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RE: Map Mod Information - 12/8/2004 12:00:04 AM   
Andrew Brown


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quote:

ORIGINAL: Captain Cruft

quote:

ORIGINAL: Andrew Brown
My two mods are actually completely separate. They are:

1) A map mod: a new set of maps for the game. This is the big mod that is still not complete.


Surely this must by definition also include a revised map data file (pwhex.dat)? That's my real question.



Yes you are correct. The new (big) map mod will come with its own map data file.

Andrew

(in reply to Captain Cruft)
Post #: 61
RE: Map Mod Information - 12/8/2004 2:55:34 AM   
Bulldog61


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What US cities are you planning to add to the map? It appears Boise(McGowan Field) and Salt Lake City at a minimum. Would Tuscon(Davis Montham) fit?

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Post #: 62
RE: Map Mod Information - 12/13/2004 3:46:48 PM   
Bulldog61


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From: Aurora,CO
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Any new screenshots????????

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Post #: 63
RE: Map Mod Information - 12/13/2004 4:00:16 PM   
Andrew Brown


Posts: 5007
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From: Hex 82,170
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quote:

ORIGINAL: MikeKraemer

Any new screenshots????????


If you are interested I can post another screenshot. What part of the map are you interested in?

The only additional US city on the map is Spokane, and that is only for looks, really. The 'United States' base is moved to the position of Salt Lake City, again for looks.

I am still testing the map AI vs AI. I had to fiddle with the Soviet border because of the way Soviet activation works. The documentation is now done, I only need to finish an installer and it will be ready.

Andrew

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Bulldog61)
Post #: 64
RE: Map Mod Information - 12/13/2004 5:20:56 PM   
Smiffus64

 

Posts: 105
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From: Delft, the Netherlands
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Any chance of having the resource/oil numbers depicted on the map?

(in reply to Andrew Brown)
Post #: 65
RE: Map Mod Information - 12/13/2004 7:25:20 PM   
captskillet


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From: Louisiana & the 2007 Nat Champ LSU Fightin' Tigers
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Andrew, I may have run into a problem with your pwhex.dat mod (map data file) and I am not sure if it is the same file you will use with your map mod. I am currently playing ver 1.3 as Allies vs. Jap AI and the game interface wont give me the option to load either the 25th or 27th Div on a Trasnsport TF at Pearl Harbor, if change back to the old pwhex file no problemo. Tell me where to send a save to so you can have a look see!

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Post #: 66
RE: Map Mod Information - 12/13/2004 9:16:28 PM   
Bulldog61


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quote:

ORIGINAL: Andrew Brown

quote:

ORIGINAL: MikeKraemer

Any new screenshots????????


If you are interested I can post another screenshot. What part of the map are you interested in?

The only additional US city on the map is Spokane, and that is only for looks, really. The 'United States' base is moved to the position of Salt Lake City, again for looks.

I am still testing the map AI vs AI. I had to fiddle with the Soviet border because of the way Soviet activation works. The documentation is now done, I only need to finish an installer and it will be ready.

Andrew


East Coast of Australia, Port Moresby area???

You mentioned the installer, obviously you would need both the map and the PWHex file. But did you create a function that would go to each scenario file and change the X,Y coordinates of bases, units and TF's?

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Post #: 67
RE: Map Mod Information - 12/14/2004 3:45:06 AM   
Andrew Brown


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quote:

ORIGINAL: captskillet

Andrew, I may have run into a problem with your pwhex.dat mod (map data file) and I am not sure if it is the same file you will use with your map mod. I am currently playing ver 1.3 as Allies vs. Jap AI and the game interface wont give me the option to load either the 25th or 27th Div on a Trasnsport TF at Pearl Harbor, if change back to the old pwhex file no problemo. Tell me where to send a save to so you can have a look see!


That does not sound good. I would definitely like to see the save. I will PM you with my email address.

