Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Yamato Damashii a.k.a. JATM (Stock + Extended)

 
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 >> Yamato Damashii a.k.a. JATM (Stock + Extended) Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
Yamato Damashii a.k.a. JATM (Stock + Extended) - 9/14/2014 7:58:21 AM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline


Yamato Damashii v.1 a.k.a. JATM is almost complete!
while 'Just Another Topo Map = JATM' was just the name for the artwork of my 'Yamato Damashii' mod, it's time to switch the whole thing to it's final name. i'm still working on the translation of the map-names from english to japanese - but the english version is already finished. now with two different colorschemes: Sunny Day and Rainy Day. while 'Sunny Day' is no different than JATM Preview 4 (you won't have to download the mod again - it's 99.9% the same), 'Rainy Day' is new and has a darker, overcast and gritty feel to it. feel free to download - enjoy!!

...also available: WitP-AE Topo Map Project yes! more choices...



... also available - new colorscheme 'Cloudy Day'!



download links:


if you have problems with the download links here, please use the mirrored links from JuanG.
JuanG, thank you very much!

----> JuanG's Links <----

Yamato Damashii v.1 - Sunny Day
(incl. Hex+Dot,NoHex+Dot and NoHex+NoDot artwork. the 'NoHex+NoDot' artwork is inside the 'ALTERNATE' folder - exchange the files with the 'NoHex+Dot' artwork if you like.)
Yamato Damashii v.1 - Sunny Day Stock
Yamato Damashii v.1 - Sunny Day Extended

Yamato Damashii v.1 - Cloudy Day (incl. Hex and NoHex artwork)
Yamato Damashii v.1 - Cloudy Day Stock
Yamato Damashii v.1 - Cloudy Day Extended

Yamato Damashii v.1 - Rainy Day (incl. Hex and NoHex artwork)
Yamato Damashii v.1 - Rainy Day Stock
Yamato Damashii v.1 - Rainy Day Extended

note for the extended map users:
required for this version to work is the map data (pwhexe.dat, pwzone.dat, pwzlink.dat) for the extended map.

all versions include the features from JATM-pre4:
- press 'M' key for keyboard-shortcuts (thanks to jace11)
- moved credits-screen to startup-screens
- added my 'smooth-GUI' mod
- added my 'clouds' mod
- changed music for credits-screen(now keyboard-shortcuts) to a 'click' sound

Installation:
first unzip, then...
all files belong into the ART folder(some files belong into the SOUND folder - please verify the file-structure!) of your witp-ae install -
if you're using the gme from jonesoft, just drop the extracted folder into your mod directory.
don't forget to backup your original mapfiles before using this mod.




for people using 'Juan's Off-Map Aircraft Purchase System' with RA together with Yamato Damashii, please download the complete set here:

AAP for Yamato Damashii v.1 - all flavors(except 'Cloudy Day')

AAP for Yamato Damashii v.1 - Cloudy Day

credits go to:
Natural Earth, because it's:
Made with Natural Earth. Free vector and raster map data @ naturalearthdata.com.

Okakura Yoshisaburo for the title of this mod. find one of his books 'the japanese spirit' here - https://archive.org/details/japanesespirit00unkngoog

Jace11 for his idea to put the hotkeys into the creditsscreen.

...and to everybody else. thanks for your comments, ideas and critique!


< Message edited by chemkid -- 5/19/2015 3:00:18 PM >
Post #: 1
RE: Just Another Topo Map Project - 9/14/2014 9:12:42 AM   
JocMeister

 

Posts: 6053
Joined: 7/29/2009
From: Sweden
Status: online
I love it!

Some personal thoughts:
-Some OD hexes are very close in appearance to OS hexes. Perhaps darken the brightest OD hexes just a tad?

-In OZ there is no distinction between CLR and DES hexes. There are other places on the map which suffer the same issues. Just by a quick glance some CLR hexes in China looks like RGH or WR hexes. A lot of JR hexes in Sumatra looks like MT. There are other examples. I don´t know if this is intentional to make the map look better? If not it may need addressing.

-Some places look a bit "flat" and uniform. Western Borneo for example.

-Perhaps make the jungles a little darker and the mountains a little less desert like?

Perhaps making everything a tiny bit darker. Its fine when I look at the map in daylight but when I turn then blinds the map is very bright IMO.

Thank you for you tremendous work!

(in reply to chemkid)
Post #: 2
RE: Just Another Topo Map Project - 9/14/2014 9:17:56 AM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
the terrain displayed inside the hexes does not reflect the terrain-modifier. it's like the topomap project mod -
maybe someday, when i know how to paint, i'll do a mapmod that fits the terrain modifier for each hex...

thanks for your comments - i'll come back to these later...

(in reply to JocMeister)
Post #: 3
RE: Just Another Topo Map Project - 9/14/2014 10:04:20 AM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
quote:

ORIGINAL: JocMeister
Perhaps making everything a tiny bit darker. Its fine when I look at the map in daylight but when I turn then blinds the map is very bright IMO.

yes, it's more on the bright side of life! i really like it!!
some screenshots of the map (larger strategic map, too)



Attachment (1)

< Message edited by chemkid -- 9/14/2014 5:53:54 PM >

(in reply to JocMeister)
Post #: 4
RE: Just Another Topo Map Project - 9/14/2014 1:10:44 PM   
nadia911

 

Posts: 21
Joined: 3/24/2009
Status: offline
Wonderful Map, thanks Chemkid

(in reply to chemkid)
Post #: 5
RE: Just Another Topo Map Project - 9/14/2014 4:08:08 PM   
Jace11

 

Posts: 41
Joined: 8/23/2012
Status: offline
Simply Superb!

needs a weather map though.

