<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hszp</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hszp"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Hszp"/>
	<updated>2026-05-03T09:13:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Units_template.psd.zip&amp;diff=56267</id>
		<title>File:Units template.psd.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Units_template.psd.zip&amp;diff=56267"/>
		<updated>2014-04-03T08:22:32Z</updated>

		<summary type="html">&lt;p&gt;Hszp: Hszp moved page File:Units template.psd.zip to File:Units template.PSD.zip: Just use original name consistently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Units template.PSD.zip]]&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Units_template.PSD.zip&amp;diff=56266</id>
		<title>File:Units template.PSD.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Units_template.PSD.zip&amp;diff=56266"/>
		<updated>2014-04-03T08:22:32Z</updated>

		<summary type="html">&lt;p&gt;Hszp: Hszp moved page File:Units template.psd.zip to File:Units template.PSD.zip: Just use original name consistently&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_sprites_(OpenXcom)&amp;diff=56265</id>
		<title>Modding sprites (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_sprites_(OpenXcom)&amp;diff=56265"/>
		<updated>2014-04-03T08:20:23Z</updated>

		<summary type="html">&lt;p&gt;Hszp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Install IrfanView.&lt;br /&gt;
# Open my [[media:units_template.PSD.zip]]  file. It is based on the X-Com soldier spritesheet, which is the one with the highest number of frames, so  every other spritesheet is as big or smaller than it. I made &amp;quot;sections&amp;quot; for all the frames so it automatically creates all the separate frame images instead of the big image (see further).&lt;br /&gt;
# Import the spritesheet neeeded (in the template I included the CIVM.PCK as example) and make sure to have the right palette open. You can find the palette for photoshop somewhere on the forum.&lt;br /&gt;
# Create a new layer (or duplicate, if you just want to modify an existing unit) and draw.&lt;br /&gt;
# When fished drawing, turn off all the work layers and keep only the new unit graphics.&lt;br /&gt;
# Cut the image to the size of the spritesheet needed (in the CIVM.PCK example, I would cut away all the portion of the image without the green background). Then delete any background color the sprite may have (in the CIVM example: the green color).&lt;br /&gt;
# Activate the &amp;quot;frame_GRID&amp;quot; layer. At this point what the image should look as is: the sprites of the  unit, on transparent background, &amp;quot;caged&amp;quot; inside a purple grid. &amp;quot;Save for web&amp;quot;&lt;br /&gt;
# IMPORTANT: make sure to have selected all the selections of the image.&lt;br /&gt;
# When all is selected, set the parameters: gif, no dithering, transparency, import palette and select &amp;quot;Battle.act&amp;quot;. Then save in the chosen folder.&lt;br /&gt;
# Saving will create a subfolder with all the images for the frames, already divided, inside it. For technical reason it creates also image files for the spaces between the frames, so you&#039;ll have a lot of files.&lt;br /&gt;
# Go to the folder and select the &amp;quot;big thumbnail&amp;quot; view. Delete all the image files with the purple line inside; KEEP all the empty image files.&lt;br /&gt;
# Open IrfanView. file &amp;gt; Batch Conversion\Rename.&lt;br /&gt;
# Make sure to have selected &amp;quot;Batch rename&amp;quot; on the top left.&lt;br /&gt;
##Go to the folder and select all the image files, then select &amp;quot;Add All&amp;quot;.&lt;br /&gt;
## Then &amp;quot;Sort&amp;quot; them &amp;quot;by Name (ascending, natural)&amp;quot;.&lt;br /&gt;
## Make sure to have the right name pattern, it must end with: &amp;quot;_###&amp;quot; (example: &amp;quot;CIVM2_###&amp;quot;, for a new male civilian unit).&lt;br /&gt;
## &amp;quot;Start Batch&amp;quot;&lt;br /&gt;
## Now the ascending numeration is again smooth, starting from &amp;quot;_000&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And done. The rest is the ruleset.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php?topic=1976.msg18805#msg18805 Original forum post on modding sprites]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_sprites_(OpenXcom)&amp;diff=56264</id>
		<title>Modding sprites (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_sprites_(OpenXcom)&amp;diff=56264"/>
		<updated>2014-04-03T08:19:49Z</updated>

