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RE: WitP-AE Topo Map Project

 
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RE: WitP-AE Topo Map Project - 7/28/2015 6:44:05 PM   
swatter555

 

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Nice work! Your maps are truly excellent. There are so many to choose from, you make it hard to decide. Can I ask what tools you use and the general procedure you follow to create these excellent maps?

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RE: WitP-AE Topo Map Project - 7/29/2015 10:42:17 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:32:30 AM >

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RE: WitP-AE Topo Map Project - 10/24/2015 11:20:15 AM   
Yaab


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Chemkid, any chance you can create the Topo 2 extended map for the Babes extended map scenarios? Right now we have your Topo 2 stock map for RHS mod.

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RE: WitP-AE Topo Map Project - 10/28/2015 7:16:31 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:39:27 AM >

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RE: WitP-AE Topo Map Project - 10/28/2015 2:18:56 PM   
Odin


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Awesome Map!!!!

Can someone tell me quickly what i exactly need for stock WITPAE?

Final Version? Updates?

Thanks!

Odin

< Message edited by Odin -- 10/28/2015 3:40:09 PM >


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RE: WitP-AE Topo Map Project - 11/18/2015 4:05:46 PM   
pontiouspilot


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Do both players have to use the lovely Chem map or can one simply play with the original ext map?

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RE: WitP-AE Topo Map Project - 11/18/2015 7:57:27 PM   
LargeSlowTarget


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Players are not compelled to use the same map, each player can use any map he wants, provided it is compatible with the scenario.

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RE: WitP-AE Topo Map Project - 8/18/2016 10:19:27 AM   
Reg


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quote:

ORIGINAL: Reg


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.



Hi Robert,

It was just pointed out to me on another thread how to fix this.

The "Do not write colour space information" flag appears to be important when saving BMP files from the GIMP editor. I have never really noticed it before and just left it unset (default). Tried it just now with this flag set and Gimp seems to be able to produce good bitmaps...

Thought you might like to know.





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RE: WitP-AE Topo Map Project - 8/18/2016 11:15:58 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:37:10 AM >

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RE: WitP-AE Topo Map Project - 8/18/2016 1:15:27 PM   
Korvar


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Reg,

You didn't make my day - I got my hopes up when I saw a Chemkid map thread with the last post by Chemkid.

No worries though, I'll take the 'two birds with one stone' consolation prize - I was able to help two of the authors of the primary graphics mods I use!

Chemkid, let me take this opportunity to thank you for your awesome maps - I use Yamato Damashii Sunny Day Stock. It really makes the game a pleasure to look at, especially during those long sessions!

Both of your mods paired together really kicks up the immersion of the game!

(in reply to chemkid)
Post #: 280
RE: WitP-AE Topo Map Project - 8/24/2016 5:51:34 PM   
kemidov

 

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chemkid,

Your maps look fantastic (this and Yamato Damashii)! If I saw them sooner I would get WiTP instead of Uncommon Valor. Which brings me to my question, do you know if they work with UV? I hope you say yes, so I can postpone (at least for some time) buying WiTP.

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Post #: 281
RE: WitP-AE Topo Map Project - 8/24/2016 6:13:53 PM   
Korvar


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quote:

ORIGINAL: kemidov

chemkid,

Your maps look fantastic (this and Yamato Damashii)! If I saw them sooner I would get WiTP instead of Uncommon Valor.


I did not play UV or even non-Admiral's Edition of WitP, but my understanding from the forums is that WitP was an expansion/refinement built upon the engine of UV, and WitPAE is a further enhancement of that. Then you heap on the great mods like Chemkid's maps on top of that.

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Post #: 282
RE: WitP-AE Topo Map Project - 8/24/2016 6:24:57 PM   
kemidov

 

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quote:

ORIGINAL: Korvar


quote:

ORIGINAL: kemidov

chemkid,

Your maps look fantastic (this and Yamato Damashii)! If I saw them sooner I would get WiTP instead of Uncommon Valor.


I did not play UV or even non-Admiral's Edition of WitP, but my understanding from the forums is that WitP was an expansion/refinement built upon the engine of UV, and WitPAE is a further enhancement of that. Then you heap on the great mods like Chemkid's maps on top of that.


I agree, but WitPAE isn't exactly what would you call a "cheap" game (I'm not saying how much it should or shouldn't cost). That's why I was reluctant to pull the trigger.

(in reply to Korvar)
Post #: 283
RE: WitP-AE Topo Map Project - 8/28/2016 5:36:46 AM   
Yaab


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Chemkid, I found a typo on your Topo 2 map with labels. On-map label for "Dutch Harbor" reads "Dutch Habor". Is this beer related?


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Post #: 284
RE: WitP-AE Topo Map Project - 8/28/2016 8:32:04 AM   
Reg


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quote:

ORIGINAL: kemidov

chemkid,

Your maps look fantastic (this and Yamato Damashii)! If I saw them sooner I would get WiTP instead of Uncommon Valor. Which brings me to my question, do you know if they work with UV? I hope you say yes, so I can postpone (at least for some time) buying WiTP.


The map format is compatible as UV uses an earlier version the same game engine.

However...... Chemkid's maps cover a different area so they will not be a drop-in replacement. Sorry.

(Unless of course you can convince him to do a conversion.... )



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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!!!

