RE: WitP-AE Topo Map Project (Full Version)

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chemkid -> RE: WitP-AE Topo Map Project (5/16/2014 3:46:51 PM)

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LoBaron -> RE: WitP-AE Topo Map Project (5/16/2014 4:37:45 PM)

Admittedly the version with increased contrast looks better. Good work!

A questions wrt Kokoda Trail: You are adapting the map graphics to the most current pwhexe of the extended map, correct? This still means you can use it with an older version version but will get some incorrect hexes/roads displayed?





chemkid -> RE: WitP-AE Topo Map Project (5/16/2014 4:54:06 PM)

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Shark7 -> RE: WitP-AE Topo Map Project (5/16/2014 6:27:25 PM)


quote:

ORIGINAL: chemkid

dear bill, you're right but the change is intentional - see post #74 by john:

http://www.matrixgames.com/forums/fb.asp?m=3608619

if you find anything else, please let me know. thank you!

---------------------------------------------------------

btw, here's my first stab at ocean dots and (maybe a little early) light+heavy urban zones.
(darker dots for deep and lighter for shallow ocean-hexes.)



[image]local://upfiles/43605/D04076A0D82D43C39FFBA49F177B3D87.jpg[/image]


I realize what you are going for here, but personally I can live without any markers on ocean hexes. Still, the dots are a big improvement over the hex overlay.




derhexer -> RE: WitP-AE Topo Map Project (5/16/2014 6:38:46 PM)

I did and that works!! Your new map looks great.

Just 1 question. When I'm playing the Japanese player, very few Allied bases show the port or airfield symbols, and vice-versa
when I'm playing the Allied player.
Is that the way it works?

Thanks




Symon -> RE: WitP-AE Topo Map Project (5/16/2014 6:43:51 PM)


quote:

ORIGINAL: LoBaron
A questions wrt Kokoda Trail: You are adapting the map graphics to the most current pwhexe of the extended map, correct? This still means you can use it with an older version version but will get some incorrect hexes/roads displayed?

Chem did that at our request. I think the graphics that do not show the Kokoda Trail "spurs" going out of the Buna and Port Moresby hexes is the best option all around. The old "data" had "Secondary" roads going SW from Buna and E from Moresby and had graphics to match. The new data has "Track" roads going W from Buna and NE from Moresby, along with a Tropical Mtn coding for the "Kokoda" hex. The old graphics didn't conform to the new data schema. It would have caused visual confusion, making people think they should move into one hex, while they really should move into another.

If one just gets rid of those little graphics spurs altogether, one can use either set of data without any visual confusion. One just has to hit the "R" key and all things are revealed. It's not as if the Kokoda Trail had Interstate-K signs all along it. [:D]




chemkid -> RE: WitP-AE Topo Map Project (5/16/2014 7:03:22 PM)

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derhexer -> RE: WitP-AE Topo Map Project (5/16/2014 8:05:40 PM)

chemkid posted "@derhexer - i'm not sure... are you playing with a scenario made for the extended map?
i'm playing the babeslite b for extended map as japan against the ai myself - everything looks like it should. "

I'm playing Downfall head-to-head




Shark7 -> RE: WitP-AE Topo Map Project (5/16/2014 10:09:42 PM)


quote:

ORIGINAL: chemkid

@shark7 - yes, i'm trying to please everyone![:D] no really, maybe it's too much.
anyway, would you say that the coastal hexes should have a full hex, just like the WIF map?
thank you for your feedback!!

@derhexer - i'm not sure... are you playing with a scenario made for the extended map? [&:]
i'm playing the babeslite b for extended map as japan against the ai myself - everything looks like it should.




Actually, the map as it is, just without dots or hexes is fine as far as I am concerned. I can tell that there are shallows just buy the fact that the 'water' fades from deep blue to sky blue. Besides I've never been one to micromanage on such a scale that I need to see where the deep/shallow water break is. I set sub patrols based on what I consider the most likely path convoys will take, not if the water is deep or shallow.