Andrew

(in reply to captskillet)
Post #: 68
RE: Map Mod Information - 12/14/2004 4:12:00 AM   
bradfordkay

 

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From: Olympia, WA
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I just noticed that your map does not improve the Cairn's to Port Moresby problem. What about Cooktown and Townsville? If they are the same distance as the original map, then I fear that your mod has failed my hopes.

< Message edited by bradfordkay -- 12/14/2004 2:11:58 AM >


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fair winds,
Brad

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Post #: 69
RE: Map Mod Information - 12/14/2004 3:22:25 PM   
captskillet


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Andrew I'll shoot you that save file this AM sometime!!!

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Post #: 70
RE: Map Mod Information - 12/14/2004 3:32:08 PM   
Halsey

 

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I have also seen this with transport TF's at PH. No load/unload button on the TF. After watching the TF for a couple of turns the supplies do unload. There will probably be a problem loading a TF. So far I haven't noticed this at any other base but PH.

Two land movement mods needed one for the original map, and one for your new one.

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Post #: 71
RE: Map Mod Information - 12/14/2004 4:18:37 PM   
Andrew Brown


Posts: 5007
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quote:

ORIGINAL: Halsey

I have also seen this with transport TF's at PH. No load/unload button on the TF. After watching the TF for a couple of turns the supplies do unload. There will probably be a problem loading a TF. So far I haven't noticed this at any other base but PH.

Two land movement mods needed one for the original map, and one for your new one.


I found the problem. It is a very stupid mistake I made

I must have forgotten to fix up the Pearl Harbor hex after some testing. It was left as an Ocean hex. When I change it to a Coastal hex, then it worked OK again. I have uploaded a new version of my LCU movement mod files to my website, and I will make a new thread explaining the stuff up and the fix.

Thankyou so much for pointing this out!

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Halsey)
Post #: 72
RE: Map Mod Information - 12/14/2004 7:56:42 PM   
Halsey

 

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You ARE the man!

Going to download now!

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Post #: 73
RE: Map Mod Information - 12/14/2004 11:59:33 PM   
Andrew Brown


Posts: 5007
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From: Hex 82,170
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quote:

ORIGINAL: Halsey
Going to download now!


Please let me know if it works OK. I will do some more testing when I can.

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Halsey)
Post #: 74
RE: Map Mod Information - 12/15/2004 12:01:30 AM   
captskillet


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Andrew so far its working fine as I can now load troops at Pearl.....tks again!!!

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"Git thar fust with the most men" - Gen. Nathan Bedford Forrest


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Post #: 75
RE: Map Mod Information - 12/15/2004 3:08:51 PM   
Andrew Brown


Posts: 5007
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From: Hex 82,170
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quote:

ORIGINAL: MikeKraemer
East Coast of Australia, Port Moresby area???

You mentioned the installer, obviously you would need both the map and the PWHex file. But did you create a function that would go to each scenario file and change the X,Y coordinates of bases, units and TF's?


Sorry for the delay in replying. Have been a bit busy lately.

I do have a script that converts scenarios, but I have only used it on scenario 15 so far. That will be the first scenario available. In time I should be able to make other scenarios available as well.

You asked for a screenshot of the Aust/PM area. Here is a screenshot I just took while starting a test of the the converted 1.4 scen 15, showing Cairns/PM area:




Attachment (1)

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Bulldog61)
Post #: 76
RE: Map Mod Information - 12/15/2004 6:53:19 PM   
Captain Cruft


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From: England
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This is awesome, I can't wait.

Did you edit the bitmap manually or use some code to auto-generate? If the former it must have taken absolutely ages ...

(in reply to Andrew Brown)
Post #: 77
RE: Map Mod Information - 12/17/2004 4:41:28 AM   
Bulldog61


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From: Aurora,CO
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This is awesome, can't wait to give it a try! So Mods will need to be manually adapted?