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Post #: 285
RE: WitP-AE Topo Map Project - 8/28/2016 9:48:54 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:37:00 AM >

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RE: WitP-AE Topo Map Project - 8/28/2016 9:50:09 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:36:51 AM >

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RE: WitP-AE Topo Map Project - 8/28/2016 11:08:16 AM   
Reg


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The full UV map.......




This is just a planning map!! The real thing is a lot nicer....
(Note the limited area and that North is up).

Interestingly if you check the UV files from 2002 on Spooky's site ( http://mathubert.free.fr/ ) there have been a lot of art mods for UV but few map mods except Rowlf's Map Mod (broken links).

(I think... 2003 seems to have vanished into the Bermuda Triangle!! )




Attachment (1)

< Message edited by Reg -- 8/28/2016 11:54:04 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 chemkid)
Post #: 288
RE: WitP-AE Topo Map Project - 8/28/2016 5:52:32 PM   
Korvar


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That typo on Dutch Harbor is amazing - I must have looked at that 100s of times as I was setting up my Adak Island base!

Thanks Yaab, you just haaaaaaaad to find the pretty girl's flaw, didn't you? Where I was blissfully in ignorance before, now when I look at my North Pacific bases it goes like this:








But don't worry Chemkid,

Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno’t mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghi t pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.


And what's this of a 'final' release? I noticed in your vector art, for instance, that a couple more bases are labelled than in Yamato Damashii v.1...

(in reply to Reg)
Post #: 289
RE: WitP-AE Topo Map Project - 8/28/2016 6:30:14 PM   
Yaab


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(the)Dutch Abhor?

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Post #: 290
RE: WitP-AE Topo Map Project - 8/28/2016 6:37:33 PM   
Korvar


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Dutch Harbor

Dutch Habor

Habor

HODOR

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Post #: 291
RE: WitP-AE Topo Map Project - 8/28/2016 8:50:18 PM   
Yaab


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It is but a minor glitch in the label matrix. Nothing a pixelschnapps can't fix. Right, Chemkid?

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Post #: 292
RE: WitP-AE Topo Map Project - 8/29/2016 12:14:47 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:36:46 AM >

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RE: WitP-AE Topo Map Project - 8/29/2016 12:22:18 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:36:39 AM >

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RE: WitP-AE Topo Map Project - 8/29/2016 1:11:28 PM   
Trugrit


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Another one:

Should be Shortland not Shortlands.

http://pwencycl.kgbudge.com/S/h/Shortland_Islands.htm

https://www.google.com/maps/@-6.8995012,155.8959965,79210m/data=!3m1!1e3?hl=en





Attachment (1)

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Post #: 295
RE: WitP-AE Topo Map Project - 8/29/2016 8:56:07 PM   
Yaab


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Trugrit, stop it or Chemkid will habor bad feelings towards us players. In RL the maps were not accurate.

And BTW, there is too much beer off-map and it doesn't help with label fixing.

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Post #: 296
RE: WitP-AE Topo Map Project - 8/30/2016 12:16:23 AM   
Korvar


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quote:

ORIGINAL: chemkid

The latest labels are used in my yamato damashii v2 - check it on its own thread. The 'harbor' typo isn't fixed for the downloadable tiles, though... (...it's fixed on my map already. check below for a v2-advertisement)



Oh, it's fixed on mine too...


While I was at it, I updated the canal...


I'm using the stock map in my current campaign, and I really like the Sunny version of the map - so I won't be switching to v2 anytime soon.

That said, I took a look at what you've changed - I like the direction that you took with the clouds, for instance, and have 'liberated' them for my v1 map - with one small change, I differentiated the weather severity with white, gray, and black clouds:




That's about all I'm changing for now because editing in raster mode is extra... fun - that's it, fun!

Also, there's really not much else I'd change anyway. I think Shortlands is what it is because of the database (and it kinda works anyway as a contraction for 'Shortland Islands'), but I would humbly suggest elevating the Solomon Islands title to be the next higher tier/format (same as Philippines, Borneo, Celebes, etc.) and adding a Bougainville label equivalent to New Britain and Guadalcanal. So the hierarchy would flow Solomon Islands --> New Britain + Bougainville + Guadalcanal (the three 'major' islands of the campaign) --> the various bases.

There's always the possibility of adding more labels, but the more I think about it, the more I appreciate the 'white space' you left in v1.


quote:

ORIGINAL: chemkid

Tbh, right now I rather like to play than to fix. Guess it will take time to fix all versions with my latest labels file.



No worries, I completely understand as I need to get back to playing the game myself!

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Post #: 297
RE: WitP-AE Topo Map Project - 8/30/2016 12:28:31 AM   
Korvar


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quote:

ORIGINAL: Yaab

Trugrit, stop it or Chemkid will habor bad feelings towards us players. In RL the maps were not accurate.

And BTW, there is too much beer off-map and it doesn't help with label fixing.




Plus, Trugrit didn't even use the best version - Shortslands!:





quote:

ORIGINAL: Yaab
And BTW, there is too much beer off-map and it doesn't help with label fixing.



We should start a GoFundMe page to stock Chemkid's fridge with beer before the next major release, then have Greyjoy make an AAR with it!

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Post #: 298
RE: WitP-AE Topo Map Project - 8/30/2016 1:02:14 AM   
chemkid

 

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< Message edited by chemkid -- 4/25/2018 11:36:26 AM >

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RE: WitP-AE Topo Map Project - 8/30/2016 8:12:03 PM   
Vipersp

 

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Hello Chemkid!

Are these comhpatible with the last release for RHS mod??

Cheers

ViperSP

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