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SPWAW Graphics Needed (?)

 
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SPWAW Graphics Needed (?) - 8/5/2001 11:52:00 PM   
RockinHarry


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Hello all, as there are many unused graphic slots free for use in the several SPWAW shape files (82,83,84,85,86,90 and more) I plan to add some. I already made a full "winter" set of existing SPWAW wooden buildings to see if they may improve the look of winter maps. http://members.surfeu.de/ug2010/SPWAW/winterbuildings.jpg It isn´t too dificult to change other graphics from SPWAW for other use either. Here´s a former "Stone multihex building" converted to "single hex" wood building with garden. http://members.surfeu.de/ug2010/SPWAW/Tigergarden.jpg Any ideas out there for other additions or even new graphics? Maybe you have access to apropriate overhead graphics or photos and would like to have them added as SPWAW graphics? They don´t need to be buildings only, they also can be emplacements or natural objects. What I´m looking for are Photos/Graphics from: Bombed out city buildings, bailey bridges, mediterranean woods n´trees, birch trees, supply depots, trench lines, special weapon emplacements like V1 or V2, other buildings not to be found already in SPWAW, ... Would be happy to hear some other ideas or start a discussion here. Also any offers for the above items are welcome. :) ____________ Harry

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- 8/6/2001 1:09:00 AM   
Warrior


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These are GREAT, Harry! You da MAN!! :D

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- 8/6/2001 4:04:00 AM   
Marder_MatrixForum

 

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Some new city graphics would be nice. Would need some new buildings for a big vienna map. Your screenshots looks great! Hope they are downloadable soon Marder

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- 8/6/2001 4:23:00 AM   
pops

 

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I always thought more terrain features would be good to add variety....

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- 8/6/2001 4:42:00 AM   
RUsco

 

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Jungle huts :D :D

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- 8/6/2001 5:24:00 AM   
Randy

 

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I one of the scenarios, Wild Bill even had "fog" which hung over the map. It was a great addition.

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- 8/6/2001 5:01:00 PM   
alassi

 

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I loved those winter buildings..is it possible to download those???

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- 8/7/2001 4:58:00 AM   
Mark McIntosh

 

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The winter graphics are great! Something I've needed as a scenario designer are castles/chateaus.

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- 8/7/2001 10:46:00 AM   
BruceAZ


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Hi Harry: I would like to see an improved bridge design including trestle and rail, a transport ship like an old Liberty Ship, something that looks like a real radio tower, more military buildings, a log foot bridge, a non-road vehicle trail with two lines that look like trails but are vehicle tire marks, PT Boat, and some non-moveable airplanes that can be used in airport scenarios. Do you need more?

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- 8/7/2001 1:47:00 PM   
Don

 

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I've been trying for about 6 months to get corduroy raod graphics in the game - I can find pics if you need them. But they need to affect movement - slower than a road and faster than a swamp.

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Post #: 10
- 8/7/2001 3:00:00 PM   
Cromort

 

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They are just great RockinHarry. The more the better, and even more when the graphics are so nice :rolleyes: "The object of war is not to die for your country but to make the other bastard die for his. " - General George Patton (1885-1945)

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- 8/8/2001 3:28:00 AM   
RockinHarry


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Hi all,
quote:

Originally posted by Marder: Some new city graphics would be nice. Would need some new buildings for a big vienna map. Your screenshots looks great! Hope they are downloadable soon Marder
Marder,..do you think the SPWAW row houses don´t include european city buildings? Do you have aerial photos or graphics, so I know how they look like?
quote:

Originally posted by pops: I always thought more terrain features would be good to add variety....
Pops,..some ideas or suggestions? :)
quote:

Originally posted by RUsco: Jungle huts :D :D
Rusco..how would they look like?
quote:

Originally posted by Randy: I one of the scenarios, Wild Bill even had "fog" which hung over the map. It was a great addition.
Randy,...see "smoke thread"! http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=006589
quote:

