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All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> Scenario Design and Modding >> Hex grid Page: [1]
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Hex grid - 4/3/2021 2:15:06 PM   
shapelord


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Since i couldn't see much difference having the grid on or off i made this quick modification




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RE: Hex grid - 4/3/2021 2:17:58 PM   
shapelord


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..the file, to put in [...]\Gary Grigsby's War in the East 2\Dat\Art\Tiles
Please back up the original file before using this.


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RE: Hex grid - 4/3/2021 7:16:04 PM   
RedLancer


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Did you make it darker? The other option is to reduce the alpha transparency of the stock art in the map editor.

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WitE2 Asst Producer
WitE & WitW Dev

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RE: Hex grid - 4/3/2021 9:13:14 PM   
shapelord


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quote:

ORIGINAL: RedLancer
Did you make it darker? The other option is to reduce the alpha transparency of the stock art in the map editor.


Yes, i simply edited the tga file to render it darker

quote:

ORIGINAL: RedLancer

The other option is to reduce the alpha transparency of the stock art in the map editor.


How do I access the map editor? I tried Editor -> Load generic data -> Go to the map, but there I'm lost (never used WITE editor)

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RE: Hex grid - 4/4/2021 6:04:52 AM   
melnibonian

 

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It would be great if there is a way when we use the Hex off option not to see the hexes at all.

Any idea how to do this or it is not possible?

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Post #: 5
RE: Hex grid - 4/4/2021 8:49:26 AM   
RedLancer


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quote:

ORIGINAL: melnibonian

It would be great if there is a way when we use the Hex off option not to see the hexes at all.

Any idea how to do this or it is not possible?


Can you post a screenshot of what you are seeing - I don't see the hexes when I toggle the grid off.

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WitE2 Asst Producer
WitE & WitW Dev

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Post #: 6
RE: Hex grid - 4/4/2021 8:59:31 AM   
RedLancer


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quote:

ORIGINAL: shapelord


quote:

ORIGINAL: RedLancer
Did you make it darker? The other option is to reduce the alpha transparency of the stock art in the map editor.


Yes, i simply edited the tga file to render it darker

quote:

ORIGINAL: RedLancer

The other option is to reduce the alpha transparency of the stock art in the map editor.


How do I access the map editor? I tried Editor -> Load generic data -> Go to the map, but there I'm lost (never used WITE editor)



MAKE SURE YOU HAVE THE 1.00.06 UPDATE!

1. From Generic Editor Map Mode press the ¬ (tilde key) - next to 1 on my keyboard
2. Select TILE(Top Left)- wait the art will load. (The system has some new bugs created in the map editor (like tile mapping) because of the new art drawing routines we recently added to improve game speed).
3. Select Alpha on right hand side. Screenshot shows what you should see.
You will see that some art has reduced transparency to balance the map art. The closer to 255 the bolder.





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< Message edited by RedLancer -- 4/4/2021 9:12:50 AM >


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John
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WitE & WitW Dev

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Post #: 7
RE: Hex grid - 4/4/2021 1:14:21 PM   
shapelord


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From: Italy
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quote:

ORIGINAL: RedLancer


MAKE SURE YOU HAVE THE 1.00.06 UPDATE!


Ahh thank you! I was still using 1.00.00, I will try to edit with 1.00.06

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Post #: 8
RE: Hex grid - 4/4/2021 1:21:11 PM   
shapelord


Posts: 47
Joined: 10/10/2017
From: Italy
Status: offline

quote:

ORIGINAL: RedLancer


quote:

ORIGINAL: melnibonian

It would be great if there is a way when we use the Hex off option not to see the hexes at all.

Any idea how to do this or it is not possible?


Can you post a screenshot of what you are seeing - I don't see the hexes when I toggle the grid off.


Regarding this, I have the same problem (at least with 1.00.00 unmodded). When the hex grid is off, the inclined sides of the hexagon are still visible like in fig 1 and sometimes i have a strange behaviour like in fig 2




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Post #: 9
RE: Hex grid - 4/4/2021 1:50:46 PM   
RedLancer


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Joined: 11/16/2005
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OK, I now understand. This is not exactly a map artwork problem - this is a hex control shading problem. Shading is hardcoded and created directly from the code.

I'll flag this thread to Joel as unfortunately it is not something I can fix.



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WitE2 Asst Producer
WitE & WitW Dev

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Post #: 10
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