So basically, if you take the map just as you have it now, and remove any dot or hex overlays, I'll be more than happy with it. [:)]

Granted you need to do what you want to, it is your project after all.




wgs_explorer -> RE: WitP-AE Topo Map Project (5/16/2014 11:23:35 PM)


quote:

ORIGINAL: chemkid

dear bill, you're right but the change is intentional - see post #74 by john:

http://www.matrixgames.com/forums/fb.asp?m=3608619

if you find anything else, please let me know. thank you!

---------------------------------------------------------

btw, here's my first stab at ocean dots and (maybe a little early) light+heavy urban zones.
(darker dots for deep and lighter for shallow ocean-hexes.)


I was so enthralled by the map that I missed that posting!

My preference is the map without the dots or the industrial zones. Having the industrial zones 'fill' the hexes (i.e. having hex-shaped terrain) takes away from the beauty of the map. My opinion only.

Bill




robinsa -> RE: WitP-AE Topo Map Project (5/16/2014 11:39:47 PM)

Just wanted to drop by and say that I think this map is a masterpiece. It looks great WITH hexes imo. I wouldnt want to play the game without them... :)




msieving1 -> RE: WitP-AE Topo Map Project (5/17/2014 10:35:25 AM)

I don't know what I'm doing wrong, but the map's not working for me.  I'm not using any kind of loader, I just manually copied the files to the ART folder.  When I start the game though, there's no map.  The base icons show up, but over the "Prepare for Battle" screen.  Fortunately, I backed up the old map, so I was able to restore it and that works fine.




LargeSlowTarget -> RE: WitP-AE Topo Map Project (5/17/2014 11:46:48 AM)

quote:

ORIGINAL: msieving1

I don't know what I'm doing wrong, but the map's not working for me.  I'm not using any kind of loader, I just manually copied the files to the ART folder.  When I start the game though, there's no map.  The base icons show up, but over the "Prepare for Battle" screen.  Fortunately, I backed up the old map, so I was able to restore it and that works fine.


Almost the same here - black "map" around the "loading" screen (saved game) in the middle with base icons, TFs etc. visible.

This is on my Win8 system. On Win7 at *ahem* work - no problem. Same map files unzipped on USB stick and copied into respective ART folders [&:]

EDIT: Only happens with new, darker version. Earlier pale version works fine even on Win8. Have tried different modes (non-windowd/windowed, with/without deep color, windowed different px/py values) - no joy.


Btw, darker map looks better. Thin ocean hexes and shallow/deep difference are ok, WIF style thus no longer that high on my wish list.

Outstanding work, chemkid! Feels almost like a new game. But also confuses the hell out of me - I have to fight the impuls to use the mouse wheel to zoom in and out Google Earth style! [:D]




chemkid -> RE: WitP-AE Topo Map Project (5/17/2014 12:21:21 PM)

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Skyros -> RE: WitP-AE Topo Map Project (5/17/2014 2:35:17 PM)

This looks great and I can't wait to see the other versions. My one small complaint is that it is hard to read the codes for terrain type etc. The lightness of the colors washes out the white text for my failing eyes. That however is minor, I'm sure there maybe a switch or something I can do to increase the contrast.

Thank you and all of you who keep contributing to this great game.

Ray




Michael Vail -> RE: WitP-AE Topo Map Project (5/17/2014 2:35:44 PM)

I like this map. I play BabesLite-B and have no problems with it. I prefer no hexes but I can live with this, they're not so defined as to distract from things. Now if only the map could help me salvage Noumea it would be perfect.




Kitakami -> RE: WitP-AE Topo Map Project (5/17/2014 3:04:41 PM)

quote:

ORIGINAL: chemkid

really strange...

update: i can reproduce this error by moving the map files out of the art folder.
witp-ae can't find the map files and is showing the prepare for battle screen on black background.
weird!

another update: is it possible that you removed the stock map out of your art folder (as backup) and then copied the topomap into the art folder without switching the hex-display-mode to 'without hexes'?

