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RE: New terrain mod, work in progress... - 11/12/2007 11:05:36 PM   
NickGen


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quote:

ORIGINAL: PDiFolco

Nick,
Very nice job, but why do you want to make a masterfile ?? What we need is a zipped file with all the png to replace all those in graphics/default/plain, lightforest etc... dirs !



Hey PdiFolco,
Tanks...
But, no,it is not so simple, the structure of the new landscape is very different of the default landscape , It takes a lot of change in the masterfile for this to work properly, some people have asked me whether it is compatible with every scenario, so I will make a new masterfile, which can be used with all the scenarios....
Sorry for my english, i am french


(in reply to PDiFolco)
Post #: 61
RE: New terrain mod, work in progress... - 11/12/2007 11:10:54 PM   
PDiFolco

 

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Nick, I'm French too, didn't you hear my accent ?

I really think having an alternate masterfile is not a very good idea, as anyway it will work only with the scenarios using it...And some scens (all the non-WW2-units ones) just don't use a masterfile !

Envoie moi un mp si tu veux discuter en français !



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Post #: 62
RE: New terrain mod, work in progress... - 11/12/2007 11:31:44 PM   
NickGen


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quote:

ORIGINAL: PDiFolco

Nick, I'm French too, didn't you hear my accent ?

I really think having an alternate masterfile is not a very good idea, as anyway it will work only with the scenarios using it...And some scens (all the non-WW2-units ones) just don't use a masterfile !

Envoie moi un mp si tu veux discuter en français !




Yes, but, i want to replace te generic.ptmaster file with a new one, To be able to operate both scenarios and random scenarios ....with the new terrain

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Post #: 63
RE: New terrain mod, work in progress... - 11/12/2007 11:36:55 PM   
Vic


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i am very impressed. truly. looks very good.

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Post #: 64
RE: New terrain mod, work in progress... - 11/12/2007 11:42:01 PM   
NickGen


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quote:

ORIGINAL: Vic

i am very impressed. truly. looks very good.

tanks, Vic, your work is impressive, too ... it is totally to the project that I was going ... and I have abandoned....Great Job, Great opportunities...

(in reply to Vic)
Post #: 65
RE: New terrain mod, work in progress... - 11/14/2007 1:46:45 AM   
NickGen


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Ok, I made a few tests to adapt my master file to work with the scenarios, but I have a lot of mistakes .... much more complicated than expected ....
I think it may not be possible to use my mod with the existing scenarios

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Post #: 66
RE: New terrain mod, work in progress... - 11/14/2007 1:02:16 PM   
Vic


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If you cant figure it out send me your files and i see if i can shine some light on how best to approach.

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Post #: 67
RE: New terrain mod, work in progress... - 11/14/2007 1:17:46 PM   
NickGen


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Ok, I will send you files tonight ... in this way, you can see how I used the existing engine for creating this type of terrain ... I hope you will understand what I wanted to do...
thanks

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Post #: 68
RE: New terrain mod, work in progress... - 11/14/2007 1:42:39 PM   
Vic


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just make sure i can unzip the ZIP directly inside the BIN directory and everything falls in the right directories.

looking forward to helping out here!

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Post #: 69
RE: New terrain mod, work in progress... - 11/14/2007 9:48:56 PM   
Vic


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Thanks for sending me the files.

I took a look at the masterfile you created and that seems to be a masterfile build from scratch.  This is an option of course if you want to create your own set of rules and SFTypes, ItemTypes, LocationTypes and stuff.

But if you just wanted to make a masterfile that players could use to play random games from and / or replace their current default.ptmaster file with then you should do the following (double work is involved here):

1. load generic.ptmaster
2. change all the landscapes, roads, rivers and bridges to your graphics
3. save it as alternate.ptmaster
4. voila

Let me know if this is helpfull.

kind regards,
Vic

< Message edited by Vic -- 11/14/2007 9:50:05 PM >

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Post #: 70
RE: New terrain mod, work in progress... - 11/14/2007 10:01:59 PM   
NickGen


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Thanks Vic, Yes, I thought that this is how it is better to do, I have done several tests, modifying only the generic.ptmaster to include my terrains, but without real success.I am faced with many bug, sometimes bug displays when I try to move the map ... Sometimes, the map does not appear at all ...
This could be due to the fact that I changed the way hex transitions are made?
Again, sorry for my English...
Frédéric


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Post #: 71
RE: New terrain mod, work in progress... - 11/14/2007 10:07:28 PM   
Vic


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Send me your attempt please. The one that gives the errors. I must see it to have a clue about whats going on.

I dont see why it should give bugs since as you can see your self your current test.ptmaster is working fine.
If you just set the same graphics in the generic.ptmaster it should work the same.

And your english is fine.

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Post #: 72
RE: New terrain mod, work in progress... - 11/16/2007 1:38:36 PM   
RtG

 

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Looks great Nick.  When can we download it?

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Post #: 73
RE: New terrain mod, work in progress... - 11/16/2007 4:48:33 PM   
NickGen


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Soon, be patient ...
Certainly early next week 

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Post #: 74
RE: New terrain mod, work in progress... - 11/16/2007 9:31:36 PM   
NickGen


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Here is my terrain mod... it works with most scenarios that use the generic file, but I do have some trouble...
You only need to edit a scenario and replace the generic masterfile with mine ...
To extract the files, simply extract the archive file in the bin ...