Originally posted by alassi: I loved those winter buildings..is it possible to download those???
Yes...here they are, although they have a little "flaw". Unzip in shape folder and overwrite the existing ter082.shp file. Ter082 is User1 wooden buildings. You can access them in SPWAW map editor, by choosing Use1 in wooden buildings menu and then "SHIFT-1" to access the single buildings. They´re located in slot numbers 74-145. The buildings actually are a "mirror" of the existing wooden buildings you also find in slots 0-72 in same Shape file. As I found that probably stone and wooden buildings looks the same from above when covered with snow, you also can convert the wooden (snow) buildings to stone by using Freds MapEdit. See V5.0 SPWAW manual how to do. This also saves slots in the other shapefiles but there might be a need for snow covered row or multihex buildings also? BTW: Don´t forget to backup the original shp82 shape files. (Ter082z1 - Ter082z4.shp !!!) http://members.surfeu.de/ug2010/SPWAW/Terrain82Shapes.zip --> right click --> "save target as..."
quote:

Originally posted by Mark McIntosh: The winter graphics are great! Something I've needed as a scenario designer are castles/chateaus.
Good idea mark,..have some photos or graphics? Maybe a useful internet link? In existing SPWAW multihex buildings shapefiles are some useful graphics, that may serve as a base for converting them to this kind of buildings.
quote:

Originally posted by 5thRecon: Hi Harry: I would like to see an improved bridge design including trestle and rail, a transport ship like an old Liberty Ship, something that looks like a real radio tower, more military buildings, a log foot bridge, a non-road vehicle trail with two lines that look like trails but are vehicle tire marks, PT Boat, and some non-moveable airplanes that can be used in airport scenarios. Do you need more?
Interesting Ideas 5thRecon! Trestle and rail bridge: Do you mean these engineer built war bridges? Have photos or graphics of these? Liberty ship: Do you know one of the existing ships in SPWAW OOB that look similar and may be used? Radio tower: I think there´s something like that in the multihex building files that may be extracted and used as new graphic. Will look into it. More military buildings: which specific? have photos or example pics? Log foot bridge: I used "gully" graphic as some kind of foot bridge in the italy 44 scenario. Is this what you want? I made it for "non-vehicle" units traversable only, by placing an invisible "wreck" beneath it in Freds MapEdit. Vehicle trail: I used the "Path" shapes (file Ter46.shp) for this purpose. Can be placed in Freds MapEd in layer6. PT-Boat: Do we have something looking similar in existing OOBs? Non moveable airplanes: Good idea. I think some generic types should do it? There´are so many.... :eek: Remember, if using graphics from OOB, they are not sizeable as the real unit icons.(Preferences->icon size xxx 1-3), so what size do we need?
quote:

Originally posted by Don: I've been trying for about 6 months to get corduroy raod graphics in the game - I can find pics if you need them. But they need to affect movement - slower than a road and faster than a swamp.
Don...can´t find translation for "corduroy" road, so what is it? Please show some pics or make a link available. If placing tiles in shape files 86 or 90, then layer 6 will be used. That means you place non-building graphics on the map without any terrain statistics. This "corduroy" road placed here would mean it has "clear" terrain statistics. Is this what you intent? I still like to know sources for topview pictures of the various new terrain graphics. Especially (free) internet sources are higly welcome. ____________ Harry

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- 8/8/2001 5:37:00 AM   
skukko


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Ambulance. mosh

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Post #: 13
- 8/8/2001 11:13:00 AM   
David boutwell

 

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RockinHarry, Do you have written instructions for working with building graphics? I have done some modifying of existing buildings at the largest magnification, but don't you have to create all three magnification levels for each building that you produce? If so how do you do it? I'd love to work with you, as I enjoy producing maps probably more than I like playing scenarios! I'm currently finishing a 100X180 map of Hill 112 and surrounding villages. Custom Western European villas with outbuildings would be a great thing to have. Most of the old multi-hex houses are not consistent in scale with the single hex houses, or they are for North Africa. David Boutwell boutwell@erols.com

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- 8/8/2001 11:13:00 PM   
Belisarius


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@RockinHarry: Great graphics! Can't wait to test them! :D And an explanation to Don's post: 'Corduroy' - think of the zig-zag pattern the tyre grooves make in soft ground... (question: As English is not my native lang either, what exactly is courduroy? Is it a name of a pattern or is it the textile? I know there are, or was, cuorduroy pants and jackets and stuff, very popular in the 70's and among the teacher's staff ;) But here we call it Manchester... )

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- 8/8/2001 11:20:00 PM   
SAMWolf

 

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quote:

Originally posted by Belisarius: @RockinHarry: Great graphics! Can't wait to test them! :D And an explanation to Don's post: 'Corduroy' - think of the zig-zag pattern the tyre grooves make in soft ground... (question: As English is not my native lang either, what exactly is courduroy? Is it a name of a pattern or is it the textile? I know there are, or was, cuorduroy pants and jackets and stuff, very popular in the 70's and among the teacher's staff ;) But here we call it Manchester... )
This is going a ways back (Grammar school days) but a Corduroy Road was a road in the backwoods and swampy districts of the U.S. formed of the halves of trees sawn in two longitudinally, and laid transversely across the track. A road thus made presents a ribbed appearance, like the cloth called corduroy.

