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eddieballgame -> New Maps (7/3/2021 6:48:18 PM)

Using 'Tiled' & notepad++ I was able to mod the 'map1' to remove the water & buildings & replace them with 'Woods'.
This is more of an experiment to see what can be done for now, & I thought I would share for those that might be interested.
I created a scenario (in the Scenario section) that utilizes this map.
Simply unzip & place the 'map100' folder in 'assets/maps' folder.
I think it is 'bug free'. [:)]

Here is the link:

https://drive.google.com/file/d/1hlWNK9kL-wXpK3daxySR5-a1mS2uBuG_/view?usp=sharing

New Map:
https://drive.google.com/file/d/1XIoM2DNgEgRajdTjvGelpeNFfb_i_XeB/view?usp=sharing







Rosseau -> RE: New Map (7/3/2021 8:42:55 PM)

Thanks Eddie. All mods for this game are welcome. Hope you are enjoying it!




Monkie -> RE: New Map (7/4/2021 12:59:45 AM)

This is very cool thanks Eddie.

I actually was considering modding the maps to look more like the board game version which looks a lot like Squad Leader and Combat Commander style maps. The issue is that each map has a custom map hex layout that it is built from and would be heavily time consuming to mod.

Can you explain what "Tiled" is and how it's used?




eddieballgame -> RE: New Map (7/4/2021 1:59:41 AM)

quote:

ORIGINAL: Monkie

This is very cool thanks Eddie.

I actually was considering modding the maps to look more like the board game version which looks a lot like Squad Leader and Combat Commander style maps. The issue is that each map has a custom map hex layout that it is built from and would be heavily time consuming to mod.

Can you explain what "Tiled" is and how it's used?


'Tiled' is a free map editor, which appears to have been used to create the existing maps.
This tool, combined with being able to edit the 'map.tsx' & the 'Tiled' map file as well with 'notepad++' enables me to tweak the existing maps.
Now, creating them from scratch is another matter. [:)]




Monkie -> RE: New Map (7/4/2021 2:01:01 AM)

I need to look into that, thanks.

oh one thing I noticed on your map was that some of the woods tiles have a small smoke type effect, do you know what that is?




eddieballgame -> RE: New Map (7/4/2021 6:02:54 AM)


quote:

ORIGINAL: Monkie

I need to look into that, thanks.

oh one thing I noticed on your map was that some of the woods tiles have a small smoke type effect, do you know what that is?


No idea, although I did allow for smoke (5) per the units.
Not sure if that is relevant...still learning this game.




Monkie -> RE: New Map (7/4/2021 1:26:38 PM)

Ok they are chimney smoke from buildings that you removed. I'm guessing in the xml file there is still coding for that special effect.

It's such a small effect I didn't even notice that some of the buildings had it to begin with, very cool detail.




eddieballgame -> RE: New Map (7/4/2021 6:12:02 PM)

quote:

ORIGINAL: Monkie

Ok they are chimney smoke from buildings that you removed. I'm guessing in the xml file there is still coding for that special effect.

It's such a small effect I didn't even notice that some of the buildings had it to begin with, very cool detail.


I didn't even notice that.[:)]
Actually, I didn't remove the buildings...I replaced (covered) them with 'Woods' & adjusted the text file to show that.
'Tiled' does have a layering aspect to it per editing the graphics, so I suspect that has something to do with it.
Still learning about that tool, never used it before.




Monkie -> RE: New Map (7/4/2021 10:18:57 PM)

Yes it seems that tiled has certain hexes which have a smoke value. I'm trying to get my head wrapped around the tiled program. What file exactly are you editing in the notepad++? is it the ".dat" file, or the ".tsx" file?




eddieballgame -> RE: New Map (7/4/2021 10:29:00 PM)

quote:

ORIGINAL: Monkie

Yes it seems that tiled has certain hexes which have a smoke value. I'm trying to get my head wrapped around the tiled program. What file exactly are you editing in the notepad++? is it the ".dat" file, or the ".tsx" file?


The 'map.tsx' file & the 'tiled' map.tmx file.
The 'map.tsx' file has all the data of the hexes that need to be adjusted & the 'Tiled' map.tmx file needs to be edited to show the proper 'source' & 'name' for pathing.




eddieballgame -> RE: New Map (7/5/2021 5:36:47 AM)


quote:

ORIGINAL: Rosseau

Thanks Eddie. All mods for this game are welcome. Hope you are enjoying it!


Thank you, & I am. [:)]




Monkie -> RE: New Map (7/5/2021 12:42:35 PM)

I edited one of the maps and put down a building in what was a clear hex. The map.tsx file shows this hex as a building ( <property name="Building" type="bool" value="true"/>) however the game doesn't recognize it as a building and only as the clear hex it originally was. Does the game get the info about the hex from the ".DAT" file?




eddieballgame -> RE: New Map (7/5/2021 4:23:00 PM)

There is a 'map.dat' file that has a lot of (all) numbers, which I have no clue what they mean.
I think I read somewhere that someone thought they had to do with 'line of sight'.

Not sure how to identify which hex is which, but if you have... make sure after adding a building & setting it to 'true' that you also edit the;
<property name="OpenGround" type="bool" value="false"/>

I think that will work.[:)]




Monkie -> RE: New Map (7/5/2021 6:55:06 PM)

well I found that Tiled actually edited the .TSX file. Once I placed the building it automatically created the entry making the building type true however in the game itself while the map tile was a building it was just treating it like open ground. I would assume that the .dat file would need to somehow be edited as well because many of the map tiles were alter LOS. Any hex tile can be edited as far as what it represents such as which hex sides have walls or even if the hex has the chimney smoke and what location it should show up in.