My job is far from finished, but you can already try files with a lot of scenarios, as well as to create new scenarios .... In the meantime a more finalized version....

link to download:
http://rapidshare.com/files/70187791/RealMod.rar.html

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Post #: 75
RE: New terrain mod, work in progress... - 11/16/2007 10:01:17 PM   
EricSilver_MatrixForum

 

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Thank you Nick69, I'll try it right now, great job again!

;)

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Post #: 76
RE: New terrain mod, work in progress... - 11/16/2007 10:36:52 PM   
mtvaill

 

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Cool, Crete looks much spiffier now, thanks!

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Post #: 77
RE: New terrain mod, work in progress... - 11/16/2007 11:51:26 PM   
EricSilver_MatrixForum

 

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It's simply beautiful, Nick, keep up the good work on this project.

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Post #: 78
RE: New terrain mod, work in progress... - 11/17/2007 12:08:02 AM   
PDiFolco

 

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quote:

ORIGINAL: mtvaill

Cool, Crete looks much spiffier now, thanks!


Crete ? Where ? Want it !!

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Post #: 79
RE: New terrain mod, work in progress... - 11/17/2007 1:03:59 AM   
mtvaill

 

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I'm working on it.... having a little trouble getting action cards to work at the moment, but other than that, it's coming along.

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Post #: 80
RE: New terrain mod, work in progress... - 11/17/2007 3:29:34 AM   
Barthheart


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Great graphics Nick! Thanks for sharing your hard work with lazy turds like me.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 81
RE: New terrain mod, work in progress... - 11/17/2007 2:42:28 PM   
NickGen


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Ok, I have some problems with the mod, it is necessary for me to do tests ....
It appears that in some scenarios, the game will automatically resume the base graphics .
Vic, could you help me?
In the editor, new graphics display correctly, but when the game starts, The base graphics replace mine.... see screenshot ...




Attachment (1)

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Nick

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Post #: 82
RE: New terrain mod, work in progress... - 11/17/2007 2:53:39 PM   
PDiFolco

 

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I confirm, there seems to be a bug with how the scenarios use graphics file/masterfile reference. In those I've tried, the WW2 ones, they keep displaying some base graphics files they shouldn't, when it has been changed through loading a new masterfile.

What's real weird is that when you edit the scen, it's perfectly good, but goes awry when *playing* it ! Then I think that some references aren't processed correctly by the "play" module.

When installing graphics mods the "dirty" way - ie overwriting base graphics, there's no such problem (but for this mod it was not enough as transitions are different, some changes in the masterfile are necessary too, but it works).

Here's a link to a modified Russia 41 scenario, changed to the "real.pt2" generic file of Rick's mod (it requires install of Rick's mod obviousy !), you can try it out :
http://pascal.difolco.free.fr/Russia%201941_Real.pt2



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Post #: 83
RE: New terrain mod, work in progress... - 11/17/2007 3:04:50 PM   
NickGen


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Hi pdiFolco....
For the second time, Nick69, not Rick....lol

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Nick

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Post #: 84
RE: New terrain mod, work in progress... - 11/17/2007 3:42:15 PM   
NickGen


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I think there are some problems with graphics overlays, and that vic has hard coded the z-order of drawing sprites ... Even replacing all the default files by mine , it is not working properly....
Some things are missing .... I do not know too much information about how the engine work....

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Nick

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Post #: 85
RE: New terrain mod, work in progress... - 11/17/2007 4:06:58 PM   
PDiFolco

 

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Nick.. lol I won't be able to remember it seems, apologies !

On my side I had rather good results by overwriting graphics files with yours, what problems did you notice ?

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Post #: 86
RE: New terrain mod, work in progress... - 11/17/2007 4:35:31 PM   
NickGen


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To difficult for me to explain in english.....
The same problems as those explained above...

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Nick

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Post #: 87
RE: New terrain mod, work in progress... - 11/17/2007 5:30:55 PM   
Vic


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Nick,

There is an event in the russia scenario that loads the predef graphic based on what month it is. If it is winter it loads a winter background and if it is summer it loads the grass. This must be what is screwing up your masterfile. Same for Gothic Line scenario probably and Africa scenario. And probably also Ardennes.

Check out the difference of using the predef graphic & sprite graphics for your real.ptmaster and my generic.ptmaster.

I think if you also set the sprite for mountain, swamp, forests, etc to the same as you did in the predef sprite that it will work.


kind regards,
Vic

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Post #: 88
RE: New terrain mod, work in progress... - 11/17/2007 6:19:53 PM   
PDiFolco

 

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Ok, got it ! Easy to change, but in fact it's not really possible to use the new modded set for winter landscapes, as it doesn't work the same way than the standard :
- In the standard all hexes use a "plain" base sprite and then some stuff is added on it (partly transparent, such as trees..)
- In the mod each landscape has its own sprite, transparent overlays are used for transitions instead... and there is winter version for them except plains !

So to make the scenrios look at least partly correct, the events have to be edited and all exec to replace sprites are to be removed - except the plain (landscape 0) one, that is to replace with the modded plains or snow graphics. Then you have a correct summer landscape and in winter snowy plains but the rest is standard and the transitions aren't correct... Not satisfactory.

Nick I think your ideas on transitions, although good from a look standpoint, create some problems now... We need winterized versions of everything !



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Post #: 89
RE: New terrain mod, work in progress... - 11/17/2007 6:55:41 PM   
Vic


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@pdi,

just doing winter colors for the plains will sufficiently make the map look wintery i think.

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Post #: 90
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