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Post #: 78
RE: Map Mod Information - 12/20/2004 9:10:14 PM   
mogami


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Hi, Andy He has the same problem Matrix had. He did an excellent job fixing some things but distance wise he had to choose to make some distances shorter and as a result other distance are made longer.

Too really be accurate we need a set of ranges for aircraft and ship movement modified by map location. (Smaller hexes towards the equater equal larger movement range while larger hexes toward the poles reduce the movement range number (not the actual range)

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Post #: 79
RE: Map Mod Information - 12/20/2004 9:37:48 PM   
Cap Mandrake


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quote:

ORIGINAL: Mogami

Hi, Andy He has the same problem Matrix had. He did an excellent job fixing some things but distance wise he had to choose to make some distances shorter and as a result other distance are made longer.

Too really be accurate we need a set of ranges for aircraft and ship movement modified by map location. (Smaller hexes towards the equater equal larger movement range while larger hexes toward the poles reduce the movement range number (not the actual range)


There is the true 3D option (ignoring the minor annoying detail that the Earth is really a spheroid and not a true sphere). Of course, it is not possible to map hexagonal grid onto a non-planar surface.


PS...the Coral Sea area is beautiful

< Message edited by Cap Mandrake -- 12/20/2004 7:38:36 PM >


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Post #: 80
RE: Map Mod Information - 12/20/2004 10:18:46 PM   
bradfordkay

 

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From: Olympia, WA
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Question; does your map mod include all the viewing options you listed earlier, or is now only viewable as in that last screenshot?

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fair winds,
Brad

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Post #: 81
RE: Map Mod Information - 12/21/2004 1:20:37 AM   
Andrew Brown


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From: Hex 82,170
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quote:

ORIGINAL: bradfordkay

Question; does your map mod include all the viewing options you listed earlier, or is now only viewable as in that last screenshot?


The main packaged does not come with that version of the map. That is just the version I am currently using.

The main package has two versions of the map:

- A version without hexes.
- A version with hexes, using a light blue colour for sea hexes.

For a sample, please have a look at this web page:
member.melbpc.org.au/~akbrown/witp/mapmod01.html

The main file comes with the maps shown in examples 1 and 3.

I also have two alternative map packages made up, which contain the map versions shown in examples 4 and 5. I will get around to doing a package for example 2 as well soon, if anyone is interested.

If there is enough interest I could do other versions as well, including or excluding various features such as the hex art, hexside art, control zones and weather zones. eventually I also hope to add a few other things:

- Icons for resources/oil/industry.
- Malaria Zone, if I ever get around to mapping it.
- MAYBE some hex numbers here and there.

Andrew

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to bradfordkay)
Post #: 82
RE: Map Mod Information - 12/21/2004 6:05:13 AM   
bradfordkay

 

Posts: 8683
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From: Olympia, WA
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Thanks, it is the map with light blue sea hexes that I liked the best, so you chose wisely.

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fair winds,
Brad

(in reply to Andrew Brown)
Post #: 83
RE: Map Mod Information - 12/21/2004 10:19:10 AM   
Smiffus64

 

Posts: 105
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From: Delft, the Netherlands
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quote:

ORIGINAL: Andrew Brown
...

- Icons for resources/oil/industry.

...

Andrew


That would be great :)

(in reply to Andrew Brown)
Post #: 84
RE: Map Mod Information - 12/21/2004 2:43:58 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
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quote:

ORIGINAL: Smiffus64

quote:

ORIGINAL: Andrew Brown
...

- Icons for resources/oil/industry.

...

Andrew


That would be great :)


It is also hard to do, especially in Japan, which is so crowded with this stuff.

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Smiffus64)
Post #: 85
RE: Map Mod Information - 12/21/2004 10:07:27 PM   
Subchaser


Posts: 1201
Joined: 11/15/2002
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quote:

ORIGINAL: Andrew Brown
It is also hard to do, especially in Japan, which is so crowded with this stuff.


