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Map Mud Mod - 6/10/2021 9:24:50 AM   
jlbhung

 

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Joined: 3/10/2021
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To meet my own need to distinguish clear, light mud and mud easily, I made a mod using different colours for the land conditions. I upload it here just in case someone else has similar need.




The mod was carried out in stages -

(a) the CLEAR hexes, files at Post #2 below (initial upload on 10 Jun 21, slightly revised on 2 Jul 21) ;
(b) the COAST hexes, files at Post #4-6 below (initial upload on 2 Jul 21, Part 3 slightly revised on 10 Jul 21);
(c) the Heavy Woods hexes, files at Post #8 below (initial upload on 10 Jul 21);
(d) the ROUGH hexes, files at Post #10 below (initial upload on 10 Jul 21); and
(e) two artwork files containing the "dot" for TOWN is modified, files at Post #11 below (initial upload on 10 Jul 21).

Please note that with (a) part above, the color showing ground condition can already been seen in WOODS hexes. Separately, there is no plan to mod the MOUNTAIN hexes.



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< Message edited by jlbhung -- 7/10/2021 5:11:37 AM >
Post #: 1
RE: Map Mud Mod - 6/10/2021 9:26:09 AM   
jlbhung

 

Posts: 280
Joined: 3/10/2021
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Mod files for CLEAR hexes. Installation –
(a) Suggest to backup the relevant directory first. For CLEAR hexes, they are in
[your WitE2 directory]/Dat/Art/Tiles/CLEAR
(b) Download and unzip the enclosed files to [your WitE2 directory]/Dat/Art/Tiles/CLEAR/


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< Message edited by jlbhung -- 7/11/2021 4:30:10 AM >

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Post #: 2
RE: Map Mud Mod - 6/10/2021 11:13:11 AM   
vilcum

 

Posts: 141
Joined: 8/24/2009
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Thanks from you work! I really think this kind of maps would be much more useful if the system allowed for a different tile set for each zoom level (as it does with counters or as it was on wite1),that way with only changing zoom you could choose a different kind of view (schematic, map-like, reality..)

(in reply to jlbhung)
Post #: 3
RE: Map Mud Mod - 7/2/2021 2:45:10 PM   
jlbhung

 

Posts: 280
Joined: 3/10/2021
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I finally mod the necessary COAST arts. I divided them into three parts because they are too big to upload in one go. For the base art, please load from the 2nd post above (slightly updated).

Installation of the COAST arts: unzip and copy all the COASTxxx.tga files to the directory [your WitE2 directory]/Dat/Art/Tiles/COAST/

Part 1 -

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(in reply to vilcum)
Post #: 4
RE: Map Mud Mod - 7/2/2021 2:45:48 PM   
jlbhung

 

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Coast Art Part 2 -


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Post #: 5
RE: Map Mud Mod - 7/2/2021 2:46:18 PM   
jlbhung

 

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Coast Art Part 3 -

[Edit: file COAST4_167.tga revised on 10 Jul 21]


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< Message edited by jlbhung -- 7/10/2021 4:44:35 AM >

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Post #: 6
RE: Map Mud Mod - 7/10/2021 4:49:53 AM   
jlbhung

 

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Artwork for Heavy Wood hexes modified so that the color showing the underlying ground condition (clear, light mud, mud) could better be seen. The approach adopted is by changing some selected semi-transparent part of the original heavy wood artwork to transparent. Example shown. Mod files in the following post.




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< Message edited by jlbhung -- 7/10/2021 4:50:20 AM >

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Post #: 7
RE: Map Mud Mod - 7/10/2021 4:52:22 AM   
jlbhung

 

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Modified Heavy Woods files - unzip and copy to [your WitE2 directory]/Dat/Art/Tiles/FOREST

[Note: Some artwork for heavy woods hexes in Southern Europe, like those in Spain and near the border of Italy, are not modified and not included. ]

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< Message edited by jlbhung -- 7/10/2021 5:19:50 AM >

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Post #: 8
RE: Map Mud Mod - 7/10/2021 5:00:42 AM   
jlbhung

 

Posts: 280
Joined: 3/10/2021
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Artwork for Rough hexes are also modified using the same approach for Heavy Wood hexes. Example shown below. File in the next post.




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(in reply to jlbhung)
Post #: 9
RE: Map Mud Mod - 7/10/2021 5:02:59 AM   
jlbhung

 

Posts: 280
Joined: 3/10/2021
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ROUGH files - unzip and copy to [your WitE2 directory]/Dat/Art/Tiles/ROUGH

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(in reply to jlbhung)
Post #: 10
RE: Map Mud Mod - 7/10/2021 5:13:59 AM   
jlbhung

 

Posts: 280
Joined: 3/10/2021
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Two artwork files containing the "dot" for TOWN is modified to remove their "subtle" green color outer-ring, because the green color ring is not compatible with the color for light mud and mud.




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(in reply to jlbhung)
Post #: 11
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