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RE: Light Map and Counter variation

 
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RE: Light Map and Counter variation - 5/18/2021 7:29:59 PM   
george420


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Looks good, thanks.

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Post #: 31
RE: Light Map and Counter variation - 5/18/2021 8:27:44 PM   
Uxbridge


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You're welcome.

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RE: Light Map and Counter variation - 5/18/2021 8:34:02 PM   
Uxbridge


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Made some minor changes after some days playing. Felt the need to better differentiate between TBF:s and other task forces, so I placed a black background on the former, with a slightly smaller size not to interfere with the action point graphic.





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Post #: 33
RE: Light Map and Counter variation - 5/18/2021 8:36:15 PM   
Uxbridge


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From: Uppsala, Sweden
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Although I liked the blue colour of the Indian troops, it wasn't enough uniform-like, so I changed it to the same colour as my trousers.

Files are uploaded.




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Post #: 34
RE: Light Map and Counter variation - 5/19/2021 1:13:40 AM   
FirstPappy


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I'm guessing corduroy...

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Post #: 35
RE: Light Map and Counter variation - 5/19/2021 6:50:20 AM   
Uxbridge


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Flex-Tac.

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Post #: 36
RE: Light Map and Counter variation - 5/19/2021 7:00:49 PM   
jack54


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Great work; I really like the map. Improved jungles but not overwhelming the hex.Thanks

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Post #: 37
RE: Light Map and Counter variation - 5/19/2021 8:53:36 PM   
Uxbridge


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Say nothing of it, it's just fun for me. As today when I upgraded my "not entirely happy about"-subs and torpedo boats, that now look like this:

(shouldn't it be Yokohama, not Yakohama, even in English?)




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< Message edited by Uxbridge -- 5/19/2021 8:54:56 PM >


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Post #: 38
RE: Light Map and Counter variation - 5/20/2021 1:23:26 AM   
Rosseau

 

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Every modder's work is greatly appreciated, and this one really stands out. I especially like the "radio" icon on the HQ units. Can't ask for much more - other than someone doing the same for War in the East 2, but I know that day will come!

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Post #: 39
RE: Light Map and Counter variation - 5/20/2021 6:35:32 AM   
Uxbridge


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Thanks, Rosseau.

Made some last update this morning. Sometime during my original efforts to distinguished different aircraft categories, I added the thick stripe across the counter. Sensing it unbalanced the counter, I added the thinner straight line going across it. To further enhance the tactic-naval-strategic figures, and air combat value, I added the green, blue and orange boxes, slightly overlapping the straight category stripe. Seeing now that the pixelating just merge the stripe with the boxes (and with the unbalancing feeling gone as the boxes is now there), I took the former away completely.

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Post #: 40
RE: Light Map and Counter variation - 5/21/2021 10:20:40 AM   
HeinzHarald

 

Posts: 140
Joined: 12/31/2013
From: Varberg, Sweden
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Many thanks for sharing this awesome mod.

I was wondering, if I as computer literate but inexperienced in graphic design were to try to mix your units for air and sea with stock silhouettes for land, do you have any tips to share? A beginner friendly and free tool that could do it easily would be awesome for instance.

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Post #: 41
RE: Light Map and Counter variation - 5/21/2021 4:00:18 PM   
incbob


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From: Columbia, Missouri
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I would not mind some tips also. GIMP is an awesome free tool, but would love your unit set with round air units instead of square counters

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Post #: 42
RE: Light Map and Counter variation - 5/21/2021 6:38:44 PM   
Uxbridge


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Heinzharald: I'm using Illustrator myself, and that's vector graphics. I simply use the background Alvaro provided and move blocks of graphics on top of them. I have no actual knowledge about other applications.

Incbob: For the same reason as above, I can't make round air units unless Alvare give me such backgrond to work with.

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Post #: 43
RE: Light Map and Counter variation - 5/21/2021 7:56:18 PM   
incbob


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what about nicking someone else's circular counters?

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Post #: 44
RE: Light Map and Counter variation - 5/22/2021 2:33:33 AM   
Rick402

 

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can someone, anyone help me with this comment for a mod for WitE2? " browse to your game root directory, and extract" id like to use this CORED in the East 2 for WitE 2? but i dont know how or what im doing its not like the old game, ?

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Post #: 45
RE: Light Map and Counter variation - 5/22/2021 3:35:23 AM   
incbob


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You would probably do better posting in the WiTE 2 forum.