It’s really hard, but it’s possible. I’m also trying to make the map smart, take a look at these samples, it should be interesting for you

[image]http://user.rol.ru/~subchase/sulawesi.bmp [/image]

[image]http://user.rol.ru/~subchase/Hawaii.bmp [/image]

usa
full screen 1
full screen 2

smart map features I’m going to add
- Resources/industries icons
- Major sea routes
- Malaria zones
- ZOC borders
- LBA max ranges (from 6+ airfields)
and some other minor stuff
(only R/I icons were added so far)

ICONS
• Yellow Circle – oil,
• Green Circle – resources,
• White Square – manpower,
• Red Square – heavy industry,
• Blue Square – factories,
• Azure Rhombus – repair shipyard,
• Red hex halo – malaria zone,
• Blue hex halo – major sea route

when your map will be available for download? I can’t wait!!

and thanks again for your fantastic mods!

(in reply to Andrew Brown)
Post #: 86
RE: Map Mod Information - 12/21/2004 10:59:19 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
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quote:

ORIGINAL: Subchaser
when your map will be available for download? I can’t wait!!


The only thing holding me back now is that I need the installer tested on a Windows 98 system, to ensure that it works.

If anyone has Win98, time to test it and wants to help out, please let me know!

Or I could just release it as is and hope for the best...

Andrew

_____________________________

Information about my WitP map, and CHS, can be found on my WitP website


(in reply to Subchaser)
Post #: 87
RE: Map Mod Information - 12/22/2004 11:49:51 AM   
Apollo11


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From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: Subchaser

It’s really hard, but it’s possible. I’m also trying to make the map smart, take a look at these samples, it should be interesting for you

smart map features I’m going to add
- Resources/industries icons
- Major sea routes
- Malaria zones
- ZOC borders
- LBA max ranges (from 6+ airfields)
and some other minor stuff
(only R/I icons were added so far)

ICONS
• Yellow Circle – oil,
• Green Circle – resources,
• White Square – manpower,
• Red Square – heavy industry,
• Blue Square – factories,
• Azure Rhombus – repair shipyard,
• Red hex halo – malaria zone,
• Blue hex halo – major sea route

when your map will be available for download? I can’t wait!!

and thanks again for your fantastic mods!


Great ideas "Subchaser"!

And of course "Andrew Brown" great stuff!

I also can't wait for new map - looks _FANTASTIC_!


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Subchaser)
Post #: 88
RE: Map Mod Information - 12/22/2004 1:54:12 PM   
Captain Cruft


Posts: 3652
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From: England
Status: offline
Great stuff. I wonder, couldn't you actually embed the colour coding into the place name text so as to save space?

Just a thought off the top of my head.

(in reply to Apollo11)
Post #: 89
RE: Map Mod Information - 12/22/2004 3:36:13 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
quote:

ORIGINAL: Subchaser

quote:

ORIGINAL: Andrew Brown
It is also hard to do, especially in Japan, which is so crowded with this stuff.


It’s really hard, but it’s possible. I’m also trying to make the map smart, take a look at these samples, it should be interesting for you

[image]http://user.rol.ru/~subchase/sulawesi.bmp [/image]

[image]http://user.rol.ru/~subchase/Hawaii.bmp [/image]

usa
full screen 1
full screen 2

smart map features I’m going to add
- Resources/industries icons
- Major sea routes
- Malaria zones
- ZOC borders
- LBA max ranges (from 6+ airfields)
and some other minor stuff
(only R/I icons were added so far)

ICONS
• Yellow Circle – oil,
• Green Circle – resources,
• White Square – manpower,
• Red Square – heavy industry,
• Blue Square – factories,
• Azure Rhombus – repair shipyard,
• Red hex halo – malaria zone,
• Blue hex halo – major sea route

when your map will be available for download? I can’t wait!!

and thanks again for your fantastic mods!


The color is extremely appealing and easy on the eye, Andrey. Wow to you too.

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Subchaser)
Post #: 90
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