		<summary type="html">&lt;p&gt;Hszp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Install IrfanView.&lt;br /&gt;
# Open my [[media:units_template.PDS.zip]]  file. It is based on the X-Com soldier spritesheet, which is the one with the highest number of frames, so  every other spritesheet is as big or smaller than it. I made &amp;quot;sections&amp;quot; for all the frames so it automatically creates all the separate frame images instead of the big image (see further).&lt;br /&gt;
# Import the spritesheet neeeded (in the template I included the CIVM.PCK as example) and make sure to have the right palette open. You can find the palette for photoshop somewhere on the forum.&lt;br /&gt;
# Create a new layer (or duplicate, if you just want to modify an existing unit) and draw.&lt;br /&gt;
# When fished drawing, turn off all the work layers and keep only the new unit graphics.&lt;br /&gt;
# Cut the image to the size of the spritesheet needed (in the CIVM.PCK example, I would cut away all the portion of the image without the green background). Then delete any background color the sprite may have (in the CIVM example: the green color).&lt;br /&gt;
# Activate the &amp;quot;frame_GRID&amp;quot; layer. At this point what the image should look as is: the sprites of the  unit, on transparent background, &amp;quot;caged&amp;quot; inside a purple grid. &amp;quot;Save for web&amp;quot;&lt;br /&gt;
# IMPORTANT: make sure to have selected all the selections of the image.&lt;br /&gt;
# When all is selected, set the parameters: gif, no dithering, transparency, import palette and select &amp;quot;Battle.act&amp;quot;. Then save in the chosen folder.&lt;br /&gt;
# Saving will create a subfolder with all the images for the frames, already divided, inside it. For technical reason it creates also image files for the spaces between the frames, so you&#039;ll have a lot of files.&lt;br /&gt;
# Go to the folder and select the &amp;quot;big thumbnail&amp;quot; view. Delete all the image files with the purple line inside; KEEP all the empty image files.&lt;br /&gt;
# Open IrfanView. file &amp;gt; Batch Conversion\Rename.&lt;br /&gt;
# Make sure to have selected &amp;quot;Batch rename&amp;quot; on the top left.&lt;br /&gt;
##Go to the folder and select all the image files, then select &amp;quot;Add All&amp;quot;.&lt;br /&gt;
## Then &amp;quot;Sort&amp;quot; them &amp;quot;by Name (ascending, natural)&amp;quot;.&lt;br /&gt;
## Make sure to have the right name pattern, it must end with: &amp;quot;_###&amp;quot; (example: &amp;quot;CIVM2_###&amp;quot;, for a new male civilian unit).&lt;br /&gt;
## &amp;quot;Start Batch&amp;quot;&lt;br /&gt;
## Now the ascending numeration is again smooth, starting from &amp;quot;_000&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And done. The rest is the ruleset.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php?topic=1976.msg18805#msg18805 Original forum post on modding sprites]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Units_template.PSD.zip&amp;diff=56263</id>
		<title>File:Units template.PSD.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Units_template.PSD.zip&amp;diff=56263"/>
		<updated>2014-04-03T08:19:15Z</updated>

		<summary type="html">&lt;p&gt;Hszp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_sprites_(OpenXcom)&amp;diff=56262</id>
		<title>Modding sprites (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_sprites_(OpenXcom)&amp;diff=56262"/>
		<updated>2014-04-03T08:17:17Z</updated>

