Urban/Semi-Urban Graphics (Full Version)

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aspqrz -> Urban/Semi-Urban Graphics (9/8/2012 2:09:55 AM)

Drawing that blank map, again, I have found that I cannot get the Urban graphics background (the grey agglomeration of ... whatever ... from the core game) and the various multi-coloured circles/port symbols and multi-coloured circles, from one of the Graphics mods ... I can only get the multi coloured circle/port symbol and multi-coloured circle and nothing else ... which means that the only way I can represent a multi-hex city like Stalingrad is with multiple circle symbols ...

I am obviously doing something wrong. But what?

Any suggestions?

Phil




Blond_Knight -> RE: Urban/Semi-Urban Graphics (9/8/2012 2:23:03 AM)

I havent even read the editor pdf yet but I saw something in the editor lastnight about layers.




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 9:22:10 AM)


quote:

ORIGINAL: aspqrz

Drawing that blank map, again, I have found that I cannot get the Urban graphics background (the grey agglomeration of ... whatever ... from the core game) and the various multi-coloured circles/port symbols and multi-coloured circles, from one of the Graphics mods ... I can only get the multi coloured circle/port symbol and multi-coloured circle and nothing else ... which means that the only way I can represent a multi-hex city like Stalingrad is with multiple circle symbols ...

I am obviously doing something wrong. But what?

Any suggestions?

Phil



It depends on the overlays...one sec let me open up cb and try to help show you.




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 9:41:45 AM)

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin1.png[/image]

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki//billfiles/games/dc2/images/general/stalin2b.png[/image]


[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin3.png[/image]






bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 9:48:36 AM)

So to actually just draw urban on the map w/o linking it to a LOCATIONTYPE since you just want landscape.

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki//billfiles/games/dc2/images/general/stalin4.png[/image]




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 9:58:05 AM)

We've got our metropolis created. We shall call it BillinGrad

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki//billfiles/games/dc2/images/general/stalin5.png[/image]




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 9:59:20 AM)

Next to add the actual location type (city..not terrain)

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin6.png[/image]




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 10:05:24 AM)

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin7.png[/image]

In the 2nd box that pops up you would type the name of the location in our case BillinGrad!
[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin8.png[/image]




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 10:07:28 AM)

But then you say i like my city but i want it to have a label on the map!! How are the evil nazi hordes going to find BillinGrad if it's not on the map!

Have no fear. First thing click on the hex you want then click the HEX button on the menu at the top.

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin9.png[/image]




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 10:27:47 AM)

Label Types and how they look.

[image]http://wac.3aff.edgecastcdn.net/803AFF/witewiki/billfiles/games/dc2/images/general/stalin10.png[/image]




aspqrz -> RE: Urban/Semi-Urban Graphics (9/8/2012 12:40:04 PM)

Excellent, comprehensive, explanation!

It was the overlay sprite I was missing out on, as well as the LocType. [&:]

That should do the trick, I hope [:)]

Thanks [&o][&o][&o] muchly

Phil




redmarkus4 -> RE: Urban/Semi-Urban Graphics (9/8/2012 5:04:43 PM)

To get the mod graphics just DL the mod and browse the folders or, alternatively, activate the mod with JSGME. While the mod is active, the graphics from the mod will be available in the Editor.




bwheatley -> RE: Urban/Semi-Urban Graphics (9/8/2012 7:12:56 PM)


quote:

ORIGINAL: aspqrz

Excellent, comprehensive, explanation!

It was the overlay sprite I was missing out on, as well as the LocType. [&:]

That should do the trick, I hope [:)]

Thanks [&o][&o][&o] muchly

Phil


Cool glad it helped :)




aspqrz -> RE: Urban/Semi-Urban Graphics (9/9/2012 3:02:56 AM)

I have about 1/3 of the "Blank" map "complete" ... that is, with roads, rail lines, rivers, terrain, villages, towns and cities placed in as terrain, and about another 1/6th roughed out with only some of the above ... so, about 2/3 to go for just the terrain.

Basically I am using the Case Blue boardgame map as a basis, adding in the "blank" bits that their maps don't cover to give a 160x186 map of the whole area, and then modify the events, cards etc. from the core DCCB scenario to fit onto the new map, and then place all units from the boardgame setup on map, and use reinforcements from DCCB ...

This may or may not work. I understand from looking at the scripting language and by comments from others of the difficulty of using it that it may be way over my head (I could write really simple BASIC programs way back in the day, but no more [8|] ... several steps above "Hello World"), but I hope that the existing events etc. can be modified more easily than writing new ones from scratch.

At worst, it should make a nice PBEM module ... and the map may give someone with more skill at scripting a chance to do something more ... even if they only use part of it.

First, however, finish placing all the terrain elements. Then put in all the LocType elements. Then mod the events/cards etc (or try to). Then put in all the units. A lot of work [X(]

Phil




redmarkus4 -> RE: Urban/Semi-Urban Graphics (9/9/2012 4:02:18 PM)

What time period are you setting the modded scenario in? Maybe I can help a bit...




LiquidSky -> RE: Urban/Semi-Urban Graphics (9/9/2012 10:30:08 PM)



Well, I find scripting languages very easy to use, but have difficulty in deciding what needs to be written. If somebody asked for an event (in english) I could probably figure out how to write it up in game language.

It is tedious to have to input the events one item at a time in the editor though....but then, you cant really make a 'syntax' error when you are choosing the stuff off a list all time.




aspqrz -> RE: Urban/Semi-Urban Graphics (9/10/2012 1:50:37 AM)

My intention, as I said, is to use the standard DC Case Blue campaign as the underlaying scenario ... so, start time will be as for the Full campaign, but with the setup (modified for DC purposes) from the boardgame.

As soon as I have the basic terrain roughed out, I'll make it generally available, and, as I progress through adding in the actual Loctypes to the basic terrain, I'll make progressive updates ... and so on ...

Phil




aspqrz -> RE: Urban/Semi-Urban Graphics (9/10/2012 1:53:38 AM)

quote:

ORIGINAL: LiquidSky
Well, I find scripting languages very easy to use, but have difficulty in deciding what needs to be written. If somebody asked for an event (in english) I could probably figure out how to write it up in game language.

It is tedious to have to input the events one item at a time in the editor though....but then, you cant really make a 'syntax' error when you are choosing the stuff off a list all time.


I'll keep your kind offer in mind.

I am hoping that all that will be needed is to modify the underlaying events etc. from the Long Case Blue scenario ... just changing references to changed hex-grid locations and the like ... the rest should remain the same.

I hope [X(] ... I really do ... [;)]

Hopefully that would be the most that will be needed ... but, we will see.

As I said, at worst, it should (hopefully) make a passable PBEM campaign.

Phil




LiquidSky -> RE: Urban/Semi-Urban Graphics (9/10/2012 4:53:18 AM)



I think I am going to mess around with this:

83) ExecSetHistoricUnitMove([Historic HQ #],[Defend Defined Area #],[Attack Defined Area #],[Stance (1=def,2=norm,3=att)])


and see if I can replicate something like the early Soviet army during Barbarossa...instead of giving them arbitrary penalites..just make them move and attack randomly to simulate the commanders opening the Red Packets and executing orders that have little to do with reality.




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