from other SEC files 3) Tricks 4) Evaluating your creation! To make editing easier, load all of the toolbars (located in the VIEW/TOOLBAR menu) before beginning. There are also some keyboard commands that make this editor a breeze to use. These are: CTRL-TAB to switch from isometric to overhead design view SHIFT-S to switch to LOS zone view (to edit LOS zones) SHIFT-D to switch to overhead design view (for editing graphics) ALT-S to switch to LOS data view (edit LOS zone data - deployment and tactical data) PAGE-UP to move up one level PAGE-DOWN to move down one level Arrow keys to move around the map Other keyboard commands are available in the TACEDIT readme file from Mythos. 1) Cutting, copying, and pasting: Using the cutting/copying tool can speed-up map making. This cutting tool works in one, two OR three dimensions. To cut a single square (1D), click on the "scissor" in the EDIT toolbox, left-click on the square you wish to cut, left click again, then paste. To cut an area on one level (2D), click on the "cutting tool" icon (the pair of scissors in the EDIT toolbox, or hit "CTRL-X"; your cursor will turn from red to blue and you will notice a small "cut1" icon next to the cursor ) place the blue cursor over one of the CORNER blocks (not the edge blocks) and left-click (a "cut2" icon will appear next to the cursor). Now select the diametrically opposite corner (if you clicked on the corner closest to the top of the screen, now select the corner at the bottom of the screen) left click and you will notice that the entire section moves freely revealing the black ground tile ("paste" will appear next to your icon). If no "cut1" or "cut2" appears, your cursor is too close to the bottom of the window (move the window down by hitting the "down arrow" on your keyboard once or twice). The entire section you selected will now move anywhere on the map (NOTE: Copying works in an identical manner, but never removes the original graphics). You can now paste the section anywhere, and as many times as you like. If you notice that after left-clicking, nothing happens, you are in "place" mode. Hit "O" to go to the "overwrite" mode and left click again to place your selection. You can move the view in the window by hitting the arrow keys on your keyboard, as well as go up or down by hitting the "page-up" and "page-down" keys. ONLY right clicking will cancel the cut (the cursor will become red again). (Note: You may want to CLEAR the area you will be pasting to before hand. Overwriting works best on cleared areas) *To cut in three dimensions, select a bottom level corner, then the opposite TOP level corner. *You can clear large areas by cutting the section, and immediately right clicking. You can remove selected tiles by adding them to the brush, and right clicking. If you wish to remove only a feature from a map square, add ONLY a feature (any feature will do) to the brush, place the red cursor over the feature you wish to remove, and right click. You can remove any or all of the tiles in that square (i.e. the walls and floor, or just the floor, etc.) Use the "fill" command (the paint bucket in the "EDIT" toolbox) to place tiles in a large area. This can be one ( a line), two (rectangular), or three dimensional (polygonal). Select the tile(s) you wish to place, hit the bucket, and select the area you wish to fill (in the same manner as cutting, described above). This works best in the OVERHEAD view, and is useful for placing floor tiles and walls. ***REMEMBER, you can undo ANYTHING you've done by hitting the "undo" icon in the FILES toolbar.*** 2) Copying images from other SEC files: You may transfer graphics sections in another SEC (in any maps directory) to your SEC file! Open the other SEC file first, cut the section you like, then open your SEC file (you'll be asked if you want to save the changes to the other file, say NO!), then paste it where you want it. If the graphics items are not the same (say you transferred the bridge of the Bomber to the Transport), the images that can't be transferred will appear as black ground tiles. There is no way to avoid this without changing the graphics file images (not recommended). 3) Tricks: You may want to create "seeds" when you first start editing. These "seeds" can be a combination of graphics images (like the shield generator surrounded by four guard rails) that you will use over and over again. I usually create five or six different seeds when I start (some by grabbing images from other SEC files!), and by overwriting certain areas, you can create tons of new stuff (the same old images get boring after a while). 4) Evaluating your creation: Once you've pasted your stuff, you'll want to check to make sure you haven't forgotten any small details (like blocked passages or missing floor tiles). Use the FILTER toolbox. Check the floor tiles by choosing to filter out the features and left and right walls. Simply click on those icons in the FILTER toolbox. All those tiles will (temporarily) disappear leaving you an unobstructed view. Check your walls and features as well. Remember to play-test your sections to make sure they fit together well. D) LOS ZONE EDITING 1) Deleting and adding zones, use of Connect.exe You can view the LOS zones by hitting Shift-S. The LOS zones control movement, as well as line of site, on the map. To place a zone you must start in an area not covered by another zone. If a zone is present you will get a warning tone. You can delete a zone by right clicking on the zone border. NOTE: There is no "undo" in LOS mode so be careful when editing