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Post #: 46
RE: Light Map and Counter variation - 5/22/2021 3:36:48 AM   
Rick402

 

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i did but no one hyas answered me for 3 days, thats why i asked you guys

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Post #: 47
RE: Light Map and Counter variation - 5/22/2021 5:03:03 AM   
budd


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quote:

ORIGINAL: Rick402

can someone, anyone help me with this comment for a mod for WitE2? " browse to your game root directory, and extract" id like to use this CORED in the East 2 for WitE 2? but i dont know how or what im doing its not like the old game, ?


The root directory is the main game folder, so it would be Gary Grigsby's War in the East 2 , pick that folder and extract, it should put everything in the proper place then or you can extract to a folder you make and copy things over manually, copy/paste.

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Post #: 48
RE: Light Map and Counter variation - 5/22/2021 6:28:43 AM   
Uxbridge


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Incbob: Regretfully, I can't do any round air units without making even the counter shapes from scratch. If I use any other mod, the symbols and other things from that mod will be there too, undermeath my vectored graphics.

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Post #: 49
RE: Light Map and Counter variation - 5/22/2021 12:04:46 PM   
ago1000


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Excellent mod. I especially like your naval counters. thank you.

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Post #: 50
RE: Light Map and Counter variation - 5/22/2021 6:34:20 PM   
Uxbridge


Posts: 1505
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Glad you like them.

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Post #: 51
RE: Light Map and Counter variation - 5/24/2021 6:26:14 AM   
Uxbridge


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From: Uppsala, Sweden
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Made some additional changes.

Garrisons were a tad bleak, so they now have a soldier silhouette to distinguish them both in type and activity from active combat units.

Japanese marines and paras have gotten a black NATO sign backgrond and a katana to mark their elite status and be easier to tell apart from general army types.

Japanese torpedo boat squadrons now have a sunset background. I wasn't happy with the green one.

In general, I'm rather content with how things look now, but further on, I will probably be exchanging the WPE Focke Wulf, Stuka and Heinkel silhouettes with japanese types.




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Post #: 52
RE: Light Map and Counter variation - 5/28/2021 7:26:20 PM   
Uxbridge


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From: Uppsala, Sweden
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Updated FoW counters that they now have national flags. Also fixed the fact that non-major countries didn't have proper torpedo boat graphics.

Also added a slight shadow on the naval counter, so that the CV amount could be easier to make out. There was also some freshening up of the naval blue background.




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< Message edited by Uxbridge -- 5/28/2021 7:29:13 PM >


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Post #: 53
RE: Light Map and Counter variation - 6/5/2021 1:17:10 PM   
PHalen


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Kudos to a very nice & well-made mod Uxbridge!

Some really neat map features that I’ve nicked for a personal house mod.
I like your simple convoy dots.
And especially the weather symbols (that I know are tricky to make).
As well as several other features.

IMO, the map is the visual Achilles heel of the WP games.
(I’m actually surprised that Alvaro hasn’t hooked up with some ace map maker by now. Or maybe he has & new maps are in the making for WP2…?)
I’ve made some feeble attempts at map modding myself but it was just too hard to get right so I gave up.
You’ve provided some ideas about how to approach map modding however so I may try again someday.

By the way:
PM me if you want round counters in .svg file format and I’ll be happy to mail them across.

Cheers & happy modding/gaming!

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Post #: 54
RE: Light Map and Counter variation - 6/5/2021 6:21:12 PM   
george420


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Maybe I missed something, are the unit counters compatible with WP. And thanks again on a very nice mod.

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Post #: 55
RE: Light Map and Counter variation - 6/5/2021 7:06:09 PM   
Uxbridge


Posts: 1505
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From: Uppsala, Sweden
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george420: No they are not compatible with WarPlan Europe. Glad you liked them.

PHalen: Alvaro gave me a template to use for modding map features. I have updated the weather graphics even further, but will make some reverse changes in some days, so I haven't posted them yet.

Thought about the round counters. I'm always been a bit hesitant about them, however. They are either so large that they cover the hex features, or–as yours, which is preferable–so small that one miss possibilities to mark them with out of game information. I will give you a shout if I change my mind.

Your air counters gave me an idea, though, and I now have a round disc behind the air symbol in WPE (see below) that I'm quite happy about. The present version of WPP has those as well.




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