Matrix Games Forums

To End All Wars: Mountain InfantryPandora: Eclipse of Nashira Announced! Deal of the Week: Command Ops goes half price!New Fronts are opening up for Commander: The Great WarCharacters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great War
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Urban/Semi-Urban Graphics

 
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] >> Decisive Campaigns: Case Blue >> Mods and Scenarios >> Urban/Semi-Urban Graphics Page: [1]
Login
Message << Older Topic   Newer Topic >>
Urban/Semi-Urban Graphics - 9/8/2012 2:09:55 AM   
aspqrz

 

Posts: 707
Joined: 7/20/2004
Status: offline
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

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au
Post #: 1
RE: Urban/Semi-Urban Graphics - 9/8/2012 2:23:03 AM   
Blond_Knight


Posts: 357
Joined: 5/15/2004
Status: offline
I havent even read the editor pdf yet but I saw something in the editor lastnight about layers.

(in reply to aspqrz)
Post #: 2
RE: Urban/Semi-Urban Graphics - 9/8/2012 9:22:10 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline

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.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to aspqrz)
Post #: 3
RE: Urban/Semi-Urban Graphics - 9/8/2012 9:41:45 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline










< Message edited by bwheatley -- 9/8/2012 9:45:08 AM >


_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 4
RE: Urban/Semi-Urban Graphics - 9/8/2012 9:48:36 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline
So to actually just draw urban on the map w/o linking it to a LOCATIONTYPE since you just want landscape.



_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 5
RE: Urban/Semi-Urban Graphics - 9/8/2012 9:58:05 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline
We've got our metropolis created. We shall call it BillinGrad



_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 6
RE: Urban/Semi-Urban Graphics - 9/8/2012 9:59:20 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline
Next to add the actual location type (city..not terrain)



_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 7
RE: Urban/Semi-Urban Graphics - 9/8/2012 10:05:24 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline


In the 2nd box that pops up you would type the name of the location in our case BillinGrad!


< Message edited by bwheatley -- 9/8/2012 10:06:11 AM >


_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 8
RE: Urban/Semi-Urban Graphics - 9/8/2012 10:07:28 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline
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.



< Message edited by bwheatley -- 9/8/2012 10:08:08 AM >


_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 9
RE: Urban/Semi-Urban Graphics - 9/8/2012 10:27:47 AM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline
Label Types and how they look.



_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to bwheatley)
Post #: 10
RE: Urban/Semi-Urban Graphics - 9/8/2012 12:40:04 PM   
aspqrz

 

Posts: 707
Joined: 7/20/2004
Status: offline
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 muchly

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to bwheatley)
Post #: 11
RE: Urban/Semi-Urban Graphics - 9/8/2012 5:04:43 PM   
redmarkus4


Posts: 4084
Joined: 12/1/2007
From: 0.00
Status: offline
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.

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to aspqrz)
Post #: 12
RE: Urban/Semi-Urban Graphics - 9/8/2012 7:12:56 PM   
bwheatley

 

Posts: 3344
Joined: 12/13/2004
Status: offline

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 muchly

Phil


Cool glad it helped :)

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester Wif
-Beta Tester Command

(in reply to aspqrz)
Post #: 13
RE: Urban/Semi-Urban Graphics - 9/9/2012 3:02:56 AM   
aspqrz

 

Posts: 707
Joined: 7/20/2004
Status: offline
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 ... 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

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to bwheatley)
Post #: 14
RE: Urban/Semi-Urban Graphics - 9/9/2012 4:02:18 PM   
redmarkus4


Posts: 4084
Joined: 12/1/2007
From: 0.00
Status: offline
What time period are you setting the modded scenario in? Maybe I can help a bit...

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to aspqrz)
Post #: 15
RE: Urban/Semi-Urban Graphics - 9/9/2012 10:30:08 PM   
LiquidSky


Posts: 874
Joined: 6/24/2008
Status: offline


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.

_____________________________

What's the sense of sending $2 million missiles to hit a $10 tent that's empty?

— President George W. Bush, Oval Office meeting, 13 September 2001.

(in reply to redmarkus4)
Post #: 16
RE: Urban/Semi-Urban Graphics - 9/10/2012 1:50:37 AM   
aspqrz

 

Posts: 707
Joined: 7/20/2004
Status: offline
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

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to redmarkus4)
Post #: 17
RE: Urban/Semi-Urban Graphics - 9/10/2012 1:53:38 AM   
aspqrz

 

Posts: 707
Joined: 7/20/2004
Status: offline
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 ... 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

< Message edited by aspqrz -- 9/10/2012 1:54:26 AM >


_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to LiquidSky)
Post #: 18
RE: Urban/Semi-Urban Graphics - 9/10/2012 4:53:18 AM   
LiquidSky


Posts: 874
Joined: 6/24/2008
Status: offline


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.

_____________________________

What's the sense of sending $2 million missiles to hit a $10 tent that's empty?

— President George W. Bush, Oval Office meeting, 13 September 2001.

(in reply to aspqrz)
Post #: 19
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> Mods and Scenarios >> Urban/Semi-Urban Graphics Page: [1]
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

0.094