zones. Zones can be 1D, 2D, or 3D. Placing the zone area is done in the same manner as selecting a cutting area. The placement of zones should follow the natural landscape. Remember, once an XCOM squaddie enters the zone, the ENTIRE area of the zone is revealed. Since most of us can't see through stone walls, try to keep your zones small to avoid giving too much of the map away. Once the entire map is covered by LOS zones you may begin to change the properties of each zone. To check for any uncovered areas, hit CRTL-S to check zone integrity. Areas not covered will be displayed in (x,y,z) coordinates. Now you can begin changing the LOS data. 2) Changing XCOM, civilian, and alien deployment To change the LOS data, hit Alt-S and the LOS zones will be displayed in the overhead view. Select the zone(s) you wish to modify by left clicking on the light green square at the corner of the zone., and hit Alt-S again. A small dialog box will appear. If you select several zones with different properties, some of the options will appear to be blank. Changing these options will affect ALL selected zones! The first section controls the DEPLOYMENT of aliens, XCOM, and civilians. In the left-hand box, you can set the type of unit to be deployed. Valid values are 0=XCOM (red zone border), 1=Aliens (green zone border), and 2=civilian (yellow zone border). The next option is the PRIORITY for deployment. Higher numbers increase the chance that a unit will be placed in that zone. The next two options control whether large units or walking units can be deployed. Try not to deploy units in mid-air! The fall could be hazardous to their health! NOTE: If you eliminate all alien deployment zones (green), the aliens will appear in odd locations (perhaps right NEXT to your troops!) The right-hand box controls AI behavior in the zone. The options are "Patrol Priority" (have units patrol the area) and "Target Priority" (have units go to this area). Using different priorities can help to scatter units all over the battlescape (as in XCOM: UFO Defense). NOTE: Usually, aliens units end up clumped together (all anthropods in one place, all spitters in another). Try to vary the priority settings to get a good balance of unit placement. E) MAP UNIT PROPERTIES Selecting "Map Units Data" on the "Files" menu bar will bring up a new screen that allows you to change the characteristics of map items. *Physical: Size (Weight of an object, determines how much damage is done to units when it falls. Values: 1 (light) - 10 (heavy). Heavier objects create more rubble.) Height (Values: 0-34, affects how high characters and objects are when on top. Affects movement) Object strength (Amount of damage the object can take before being destroyed). A machine gun round does about 15 points of damage. A value of 255 means that the structure can never be destroyed.) Independent Object (The object does not require support. This can be used to make objects "float" in mid-air.) Provides Support (Supports another object, a wall, scaffold, etc.) Gets Support (Must be supported by another object or will fall. Values: 0=down, 1=north (top right hand corner in the isometric view), 2=east, 3=south, 4=west, 5=up) Move Cost (TUs required to move over the object. Values: 10 (slow) - 1 (fast), a value of -1 means you can't walk on it) Climbable (Not Used :( ) *Pyrotechnics: Explosive Power (Similar to weapon power. Large values (over 200) should be avoided. Larger explosions spread farther and may crash the game.) Depletion Rate (Controls the extent of the explosion spread. Larger values reduce the explosion radius.) Exp Type (Type of explosion. Values: 0=smoke, 1=alien gas, 2=fire, 3=human gas (?), 4=explosive, 5=stun gas, 6=not used (psionic)) *On Fire Fire Resistance (damage taken before an object will catch on fire. Values: 0=highly flammable to 255=not flammable. A value of 11 will allow an object to avoid catching on fire for 1 turn.) Burn Time (how long, in seconds, an object will burn before being destroyed) Intensity/Time Table (Do Not Change) * Blockage: Amount an object will block the different explosions (by category) Values: 255=completely blocks explosion, 0=doesn't affect explosion.) *Special Type: (Do Not Change these attributes!) *Manipulation, animation/sounds: Damaged tile (change object into this tile when destroyed, or have the tile disappear) (Do Not change any other attributes!) Click on "APPLY" to save any changes you've made! 3) Using map unit properties to achieve dramatic results! You can vary object properties to achieve surprising results. By combining grass floors with an explosive shield generator, and add flames (in the "features" box) you can create "time bombs." Make sure you use a flammable floor tile (i.e. grass) so that the flames will travel to the object. Changing the flammability and burn time can increase or decrease time to detonation! Try the different explosion types to create different hazards (stun gas, smoke, or good old massive explosions!). You can create booby-trapped areas that destroy the entrance to the UFO after a certain number of turns. Place traps *underneath* the ground to catch unwary (or ultra-cautious) squaddies! Placing bombs in certain locations can bring down supporting structures if not stopped in time (and you thought the corporations were mad before!). Use your imagination to dream up other scenarios! NOTE: You may want to have floor tiles "disappear" after being destroyed to leave large craters at explosion sites (see "damaged tile" options) and change the strength of earth features to spread the explosion!