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- 8/9/2001 12:28:00 AM   
Marder_MatrixForum

 

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to rockin harry "Marder,..do you think the SPWAW row houses don´t include european city buildings? Do you have aerial photos or graphics, so I know how they look like?" no i don´t think so, the new graphics are very european, i would just need some buildings like a university or a big museum (7-hexes buildings-especially diagonal) And perhaps a "rubble on the street"-graphic! Marder

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Post #: 17
- 8/10/2001 4:44:00 AM   
RockinHarry


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quote:

Originally posted by skukko: Ambulance. mosh
Heh mosh....what does that mean??? :D _______ Harry

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Post #: 18
- 8/10/2001 4:50:00 AM   
RockinHarry


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quote:

Originally posted by David boutwell: RockinHarry, Do you have written instructions for working with building graphics? I have done some modifying of existing buildings at the largest magnification, but don't you have to create all three magnification levels for each building that you produce? If so how do you do it? I'd love to work with you, as I enjoy producing maps probably more than I like playing scenarios! I'm currently finishing a 100X180 map of Hill 112 and surrounding villages. Custom Western European villas with outbuildings would be a great thing to have. Most of the old multi-hex houses are not consistent in scale with the single hex houses, or they are for North Africa. David Boutwell boutwell@erols.com
Hi David, I´ll prepare some stuff and post this later as I need some time for it. Generally I do the same,...modifying existing stuff and placing it back in the shapefiles. More details in a day or two. __________ Harry

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- 8/10/2001 4:55:00 AM   
RockinHarry


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quote:

Originally posted by SAMWolf: [QUOTE] This is going a ways back (Grammar school days) but a Corduroy Road was a road in the backwoods and swampy districts of the U.S. formed of the halves of trees sawn in two longitudinally, and laid transversely across the track. A road thus made presents a ribbed appearance, like the cloth called corduroy.
Thanx Samwolf, In german these are "Knueppel-Damm" (log road/dam). _________ Harry

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- 8/10/2001 5:01:00 AM   
RockinHarry


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quote:

Originally posted by Marder: to rockin harry "Marder,..do you think the SPWAW row houses don´t include european city buildings? Do you have aerial photos or graphics, so I know how they look like?" no i don´t think so, the new graphics are very european, i would just need some buildings like a university or a big museum (7-hexes buildings-especially diagonal) And perhaps a "rubble on the street"-graphic! Marder
Hi marder, there might be some useful stuff for you in Ter81 Shape file. It´s Multihex buildings ( 3 - Row ) in SPWAW Editor. Best to view with the "tile transfer" function in Fred MapEd. ____________ Harry

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- 8/10/2001 5:11:00 AM   
Don Doom


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Herr RockinHarry Any chance of having a flak towers and u-boat pen's or airfield runways/building can be made if I can send pic's or links to site's w/pic's.

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- 8/11/2001 12:32:00 AM   
Fabs

 

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Rockin'Harry: The snow covered buildings look fantastic! One "nice to have" option would be a road layer that would also add, alongside the road, telegraph poles and lines. No value as far as game play is concerned, just purely decorative. Mediterranean style rowhouses for Italian/Sicilian villages, where houses were very close together would also be nice. I can't supply pictures but maybe some of our Italian friends could. David Boutwell: I'm really looking forward to the new Hill 112 map. Are you going to use the mountainizer to give a more realistic relief to it? [ August 10, 2001: Message edited by: Fabs ]

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- 8/11/2001 1:04:00 PM   
David boutwell

 

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Fabs, I'm not even sure what the mountainizer is! Where can I find it? If an Earth Science teacher can't create a hill that realistically resembles correct topographic features, though, I need to either quit teaching topographic maps, or making maps with hills! :) Actually, I'm using the maps found in Saunders' book to create the correct shape of the 100, 110 and 120 feet elevation contour lines, so the hill at least looks like the maps in the book. Regards, David Boutwell
quote:

