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Terrain mod - AH Blitzkrieg style

 
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Terrain mod - AH Blitzkrieg style - 11/2/2007 5:29:57 PM   
GJK


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As if I shouldn't be playing the game instead of modding it instead (I enjoy modding), here's another WIP. This, obviously is inspired by the old AH game "Blitzkrieg". So if you're feeling nostalgic, this may suit you. ("Blitzkrieg" is a registered trademark of the Avalon Hill Game Company, all rights reserved and all that good stuff).....



< Message edited by GJK -- 11/2/2007 5:30:33 PM >
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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 5:39:00 PM   
Vic


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very clean and crisp. and it looks very different. very intriguing to see what the engine will be able to do.

i especially like the rivers.

kind regards,
Vic

< Message edited by Vic -- 11/2/2007 5:40:00 PM >

(in reply to GJK)
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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 5:43:24 PM   
GJK


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Yeah, I like this one as well, pink roads and all (staying faithful to the original boardgame). Only 'issue' that I've found is that the cities tile overrides the sea tiles, so the city sticks out into the oceans instead of cropping like the swamp does (for example). Any way to reverse that tile order in a future patch?

(in reply to Vic)
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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 5:45:02 PM   
Vic


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it is possible to actually set in the editor if a certain landscapetype sprite should overdraw or not. see my other post about making alternate masterfile instead of overwriting the graphics too.

(in reply to GJK)
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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 5:55:25 PM   
GJK


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Thanks Vic. Great game by the way, I'm really enjoying this one.

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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 6:22:42 PM   
Arditi


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   Wow!  That brings back memories!  Good job!
     Best Regards, Arditi

(in reply to GJK)
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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 8:00:48 PM   
FirstPappy


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For those of you who are too young, here's a picture of the entire original gameboard:






Attachment (1)

(in reply to GJK)
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RE: Terrain mod - AH Blitzkrieg style - 11/2/2007 8:48:58 PM   
beserko


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Ahh you just beat me downloading the blitz map!  The overlay feature is neat. Doing the rivers are tougth. No graphic for desert yet. Wish I could fine tune the ocean hexes better. Will work on this later tonight. Wonder if I double sized the graphic and put it on a 68 by 170 map (its set for this map at 34 by 85)

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(in reply to FirstPappy)
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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 6:12:34 AM   
Magpius


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@GJK.
Have you finished your Blitzkrieg (AH) mod.
I'm holding my breath on this one.
Love the retro look


(in reply to beserko)
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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 6:56:06 AM   
GJK


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I have - and I'm using it now, but the problem is the highlighted hexes (showing where you can move, etc) is very hard if not impossible to see, so I'm trying to figure out what I need to modify to make that visible. I'll zip up the package once I do and let you know.

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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 12:56:08 PM   
Magpius


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thanks

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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 1:14:25 PM   
GJK


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Vic:

I can't figure out how to change the highlighted hex from "white" to "black". I've modified a masterfile and changed the rulevar associated with hex highlighting from 0 to 1, saved this as a new masterfile and then selected it for a scenario. Verified that the hex highlighting was indeed a "1" (black) but I still can't see the highlighted hexes on my white background in this graphic mod.

I've also tried modifying the "shadedhex.png" graphic in the systemgraphics folder but this also doesn't affect the highlighted hex coloring. Any suggestions?

(in reply to Magpius)
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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 2:08:25 PM   
cbelva


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I have a new scenario I am working on and I too tried to change the highlighted hex color with the rulevar selection. It could be another bug. Vic should take a look to see if it is doing what it should. Also, I need a white hex overlay selection. I have a very dark background and you cannot see the hexes since that overlay is dark. I have not found a way to change that yet.  

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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 2:48:08 PM   
Vic


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text in rulevar 302 is the other way around 0=white, 1=black.
also i am adding rulevar 306 in v1.02 so you can set the alpha transperency of the selected hex too.

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Post #: 14
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 4:15:00 PM   
cbelva


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Ok, I went back and checked again. Setting the rulevar to 1 does give a black (or darker) shade for movement hexes. It is transparent so I don't know how that will affect your mod Gary. The shade between white and black is subtle since they are both transparent.

