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Mapart Resolution doubled?

 
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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Mapart Resolution doubled? Page: [1]
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Mapart Resolution doubled? - 6/8/2014 9:44:12 AM   
chemkid

 

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Hello.
I wonder if it’s possible, after all this talk about what can,
could and should be changed in witp-ae data, to mod the map for double resolution graphics.
Right now, a hex is 40nm with rather tiny artwork for islands and atoll graphics –
since talking about ‘smaller’ scenarios and me trying to figure new mapart for the topomap project (or future projects) –
why not lower hexscale to 20nm and have the artwork-res doubled.

So, is this possible?
Does the engine support modifications like this?
Hexdata can be changed, so why not change the whole thing –
for smaller scenarios, where one doesn’t need the whole pacific theatre
(eg. Battle of Tarawa - scenario-file, hexdata and mapart especially made for this scenario...
- and in this case, the mapart could even be 4 times the size - this would surly change the playstyle and maybe even the philosophy of witp... too, radical?!)?

Anyway, it’s just me having wet dreams of much more vivid mapart in witp-ae…
So, don’t kill me – I’m just this noob!

< Message edited by chemkid -- 6/8/2014 11:10:04 AM >
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RE: Mapart Resolution doubled? - 6/8/2014 2:03:42 PM   
RisingSun


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All bases would have to be redos if they did. Unfort i couldnt find base infos for postion, so i can move them in correct places. Pretty much that parts is hardcoded. That why i asked if they are willing to make WitP:2 with better graphics and details.

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RE: Mapart Resolution doubled? - 6/8/2014 2:05:48 PM   
chemkid

 

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ah, it's hardcoded. bummer! anyhow, let's keep dreaming!

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RE: Mapart Resolution doubled? - 6/8/2014 5:54:20 PM   
Symon


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quote:

ORIGINAL: chemkid
Anyway, it’s just me having wet dreams of much more vivid mapart in witp-ae…
So, don’t kill me – I’m just this noob!

There's lots of us out there that have the same wet dreams; you are not alone. Butt

Beyond the total redo of every database element, there's many, many, places within the game engine, that do time and distance calculations based on a 45nm hex. These propagate throughout all the subroutines. Each subroutine might have a different name for the capture variable. So it's not as simple as 'IF Atrib = 0, then map = 45nm, If Atrib = 1, then map = 22.5nm. A simple expression, but it will have to be evaluated within the context of hundreds of individual subroutines. And then there's the thousands of data entries that are predicated on a 45nm scale.

A beautiful tree to bark up. And God love you for actually doing something about it. But I am afraid there's nothing up there for the forseeable future. I am very sorry to be so discouraging, but ... oh, well. Please, oh please, don't stop trying to make improvements. The strangest things have been known to happen.

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RE: Mapart Resolution doubled? - 6/8/2014 5:59:46 PM   
witpqs


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Slight tweak: in AE the hex is 40 nm aka 46 statute mi.

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RE: Mapart Resolution doubled? - 6/8/2014 6:08:27 PM   
Symon


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quote:

ORIGINAL: witpqs
Slight tweak: in AE the hex is 40 nm aka 46 statute mi.

Yes, you are correct. A senior moment
Thanks. John

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Prepare your Engines! - 10/19/2014 11:40:23 AM   
chemkid

 

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...because i'm preparing mine!

i'm going hi-fidelity here!!
i'm preparing my 'soon-to-be' mapart in 3000x3000px per tile!
proof-of-concept will follow as soon as my workflow is setup. stay tuned.

have a nice one - cheers!
chem!

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RE: Prepare your Engines! - 10/19/2014 2:14:38 PM   
Dili

 

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Yeah hexcale 20nm will great for other scenarios, for example Mediterranean and smaller Pacific scenarios like Guadalcanal. I also think make land combat a bit less constrained.

< Message edited by Dili -- 10/19/2014 3:17:16 PM >


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RE: Prepare your Engines! - 10/19/2014 2:14:49 PM   
General Patton


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quote:

ORIGINAL: chemkid

...because i'm preparing mine!

i'm going hi-fidelity here!!
i'm preparing my 'soon-to-be' mapart in 3000x3000px per tile!
proof-of-concept will follow as soon as my workflow is setup. stay tuned.

have a nice one - cheers!
chem!


chemkid, My "Map" is of to you. Keep up the good work. If you need me to check it out on my computer when your done, Let me knoe. I have a couple of test setups on my computer for AE and would love to help if I can....GP

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RE: Prepare your Engines! - 10/19/2014 2:32:24 PM   
chemkid

 

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thanks GP! i'll come back to you!

@Dili - too sad it's only good for your aar or sort of like that.
john already stated that (atm) 20nm (per hex) are not possible WITHIN witp-ae(current version).
i'll release 1500x1500px tiles for the mapartwork to be used with witp-ae and
keep those 3000x3000px tiles handy for everyones downloading-pleasure, ok?!

who knows when we'll be able to zoom-in on our witp-ae map - for more immersion,
more fine gritty details and the odd palmtop to be cherished... hint-hint!

chem!

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RE: Prepare your Engines! - 10/19/2014 5:13:45 PM   
Symon


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quote:

ORIGINAL: chemkid
thanks GP! i'll come back to you!

@Dili - too sad it's only good for your aar or sort of like that.
john already stated that (atm) 20nm (per hex) are not possible WITHIN witp-ae(current version).

Unfortunately, that is too true. The original game engine is very old. It looks for specific art panel sizes to display, and that's it. Think DOS. It cannot be changed. Hurts me as much as you, but no matter how hard people whine, it cannot be changed. And there it is.
quote:

i'll release 1500x1500px tiles for the mapartwork to be used with witp-ae and

Chemkid, everything you do is superior. I am awestruck. Keep on trucking on.
quote:

keep those 3000x3000px tiles handy for everyones downloading-pleasure, ok?!
who knows when we'll be able to zoom-in on our witp-ae map - for more immersion,
more fine gritty details and the odd palmtop to be cherished... hint-hint!

You bet your butt, we'll save this. Who knows? Who knows what lurks in the minds of men?
Only the Shadow knows ... bwaahaahaahaa.

quote:

chem!



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