Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WitP-AE Topo Map Project

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: WitP-AE Topo Map Project Page: <<   < prev  7 8 [9] 10 11   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: WitP-AE Topo Map Project - 12/11/2014 4:32:56 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Amazing work that is greatly appreciated!

(in reply to el lobo)
Post #: 241
RE: WitP-AE Topo Map Project - 3/2/2015 4:33:53 AM   
98ZJUSMC


Posts: 44
Joined: 3/16/2013
Status: offline
Just got this up and running with the extended map. Very nice. Thanks for your work!

_____________________________



(in reply to chemkid)
Post #: 242
RE: WitP-AE Topo Map Project - 3/2/2015 1:12:40 PM   
GI Jive


Posts: 171
Joined: 10/30/2005
Status: offline
I love the maps. Thank you. One small issue/question: I would like to see the text for Mili appear on WPEH24. I've tried modifying it myself using MS Paint. It seems to work until I load the game, then the mod disappears. I've also noticed that sometimes the text shows up when I reopen the map in MS Paint and sometimes it doesn't. Kinda weird. Since I may be the only one looking for the change, I'd kind of like to handle this myself. Do you have any tips on how to mod this so it shows up in the game?

(in reply to 98ZJUSMC)
Post #: 243
RE: WitP-AE Topo Map Project - 3/2/2015 2:30:47 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:25:19 AM >

(in reply to GI Jive)
Post #: 244
RE: WitP-AE Topo Map Project - 3/7/2015 8:23:40 AM   
98ZJUSMC


Posts: 44
Joined: 3/16/2013
Status: offline
Quick question. Love this map. Ran about 12 moves and all seems to work great except Aberdan. It is there (offset like Aden is) but nothing comes up when clicked on. TF, the Base itself, nothing. Aden works just fine. Any thoughts?

_____________________________



(in reply to chemkid)
Post #: 245
RE: WitP-AE Topo Map Project - 3/7/2015 1:38:34 PM   
Mini_Von


Posts: 134
Joined: 12/17/2013
Status: offline
I have the same problem with Abedan. Abedan and Aden are offset and nothing is clickable on Abedan.

Running latest Beta patch, extended map, topo with hexes, 1024 x 768,
Any Ideas?

Thanks
Rob





Attachment (1)

_____________________________


(in reply to 98ZJUSMC)
Post #: 246
RE: WitP-AE Topo Map Project - 3/7/2015 2:57:34 PM   
Trugrit


Posts: 947
Joined: 7/14/2014
From: North Carolina
Status: offline

You don’t have the correct map data files for the extended map.

Go to this link:
https://sites.google.com/site/dababeswitpae/map-and-art/ab-extended-map

Down at the bottom see: Babes Extended Map Data downloads.
Download the one you need and install.

(in reply to Mini_Von)
Post #: 247
RE: WitP-AE Topo Map Project - 3/7/2015 4:04:59 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:25:13 AM >

(in reply to Trugrit)
Post #: 248
RE: WitP-AE Topo Map Project - 3/7/2015 10:29:38 PM   
Mini_Von


Posts: 134
Joined: 12/17/2013
Status: offline
Understood,

Thanks for the help gents.

_____________________________


(in reply to chemkid)
Post #: 249
RE: WitP-AE Topo Map Project - 3/7/2015 11:17:33 PM   
98ZJUSMC


Posts: 44
Joined: 3/16/2013
Status: offline
quote:

ORIGINAL: Mini_Von

I have the same problem with Abedan. Abedan and Aden are offset and nothing is clickable on Abedan.

Running latest Beta patch, extended map, topo with hexes, 1024 x 768,
Any Ideas?

Thanks
Rob



At least I now know it's not me!


quote:

ORIGINAL: Trugrit


You don’t have the correct map data files for the extended map.

Go to this link:
https://sites.google.com/site/dababeswitpae/map-and-art/ab-extended-map

Down at the bottom see: Babes Extended Map Data downloads.
Download the one you need and install.



Huh.... That's where I got my map data files. Maybe not every one I need. Will D/L again.

< Message edited by 98ZJUSMC -- 3/8/2015 12:20:32 AM >


_____________________________



(in reply to Mini_Von)
Post #: 250
RE: WitP-AE Topo Map Project - 3/8/2015 1:34:56 AM   
Mini_Von


Posts: 134
Joined: 12/17/2013
Status: offline
Hi 98ZJUSMC,

I think the part we were missing were the scenario files. We need to run one of the Babes Scenarios to use the extended map. 3 things are needed: Babes scenario, 3 Data files for extended map, new topo map.