(in reply to Vic)
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RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 6:37:02 PM   
GJK


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Thanks cbelva. The change must be very subtle because I can't tell at all, at least not on the off-white background. I'm curious though - and I'll have to go test, but how is hex highlighting done on winter turns when snow tiles are being used? Ah, nevermind, just looked at the original snow tile and I guess that's why it's blue snow (ice) instead of an off-white.

Vic, is there a graphic tile that I can modify in combination with a rulevar to make the shaded hexes appear dark on white?

(in reply to cbelva)
Post #: 16
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 6:39:49 PM   
Vic


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@gjk,

try out the v1.02 thats just uploaded. In it you will also be able to set a new rulevar(306). its at 0.3 alpha normally.
Try setting rulevar(302) to black and then setting rulevar(306) to for example 0.5. it should work.

(in reply to GJK)
Post #: 17
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 6:41:56 PM   
GJK


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Cool, will do.

(in reply to Vic)
Post #: 18
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 7:30:28 PM   
GJK


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Maybe someone else can confirm - or more likely it's because of my off-white hexes - but I can only get it to adjust the transparancy of a white colored overlay, whether or not I select Black (1) or White (0) and set the transparancy to .9 or 1 even.

(in reply to GJK)
Post #: 19
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 7:47:27 PM   
cbelva


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Ok, I don't have time to check this out on an all white background, but I did check it out on the Pacific map. Itappears that the numbers are reversed: 1 = white and 0 = black. When I change the for rulevar (306) it does indeed darken the transparency.


(in reply to GJK)
Post #: 20
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 7:52:09 PM   
Vic


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@gjk,

i send you a mail with an example of how it works fine on my end.

it should work with 302 = 1 and 306 = 0.x

kind regards,
vic

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Post #: 21
RE: Terrain mod - AH Blitzkrieg style - 11/9/2007 7:52:48 PM   
GJK


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Ah hell, I see what I was doing. Setting it to black but then fading that black by setting 306 to .9 or 1. Ok, I'll try it again.

(in reply to Vic)
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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:07:58 AM   
Magpius


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@GJK,
any news of mod status?

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:14:02 AM   
GJK


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I'll zip up and upload or send to you what I have. I was unable to resolve the visibility on the hex selection but maybe someone else can figure it out.

What I did was actually modify the graphic files that ship with the game. I've since learned that the best way to handle this is to make a new masterfile that calls your custom made graphics as you have much more control over what they do (layering, etc). That I'll do at some point.

(in reply to Magpius)
Post #: 24
RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:22:47 AM   
Magpius


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awesome, appreciate the effort you have gone to.

(in reply to GJK)
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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:14:49 PM   
Magpius


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@GJK
set rulevar 302 colour = 2
...and it WORKS like a treat; a lovely shade of grey on those pure white tiles!


(in reply to Magpius)
Post #: 26
RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:15:22 PM   
Vic


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if you dont have masterfile set in the scenario and set the rulevars as i said above the dark layer should show up.

if you have done all that and it does not work mail me your files please so i can check it out.

kind regards,
vic

(in reply to Magpius)
Post #: 27
RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:32:39 PM   
Magpius


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Thanks Vic, I modified the masterfile to default the 302 rulevar to value '2', and now all scenarios, (that use the ptmaster.generic file) work beautifully.
Game now looks like my boardgames: F-A-N-T-A-S-T-I-C
this game will never leave my computer!
hmmmm a few anomalies: praps I posted to soon... not far off though. sometimes works/ sometimes not.


< Message edited by Agent S -- 11/14/2007 1:58:24 PM >

(in reply to Vic)
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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:40:35 PM   
EricSilver_MatrixForum

 

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quote:

ORIGINAL: Agent S

Thanks Vic, I modified the masterfile to default the 302 rulevar to value '2', and now all scenarios, (that use the ptmaster.generic file) work beautifully.
Game now looks like my boardgames: F-A-N-T-A-S-T-I-C
this game will never leave my computer!




Arghhh, can't wait to see it...

When will you release it, GJK? can we test it yet?

;)

(in reply to Magpius)
Post #: 29
RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 1:52:14 PM   
Magpius


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sorry for being premature Eric!
[update] all scenarios work, (except anything written by Tom Webber, not sure why)

< Message edited by Agent S -- 11/14/2007 2:55:00 PM >

(in reply to EricSilver_MatrixForum)
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