Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Counter Graphics /map size limits

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Modern] >> FlashPoint Germany >> Counter Graphics /map size limits Page: [1]
Login
Message << Older Topic   Newer Topic >>
Counter Graphics /map size limits - 1/22/2005 10:09:55 AM   
Sarge


Posts: 2841
Joined: 3/1/2003
From: ask doggie
Status: offline
I am sorry if this has been covered in a previous thread.

Will we be able to mod the graphics on the counters.And what will be the map size limits in FPG.

_____________________________

Post #: 1
RE: Counter Graphics /map size limits - 1/22/2005 7:33:15 PM   
IronManBeta


Posts: 4132
Joined: 2/25/2002
From: Burlington, Ontario
Status: offline
Maps. The maps are 40 wide by 30 high (20 km by 15 km) and are fixed at that size for now. That is a good size for the intended scale of the game (reinforced bn up to reg/bde) and we would rather try to do that well then to change it around into something else. I'm not saying we won't change it some day, but that is what it is set at right now. We are going to produce some more maps of our own and we will stick to the 40 x 30 for now.

Graphics. The key 2D artwork (unit badges, unit counters, button icons, etc) have been shipped as 3 separate files that are indeed editable if you have the little editor that compiles the individual bitmaps back into the required ".bml" file. David and I haven't discussed releasing the editor yet but in a general sense we do indeed want the game to be modifiable and you can think in terms of it in version 1.1 of the game. A map editor will definitely be released and it produces .bml files too so it would be a trivial job to make it do both.

Sounds. All of the sounds are standard wav files that can be changed as desired from day 1.

Animations. FPG animations require it's own editor / compiler to create the filmstrips and probably can't be redistributed as is. I think you will like what ships already with the game though.

Game skin. Yet another editor is needed but in this case the data has been compiled into the main executable and cannot be changed. It is a very powerful editor and could easily be used to wreck the layout of the game interface. For now I think people should plan to keep what is there!

Data base. We want to add a lot more vehicles as time goes on and at some point I will clean up the db editor and release it too. Again, it depends on David and also will require some safeguards re PBEM and LAN play to keep it fair. That part still has to be worked out. The vehicle pictures are all included in the db and we might go part way and allow certain fields of the existing db to be modified and allow any new entries to be completely modifiable.

Good questions, cheers, Rob.

(in reply to Sarge)
Post #: 2
RE: Counter Graphics /map size limits - 1/23/2005 8:27:26 AM   
Sarge


Posts: 2841
Joined: 3/1/2003
From: ask doggie
Status: offline
Outstanding,

The ".bml" image files are not a big hurtle even with out a editor.

Thanks for the reply

EDIT: I agree after reading all the AAR's the map size really would be nothing more then eye candy if anything at the current game/sim scale if you were to make any larger then 20x15 km.

< Message edited by Sarge -- 1/23/2005 6:32:54 AM >


_____________________________


(in reply to IronManBeta)
Post #: 3
RE: Counter Graphics /map size limits - 1/23/2005 9:13:27 AM   
Sarge


Posts: 2841
Joined: 3/1/2003
From: ask doggie
Status: offline
One more thing

So in theory we can/or will be able to import map images of our own. That opens the game up for a huge re-playability value

This is my strong hold




Attachment (1)

_____________________________


(in reply to Sarge)
Post #: 4
RE: Counter Graphics /map size limits - 1/23/2005 2:58:30 PM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
What a fantastic map! I thought FG maps look good but this is what I call outstanding.

(in reply to Sarge)
Post #: 5
RE: Counter Graphics /map size limits - 1/23/2005 3:36:36 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
quote:

ORIGINAL: wodin

What a fantastic map! I thought FG maps look good but this is what I call outstanding.


It´s a satellite image

_____________________________


(in reply to wodin)
Post #: 6
RE: Counter Graphics /map size limits - 1/23/2005 6:37:02 PM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
Had a feeling it was one that had been messed about with a bit to look less photo like.

Thats made me look like an idiot

(in reply to Marc von Martial)
Post #: 7
RE: Counter Graphics /map size limits - 1/23/2005 6:47:18 PM   
D_ploy

 

Posts: 9
Joined: 1/21/2005
From: Berlin, Germany
Status: offline
And I have never seen a wargame map with a golf course and baseball fields

Oliver

(in reply to wodin)
Post #: 8
RE: Counter Graphics /map size limits - 1/23/2005 7:25:49 PM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
Status: offline
Actually some maps in FPG do have golf courses Really.

No baseball fields though, it's Flashpoint *Germany* after all. But there are some football (euro soccer, whatever you call it) fields to roll over with your tanks.

Oleg

_____________________________


(in reply to D_ploy)
Post #: 9
RE: Counter Graphics /map size limits - 1/23/2005 9:06:55 PM   
D_ploy

 

Posts: 9
Joined: 1/21/2005
From: Berlin, Germany
Status: offline
quote:

ORIGINAL: Oleg Mastruko

Actually some maps in FPG do have golf courses Really.



So, we can expect scenarios like "BMP Birdie" or "Left Hook at Hole 18" and for the NATO counteroffensive it is "Elfmeter in Eisenach"? Oh well...

Oliver

< Message edited by D_ploy -- 1/23/2005 8:08:37 PM >

(in reply to Oleg Mastruko)
Post #: 10
RE: Counter Graphics /map size limits - 1/23/2005 11:43:18 PM   
Sarge


Posts: 2841
Joined: 3/1/2003
From: ask doggie
Status: offline
quote:

ORIGINAL: wodin

What a fantastic map! I thought FG maps look good but this is what I call outstanding.


Sorry

Thats just a satellite image of my house and barns ,fire base windycity
But I do have some ideas for maps in FPG, I will see what I can do and what is doable when the game ships.

< Message edited by Sarge -- 1/23/2005 9:46:39 PM >


_____________________________


(in reply to wodin)
Post #: 11
RE: Counter Graphics /map size limits - 1/25/2005 1:19:28 AM   
IronManBeta


Posts: 4132
Joined: 2/25/2002
From: Burlington, Ontario
Status: offline
Sarge's image is very appealing. You would just want to scale it to 500 meters = 44 screen pixels to make it exactly right.

Ta, Rob.

(in reply to Sarge)
Post #: 12
RE: Counter Graphics /map size limits - 2/13/2005 1:37:24 AM   
hank

 

Posts: 623
Joined: 8/24/2003
From: west tn
Status: offline
I resurrected this thread.

It has a map question answered and I had a few comments about unit map counter silhouettes.

I like watching the replay/resolution with the silhouettes on. I plan and move with NATO symbols on.

I would like to see an M2 Bradley IFV silhouette on the map counters if the platoon is all M2's. I would like to see all the silhouettes reflect what the predominant vehicle is.

Also, On some NATO (and maybe some WP) HQ units, I would also like the see the silhouettes for the HQ's reflect the predominant vehicle type. In the A Few Good TAnks scenario, there's two NATO armored HQ units with 2 M1A1 Abrams; that silhouette should show tanks ... IMHO.

I like the graphics with FPG, especially the ones in side widows.

Hank

(in reply to IronManBeta)
Post #: 13
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [Modern] >> FlashPoint Germany >> Counter Graphics /map size limits Page: [1]
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

2.125