As far as identifying the map hex, in the TILED program simply hover your mouse over the hex in question on the map and look at the bottom left, the hex ID will show up in the () and this hex corresponds to the entries in the .TSX file.

I was just wanting to change the graphics to create the original board game feel but the tiled program intrigued me enough to mess with it a bit. If there was a way to use that program to edit some of the maps it would be great to learn.




eddieballgame -> RE: New Map (7/5/2021 7:07:27 PM)

Good find on the 'hex ID'.
Here is hoping for an, actual, editor at some point...though I suspect the 'devs' priorities lie elsewhere.




Monkie -> RE: New Map (7/5/2021 9:47:43 PM)

Just a sample of what I was messing with. I have a certain place in my heart for simple old school maps and was trying to see how it would translate here. I don't think it's too bad but I might have to change some of the hues to get it to settle down a bit.


[image]local://upfiles/16997/E07857D32C1B4B599F15CC9BBA0C2C79.jpg[/image]




eddieballgame -> RE: New Map (7/5/2021 10:38:55 PM)

Wow, now that is interesting.
I redid 'map3', so now I have 2 new maps to use for the Scenario Editor.
This is getting a lot easier. [:)]

'map101' image attached




eddieballgame -> RE: New Map (7/5/2021 10:39:03 PM)

Here is 'map3' for comparison.




Monkie -> RE: New Map (7/5/2021 10:44:50 PM)

nice you are learning your way around that editor, very cool.




eddieballgame -> RE: New Map (7/5/2021 10:46:18 PM)

Once you pointed out that 'Tiled' was giving me the 'hex IDs'...it has become a breeze. [:)]
Now to try & create some 'real-life' scenarios...at least per the geography.




Monkie -> RE: New Map (7/5/2021 11:07:52 PM)

make sure to share your updated maps, looking forward to them.




eddieballgame -> RE: New Map (7/6/2021 12:07:18 AM)

Just added the 'map101' link at the beginning.
BTW, I managed to find a site with a plethora of ASL map images.

http://www.advancedsquadleader.net/index.php?title=Main_Page




Monkie -> RE: New Map (7/6/2021 12:25:22 PM)

Yes those are the go to maps for sure, I'd like to recreate a few of the first SL maps to bring back the memories of those first Stalingrad scenarios.




Monkie -> RE: New Map (7/6/2021 12:50:32 PM)

Looking at map 101, it seems that the building in the lower right corner is registering as a building (it costs the proper amount to move into and is giving a +3 modifier) however it is not blocking the LOS. I've tested it a few times and units fire through it. Not sure what is going on there. The screenshot shows that the jeep has LOS through the building.

[image]local://upfiles/16997/EAA03C899A354A6889520F4641C975E4.jpg[/image]




eddieballgame -> RE: New Map (7/6/2021 5:09:05 PM)

HHHMMM, well that is a problem.
Need to figure out what is going on & thank you for pointing that out.
I am thinking it might have to do with the 'map.dat' file & or combined with 'layering'. (adding a new tile on top of another)
Fumbling through this process of trying to tweak the existing maps only enhances my notion that to create a map from scratch will be...challenging.
That is until 'we' get an actual workable editor. (hint, hint)

One other possibility is that this particular building has no walls due to damage via gun fire. [:)]




Monkie -> RE: New Map (7/6/2021 10:43:34 PM)

Well I led you astray sorry about that, the tile ID does not correspond to the location on the map but rather the tile number from the tile set. The .TSX file does show location on the map using the coordinate system however it's reversed so in the .TSX file you would read <property name="Hex" value="2,4"/> but when looking on the map in the editor that is actually location "4,2". Not sure why that is at least that is the way it's showing on the one map I'm working with now, map 2. So yes you could change the property of each hex you changed the terrain in and it does register in the game as far as movement cost and also defensive cover modifier.

Unfortunately LOS is not working and the terrain you place does not block it.




Rosseau -> RE: New Map (7/6/2021 11:50:35 PM)

"Simple, old-school maps." They are kind of nice, Monkie! Really like 'em.

And thanks to all for sharing their work.

- Mike




Monkie -> RE: New Map (7/7/2021 12:56:46 AM)

quote:

"Simple, old-school maps." They are kind of nice, Monkie! Really like 'em.


Yeah the maps in game look really nice as is but there is just something about the simple style that brings back good memories.




eddieballgame -> RE: New Map (7/7/2021 4:59:51 AM)

Yes, Monkie, I notice the 'hex' ID# changes after editing a tile & it does mess with the 'LOS'.
Maybe the developer can join in an offer some reasons behind this.
Of course, there is that possibility that he does not want us fooling around with this, atm. [:)]




yobowargames -> RE: New Map (7/8/2021 4:31:48 PM)

Hi eddieballgame

Each Map has its own LOS data. At the moment I generate that using a console command (not available in the Production version of the game). Until recently it wasn't totally reliable and I had to hand modifier some. But I think I have it mastered now.

The next step would be to expose that for modders which I can look at doing in a future release.

If you email your map to me I can generate that data for you until it's available for you.




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