		<summary type="html">&lt;p&gt;Hszp: Create modding sprites page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Install IrfanView.&lt;br /&gt;
# Open my [[media:units_template.psd]]  file. It is based on the X-Com soldier spritesheet, which is the one with the highest number of frames, so  every other spritesheet is as big or smaller than it. I made &amp;quot;sections&amp;quot; for all the frames so it automatically creates all the separate frame images instead of the big image (see further).&lt;br /&gt;
# Import the spritesheet neeeded (in the template I included the CIVM.PCK as example) and make sure to have the right palette open. You can find the palette for photoshop somewhere on the forum.&lt;br /&gt;
# Create a new layer (or duplicate, if you just want to modify an existing unit) and draw.&lt;br /&gt;
# When fished drawing, turn off all the work layers and keep only the new unit graphics.&lt;br /&gt;
# Cut the image to the size of the spritesheet needed (in the CIVM.PCK example, I would cut away all the portion of the image without the green background). Then delete any background color the sprite may have (in the CIVM example: the green color).&lt;br /&gt;
# Activate the &amp;quot;frame_GRID&amp;quot; layer. At this point what the image should look as is: the sprites of the  unit, on transparent background, &amp;quot;caged&amp;quot; inside a purple grid. &amp;quot;Save for web&amp;quot;&lt;br /&gt;
# IMPORTANT: make sure to have selected all the selections of the image.&lt;br /&gt;
# When all is selected, set the parameters: gif, no dithering, transparency, import palette and select &amp;quot;Battle.act&amp;quot;. Then save in the chosen folder.&lt;br /&gt;
# Saving will create a subfolder with all the images for the frames, already divided, inside it. For technical reason it creates also image files for the spaces between the frames, so you&#039;ll have a lot of files.&lt;br /&gt;
# Go to the folder and select the &amp;quot;big thumbnail&amp;quot; view. Delete all the image files with the purple line inside; KEEP all the empty image files.&lt;br /&gt;
# Open IrfanView. file &amp;gt; Batch Conversion\Rename.&lt;br /&gt;
# Make sure to have selected &amp;quot;Batch rename&amp;quot; on the top left.&lt;br /&gt;
##Go to the folder and select all the image files, then select &amp;quot;Add All&amp;quot;.&lt;br /&gt;
## Then &amp;quot;Sort&amp;quot; them &amp;quot;by Name (ascending, natural)&amp;quot;.&lt;br /&gt;
## Make sure to have the right name pattern, it must end with: &amp;quot;_###&amp;quot; (example: &amp;quot;CIVM2_###&amp;quot;, for a new male civilian unit).&lt;br /&gt;
## &amp;quot;Start Batch&amp;quot;&lt;br /&gt;
## Now the ascending numeration is again smooth, starting from &amp;quot;_000&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And done. The rest is the ruleset.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php?topic=1976.msg18805#msg18805 Original forum post on modding sprites]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_(OpenXcom)&amp;diff=56261</id>
		<title>Modding (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_(OpenXcom)&amp;diff=56261"/>
		<updated>2014-04-03T08:05:50Z</updated>

		<summary type="html">&lt;p&gt;Hszp: Add &amp;#039;Modding sprites&amp;#039; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[OpenXcom]] is designed with moddability in mind, so everything that users might wanna change is available in external files that anyone can edit.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
While English is the most popular language, not everyone can understand it, so OpenXcom supports [[Translations (OpenXcom)|Translations]] that allow you to localize the game in any language you need.&lt;br /&gt;
&lt;br /&gt;
== Soldier Names ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re the kind that likes your soldiers to have a specific theme to them, or just want to add your own country, you can customize the [[Soldier Names (OpenXcom)|Soldier Names]] used for the new hires.&lt;br /&gt;
&lt;br /&gt;
== Rulesets ==&lt;br /&gt;
&lt;br /&gt;
[[Rulesets (OpenXcom)|Rulesets]] contain the meat of the game, the values and parameters for every single element in the game, and can be easily tweaked with a text editor.&lt;br /&gt;
&lt;br /&gt;
== Sprite modding ==&lt;br /&gt;
&lt;br /&gt;
Sprites are also moddable, robin on the forums has written a recipe how it can be done effectively: [[Modding sprites (OpenXcom)| Modding sprites]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Hszp</name></author>
	</entry>
</feed>