@mark - are you using win8, too?

sorry, no win8 system here to test right now... [&:]

<snip>

enjoy and help to find a solution for the display problem.


I also have problems with the darker landmasses version (but not with the lighter landmasses version). I also use Win8. Could there be any non-obvious difference between those two that could be responsible for the maps not displaying? Hexes and hexside details are off.




LargeSlowTarget -> RE: WitP-AE Topo Map Project (5/17/2014 3:58:34 PM)

No, did not move any map files out of Art folder. Just copied the darker map files into the folder, overwriting the pale map files. Map mode is no hexen.




chemkid -> RE: WitP-AE Topo Map Project (5/17/2014 4:20:44 PM)

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msieving1 -> RE: WitP-AE Topo Map Project (5/17/2014 4:58:04 PM)

Windows 8 seems to be the common factor in the map problem. As for the different versions of the map, my experience was kind of odd. I installed the earlier version and it loaded fine. I then copied the newer version over that, and the map wouldn't load. So, I copied the earlier version back in, and then it wouldn't load either.





Symon -> RE: WitP-AE Topo Map Project (5/17/2014 8:10:49 PM)


quote:

ORIGINAL: Kitakami
I also have problems with the darker landmasses version (but not with the lighter landmasses version). I also use Win8. Could there be any non-obvious difference between those two that could be responsible for the maps not displaying? Hexes and hexside details are off.

Me too, same reason. I'm running a debugger. Might find something.

BTW Chem, what program did you save these under, and what was the color bit resolution? 32-bit or greater?




Lasarian -> RE: WitP-AE Topo Map Project (5/18/2014 8:18:07 AM)

Thank you for all your work, Chemkid, much appreciated! Trying out all the map versions and so far am liking swapping between hex and hexless versions, more than the ocean dots - the dots seem too 'fat' /obtrusive compared to the hatched hexes, suprisingly. Certainly compared to the older dot extended map. Maybe they just need contrast/tone tweaking to make them more subtle if not smaller before it really works. I'd love to do a version with seperated topographical and vegetation layers so I can get the prefered colours, jungle and grass/farmland etc. - tan east china just doesn't look right to me ;) So if you release a stock 'pure' version for mapmakers I can tweak myself that will be awesome.




chemkid -> RE: WitP-AE Topo Map Project (5/18/2014 3:34:33 PM)

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Shark7 -> RE: WitP-AE Topo Map Project (5/18/2014 5:08:20 PM)

What I'll call the 'clean' version (with only Road and Rails marked) is perfect as far as I'm concerned. 10/10. [&o]




RogerJNeilson -> RE: WitP-AE Topo Map Project (5/18/2014 8:08:58 PM)

Ok set this up on a new game, and the map works fine when in full screen, but running in windowed mode it shows the old map?

Puzzling.....

Roger




derhexer -> RE: WitP-AE Topo Map Project (5/19/2014 12:40:50 AM)

Chemkid,
I'm still impressed with your map. It is easy on my old eyes and is easy to look at. You have obviously spent a great deal
of time and thoughtful effort on this.

Again, Thanks!! [&o] [8D]




chemkid -> RE: WitP-AE Topo Map Project (5/19/2014 6:05:43 AM)

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RogerJNeilson -> RE: WitP-AE Topo Map Project (5/19/2014 7:44:18 AM)

Indeed a riddle as I also use win7.... is there one of the switches I haven't applied I wonder?

Certainly preferences set correctly.

Roger




LargeSlowTarget -> RE: WitP-AE Topo Map Project (5/19/2014 10:26:43 AM)

WIF style version working fine on my Win8 and looking good. Thx chemkid!




Kitakami -> RE: WitP-AE Topo Map Project (5/19/2014 2:24:59 PM)


quote:

ORIGINAL: LargeSlowTarget

WIF style version working fine on my Win8 and looking good. Thx chemkid!


+1




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