Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Light Map and Counter variation

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Warplan Pacific >> Scenario Design and Modding >> RE: Light Map and Counter variation Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Light Map and Counter variation - 5/18/2021 7:29:59 PM   
george420


Posts: 63
Joined: 10/25/2017
Status: offline
Looks good, thanks.

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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
You're welcome.

_____________________________


(in reply to george420)
Post #: 32
RE: Light Map and Counter variation - 5/18/2021 8:34:02 PM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.





Attachment (1)

_____________________________


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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.




Attachment (1)

_____________________________


(in reply to Uxbridge)
Post #: 34
RE: Light Map and Counter variation - 5/19/2021 1:13:40 AM   
FirstPappy


Posts: 744
Joined: 9/12/2000
From: NY, USA
Status: offline
I'm guessing corduroy...

_____________________________

Windows 10 Home 64
AMD Ryzen 7 3700x 3.70Ghz Processor
32 GB Ram
RX580 w/8 GB
LG 32GK850F 2560x1440

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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
Flex-Tac.

_____________________________


(in reply to FirstPappy)
Post #: 36
RE: Light Map and Counter variation - 5/19/2021 7:00:49 PM   
jack54


Posts: 1402
Joined: 7/18/2007
From: East Tennessee
Status: offline
Great work; I really like the map. Improved jungles but not overwhelming the hex.Thanks

_____________________________

Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)

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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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?)




Attachment (1)

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


_____________________________


(in reply to jack54)
Post #: 38
RE: Light Map and Counter variation - 5/20/2021 1:23:26 AM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
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!

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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.

_____________________________


(in reply to Rosseau)
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
Status: offline
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.

(in reply to Uxbridge)
Post #: 41
RE: Light Map and Counter variation - 5/21/2021 4:00:18 PM   
incbob


Posts: 727
Joined: 6/23/2004
From: Columbia, Missouri
Status: offline
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

(in reply to HeinzHarald)
Post #: 42
RE: Light Map and Counter variation - 5/21/2021 6:38:44 PM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.

_____________________________


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


Posts: 727
Joined: 6/23/2004
From: Columbia, Missouri
Status: offline
what about nicking someone else's circular counters?

(in reply to Uxbridge)
Post #: 44
RE: Light Map and Counter variation - 5/22/2021 2:33:33 AM   
Rick402

 

Posts: 90
Joined: 3/28/2019
Status: offline
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, ?

(in reply to gwgardner)
Post #: 45
RE: Light Map and Counter variation - 5/22/2021 3:35:23 AM   
incbob


Posts: 727
Joined: 6/23/2004
From: Columbia, Missouri
Status: offline
You would probably do better posting in the WiTE 2 forum.

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

 

Posts: 90
Joined: 3/28/2019
Status: offline
i did but no one hyas answered me for 3 days, thats why i asked you guys

(in reply to incbob)
Post #: 47
RE: Light Map and Counter variation - 5/22/2021 5:03:03 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
Status: offline

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.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Rick402)
Post #: 48
RE: Light Map and Counter variation - 5/22/2021 6:28:43 AM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.

_____________________________


(in reply to budd)
Post #: 49
RE: Light Map and Counter variation - 5/22/2021 12:04:46 PM   
ago1000


Posts: 856
Joined: 8/6/2004
From: Canada
Status: offline
Excellent mod. I especially like your naval counters. thank you.

_____________________________


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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
Glad you like them.

_____________________________


(in reply to ago1000)
Post #: 51
RE: Light Map and Counter variation - 5/24/2021 6:26:14 AM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.




Attachment (1)

_____________________________


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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.




Attachment (1)

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


_____________________________


(in reply to Uxbridge)
Post #: 53
RE: Light Map and Counter variation - 6/5/2021 1:17:10 PM   
PHalen


Posts: 128
Joined: 12/26/2016
From: Sweden
Status: offline
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!

(in reply to Uxbridge)
Post #: 54
RE: Light Map and Counter variation - 6/5/2021 6:21:12 PM   
george420


Posts: 63
Joined: 10/25/2017
Status: offline
Maybe I missed something, are the unit counters compatible with WP. And thanks again on a very nice mod.

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


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
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.




Attachment (1)

_____________________________


(in reply to george420)
Post #: 56
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Warplan Pacific >> Scenario Design and Modding >> RE: Light Map and Counter variation Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.141