For now I'll just run the stock campaign with upgraded topo. I'll try Dababes scenario at a later date.

Rob

_____________________________


(in reply to 98ZJUSMC)
Post #: 251
RE: WitP-AE Topo Map Project - 3/8/2015 9:32:16 PM   
98ZJUSMC


Posts: 44
Joined: 3/16/2013
Status: offline
quote:

ORIGINAL: Mini_Von

Hi 98ZJUSMC,

I think the part we were missing were the scenario files. We need to run one of the Babes Scenarios to use the extended map. 3 things are needed: Babes scenario, 3 Data files for extended map, new topo map.

For now I'll just run the stock campaign with upgraded topo. I'll try Dababes scenario at a later date.

Rob


Mini_Von, Thank you. I was kinda coming around to that, thinking that it was because I was playing a scenario that I started BEFORE I installed the map data. I was thinking of re-starting my scenario from Day 1 and seeing if that did it. It looks like you tried that.

So, we can play our scenarios on the newer topo map using the original 3 .dat files?

EDIT:

OK. Overwrote the three .dat files with the originals and the topo map is still there and Aberdan is now clickable. Thanks, Rob. Excellent. This map looks so much better than stock.

< Message edited by 98ZJUSMC -- 3/8/2015 10:46:58 PM >


_____________________________



(in reply to Mini_Von)
Post #: 252
RE: WitP-AE Topo Map Project (Extended + Stock) - 3/18/2015 5:12:16 AM   
kiddytoto

 

Posts: 125
Joined: 7/13/2011
Status: offline
A huge thanks! Sooooo Sexy!!! Great efforts!! Superb!!!

_____________________________

知己知彼百戰不殆;不知彼而知己一勝一負;不知彼不知己每戰必敗。

(in reply to chemkid)
Post #: 253
RE: WitP-AE Topo Map Project - 5/16/2015 11:53:23 PM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline
quote:

ORIGINAL: Kitakami


quote:

ORIGINAL: Rainer

There seems to be a problem with the Optional Hotkeys Upgrade Packs.
I tested all three Non-hex versions (Hexless, Pure, RnR) and found the tile WPEN04.BMP is shown distorted.
Only WPEN04.BMP shows distorted, all other tiles show up fine.
The distortion is seen with Full Screen as well as Windowed.
Switch line (Full Screen): "J:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -altFont -cpu2 -f -dd_def
The distortion also shows with no switches.
Note: the distortion does not show with the map loaded by the tool CombatReport.
Graphics utilities, like Xnview, show the file OK, and I can't see any problems with the file.

EDIT1: typo
EDIT2: Note: the tools imagetool.exe and DXTBmp.exe show the image upside down (which indicates a format glitch).
To fix the problem I used PaintShop Pro and saved without any changes which apparently reset the format (BMP).



I had exactly the same problem. To fix, I loaded in Photoshop, SAVEd AS, kept the same name, unchecked the "flip row order" box, and saved. Thanks Ranier for the tip, it was driving me crazy :)


Hi Chemkid, I've just downloaded your wonderful maps and they work fine but the problem still exists in the Optional Hotkeys Upgrade Packs (Hex & Hexless at least).

Unfortunately unlike the commercial Paintshop Pro, the freeware 'Gimp' graphics editor does not seem to be able to clear this problem. We really should not have to download and install another application (DXTBmp.exe) we will never use again just to apply a single panel.

Would it be possible to post fixed graphics files please. (The technologically challenged players out there will love you)

Edit: Loading them into MS Paint and saving seems to fix things also.
I just had exactly the same problem (under Win8.1) with scenario briefing images and aircraft top & side images created by Gimp not showing up in in-game. Also fixed by MS Paint. Hmmmm.....




< Message edited by Reg -- 5/17/2015 7:34:51 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Kitakami)
Post #: 254
RE: WitP-AE Topo Map Project - 5/17/2015 9:12:32 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:35:16 AM >

(in reply to Reg)
Post #: 255
RE: WitP-AE Topo Map Project - 5/17/2015 9:57:45 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

Yes it is fixed.

I had a busy day creating some aircraft and briefing screen images for Andy Mac's new scenario 1 and they didn't show up in game either.

Fortunately loading and saving from MS Paint fixes the BMP format issue and they can be displayed in WITP.