Originally posted by Fabs: Rockin'Harry: The snow covered buildings look fantastic! One "nice to have" option would be a road layer that would also add, alongside the road, telegraph poles and lines. No value as far as game play is concerned, just purely decorative. Mediterranean style rowhouses for Italian/Sicilian villages, where houses were very close together would also be nice. I can't supply pictures but maybe some of our Italian friends could. David Boutwell: I'm really looking forward to the new Hill 112 map. Are you going to use the mountainizer to give a more realistic relief to it? [ August 10, 2001: Message edited by: Fabs ]


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- 8/11/2001 4:33:00 PM   
skukko


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quote:

Originally posted by RockinHarry: Heh mosh....what does that mean??? :D _______ Harry
I mean that I'll need ambulance craphic from some truck that I can evacuate my crews from the front line in pbems as well as in campaigns. You know, I don't want to give a free kill to enemy ;) Now I don't have any graphic to it and I use normal trucks, but I do loose them among other trucks and usually get them exploded... :( mosh

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Post #: 25
- 8/11/2001 11:57:00 PM   
Fabs

 

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David, Mountainizer is a program developed by Ectizen that processes a map raising all hex elevations by 30. It will do that as many times as one wants, making it possible to have as many elevation levels as one wants in one map. The idea is to start with a normal map, use the editor to draw the top 3 levels, put it through the Mountainizer that will raise the whole map by 30, carve the next few levels out, put it through the Mountainizer again etc. until all the desired levels have been obtained. At the moment it's at the beta stage, and I have been lucky enough to have been able to play around with that. It's amazing! Ectizen says it will be available for download on his site very soon. I'm on holiday right now and I don't have my 1:25,000 maps of Normandy handy, but I seem to remember that the elevation differences between the top of Hill 112 and the villages of Maltot, Esquay and Evrecy nearby (the ones I can remember) were gereater than just 30 meters. (I could be wrong). The Mountainizer would make it easy for you to use the actual number of levels if these were greater than 0 - 30m from the lowest to the highest point on the map. [ August 11, 2001: Message edited by: Fabs ]

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Post #: 26
- 8/12/2001 2:44:00 AM   
David boutwell

 

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Fabs, You're killing me!! I'm almost finished with the map. What you are telling me would almost make me have to start over, if I want to do the map accurately, which I do. It's just that I started before I even knew anything like this existed! Can I use it without erasing my current terrain?? Actaully, Maltot's average elevation looks to be about 40 feet, Esquay is around 60-70, and the Orne River is around 20 feet in elevation. The three elevation levels that I'm using represent the changes in elevation around the hill, as I only had three to work with, and those elevation changes are, to me, the most significant. I eagerly await the "mountainizer"! Regards, David Boutwell
quote:

Originally posted by Fabs: I'm on holiday right now and I don't have my 1:25,000 maps of Normandy handy, but I seem to remember that the elevation differences between the top of Hill 112 and the villages of Maltot, Esquay and Evrecy nearby (the ones I can remember) were gereater than just 30 meters. (I could be wrong). The Mountainizer would make it easy for you to use the actual number of levels if these were greater than 0 - 30m from the lowest to the highest point on the map. [ August 11, 2001: Message edited by: Fabs ]


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Post #: 27
- 8/12/2001 5:08:00 AM   
Fabs

 

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David, believe me, I feel yhour pain! I have to redo my Otta map. I'm looking forward to the finished product, but not to doing the work! :eek: However, if you are anything like me when it comes to perfectionism, knowing that a new tool such as the Mountainizer exists will eventually push you to update the map. ;)

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Post #: 28
- 8/12/2001 11:10:00 AM   
David boutwell

 

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Tell me about it, Fabs. In a way, I can't wait for this game, and all of the cool support stuff that is coming down the pike, to settle down, so that I don't have to keep re-doing stuff! Some people like getting new cars and gadgets every time something new comes out. I have to have all of the new toys that keep popping up and making this game better, and better, and better... David Boutwell

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Post #: 29
- 8/12/2001 11:14:00 AM   
David boutwell

 

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RockinHarry, How do you handle adding these new terrain icons to your game? Do you keep a custom set of terrain files, or do you just not post any of your work? David Boutwell

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