I'm not sure why this is as I have been using Gimp for years to create many images for WITP-AE. Maybe it is a Win8.1 codec issue (I upgraded only recently from XP) as I think someone implied elsewhere or perhaps Gimp have changed their default export BMP file format.

Who knows but it appears we have a solution that should be available to everyone.


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to chemkid)
Post #: 256
RE: WitP-AE Topo Map Project - 5/17/2015 10:14:20 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:35:11 AM >

(in reply to Reg)
Post #: 257
RE: WitP-AE Topo Map Project - 5/17/2015 11:16:40 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

I'm beginning to think I shouldn't have asked.....


(in reply to chemkid)
Post #: 258
RE: WitP-AE Topo Map Project - 5/17/2015 11:33:09 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:35:06 AM >

(in reply to Reg)
Post #: 259
RE: WitP-AE Topo Map Project - 5/17/2015 5:44:15 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:35:01 AM >

(in reply to chemkid)
Post #: 260
RE: WitP-AE Topo Map Project - 5/21/2015 6:54:18 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:34:10 AM >

(in reply to Reg)
Post #: 261
RE: WitP-AE Topo Map Project - 6/9/2015 11:49:56 PM   
SilentHunter


Posts: 216
Joined: 9/29/2013
From: United States
Status: offline
IS there a dummies version to installing this? I downloaded extended map map style = without hexes, put the files in my art folder, but the map does not look any different. Do I need to download all the files or just one? It gives another link to another site for pwhexe.dat and pwzone.dat and pwzlink.dat, don't know what those are for. Then says switch you map style to appropriate style for downloaded mode. OK how? Anyone put together an easy install guide for this?

< Message edited by SilentHunter -- 6/10/2015 12:52:48 AM >

(in reply to chemkid)
Post #: 262
RE: WitP-AE Topo Map Project - 6/10/2015 5:57:34 AM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
In the game options there is a toggle for map with or without hexes. If you have downloaded the map without hexes, set the switch accordingly.

_____________________________


(in reply to SilentHunter)
Post #: 263
RE: WitP-AE Topo Map Project - 6/10/2015 9:18:52 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:33:55 AM >

(in reply to SilentHunter)
Post #: 264
RE: WitP-AE Topo Map Project - 6/10/2015 10:37:44 AM   
traskott


Posts: 1546
Joined: 6/23/2008
From: Valladolid, Spain
Status: offline


Great job!!


(in reply to chemkid)
Post #: 265
RE: WitP-AE Topo Map Project - 6/10/2015 3:17:08 PM   
SilentHunter


Posts: 216
Joined: 9/29/2013
From: United States
Status: offline
^@ ChemKid much appreciated, even an idiot like me can understand it now, very good !
It's because of your map mods that I bought this game, had my eye on it for a while....when I saw it will now run in multiple resolutions and I saw your map mod, had to buy so thank you for doing this.

(in reply to traskott)
Post #: 266
RE: WitP-AE Topo Map Project - 7/6/2015 9:41:47 PM   
undercovergeek

 

Posts: 1526
Joined: 11/21/2006
From: UK
Status: offline
quick question as someone recommended this mod to me - im n the middle of a vanilla scenario 1 PBEM no mods - will the map still work or do we need to be playing babes mod?

edit - no worries found it!!

thanks

< Message edited by undercovergeek -- 7/6/2015 10:43:50 PM >

(in reply to SilentHunter)
Post #: 267
RE: WitP-AE Topo Map Project - 7/12/2015 1:24:16 AM   
Major Shane


Posts: 195
Joined: 7/19/2007
Status: offline
Simply amazing map. Works great on my Windows 7, AMD. Using the stock, dot(x) version.

(in reply to chemkid)
Post #: 268
RE: WitP-AE Topo Map Project - 7/18/2015 2:42:25 PM   
Blind Sniper


Posts: 863
Joined: 8/9/2008
From: Turin, Italy
Status: offline
Just installed, amazing job!!!

_____________________________

WitP-AE - WitE - CWII - BASPM - BaB


(in reply to Major Shane)
Post #: 269
RE: WitP-AE Topo Map Project - 7/18/2015 7:24:56 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 11:32:54 AM >

(in reply to Blind Sniper)
Post #: 270
Page:   <<   < prev  7 8 [9] 10 11   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: WitP-AE Topo Map Project Page: <<   < prev  7 8 [9] 10 11   next >   >>
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

2.453