< Message edited by Jace11 -- 9/14/2014 5:08:34 PM >

(in reply to nadia911)
Post #: 6
RE: Just Another Topo Map Project - 9/14/2014 4:25:00 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
@Jace11 - definitely! the weather map is one of few things that needs to be done.

also missing are the offmap tiles for canada and eastern usa - the whole offmap area on the right still does not look right...
some text on the ocean clashes with the ship icon (black text near or in the middle of a hex makes the icon hard to see).
the infobox isn't finished yet...

(in reply to Jace11)
Post #: 7
RE: Just Another Topo Map Project - 9/14/2014 8:33:55 PM   
RisingSun


Posts: 1003
Joined: 11/5/2009
From: Clifton Park, NY
Status: offline
Looking good, keep doing the good work.

_____________________________


(in reply to chemkid)
Post #: 8
RE: Just Another Topo Map Project - 9/15/2014 4:33:18 PM   
Symon


Posts: 1856
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline
Hi, Chemkid.

As always, your images are wonderful. Butt ... why this particular difference? Don't understand how this is functionally different from your fabulous first pass. Looks good but just doesn't float my boat visually/conceptually, if ya know what I mean. Unless there is some purpose ... function. Am a fan of your art and use it. Just looking for some touch.

Ciao. JWE

_____________________________

Yippy Ki Yay

(in reply to chemkid)
Post #: 9
RE: Just Another Topo Map Project - 9/16/2014 1:56:31 AM   
Jace11

 

Posts: 41
Joined: 8/23/2012
Status: offline
Having spent a bit of time looking at the new map I going to try and give a bit more feedback:

Being pretty anal about in game graphics I've listed the kind of things I'd maybe change - most are very minor. Don't get me wrong, I still love the map and am already using it. I think it's fantastic and can't imagine the amount of work you put into it (particularly tracing the paths for the new road / rail network which must have been painful and laborious). I hope people appreciate how much effort goes into something like this and what you're trying to do here.



Colours: I think they are generally nice, less harsh and busy in appearance than the original topo map. It's easier on the eye but less detailed / colorful - which is fine I think, and also important as people who play the game spend a long time staring at the map so lower saturation makes things more gentle.
The green / orange can appear strong in areas but I expect this is a result of your source map. However, they do fit well with the shallow and deep sea colours.
The map border is a nice colour choice. All together, it's achieving a similar effect to the War in the East style map, which I was impressed with.

Oceans: Shallow ocean hexes are all pretty clear in this map. In your previous topo map, it was a bit hit and miss. Some ocean shading effects around islands and land masses made it difficult to spot some, while others were misrepresented. Rectifying that was an important functional addition to your new map.

The new ocean topography effects I think are unnecessary though, or should perhaps be toned down. I would consider this irrelevant information, but I understand you might be concerned that the vast open spaces of ocean might appear bland without it. Your diagonal shading of oceans will offset this somewhat. I think in some areas the ocean topography is nice, these are areas were it has an acceptably minor effect, but in others it is very strong and looks out of place. The best example would be the ridge or trench NE from New Zealand past Raoul Island. In this case, when I look at it, it appears like the Tonga Island are more elevated than Raoul. It's just a bit awkward. Shallow and Deep ocean is already presented accurately by your map, this extra topology isn't needed by the player and can in places look weird. Having quoted that example though, I have to admit areas like those around Malaya, Borneo, New Guinea and the DEI look pretty nice with minor shading - so I don't know. I'm in two minds I guess. Maybe just tone down that New Zealand ridge.. hmmm, I honestly don't know without seeing what the map would like without it.

Ocean dots: Fine, I personally prefer hexes but these dots work well, I will probably warm to them. Whether you want to remove ocean dots from some of the inland lakes is up to you. There a few cases where dots in lakes actually signify a legitimate OS hex, but I spotted a few which are present in lakes where they could be removed with no loss of information. Minor issue I guess.

Text: I think black and white is fine. I miss colored names of nations / island groups etc, but I'm sure you've experimented with different combinations and found black with a highlight around it to work best with your terrain colours.

However, there are a number of location names that are overlapping the new road / rail network (also black and white). eg Edmonton, Vancouver (Canada), these map labels could perhaps do with a nudge.
Others that overlap road/rail and could be nudged slightly I found include: Launceston (Tasmania), Delhi, Hyderabad (Southern one), Cawnpore, Armadabad, Bangalore, Palembang.
There are others too, several in China etc.

The obvious solution is to just nudge the labels around into clear space so they dont touch the roads etc but as close to the hex as possible and also without confusing them with any other nearby dot hexes etc. If that's not possible with all of them, not sure.

I wouldn't worry about ship covering map labels too much - ships move, are often disbanded in port etc. Icon bitmaps obscuring stuff is perfectly acceptable imo.

New rail / road network: Awesome! So like the ones from I remember seeing on maps from that era. - Interaction with map labels etc.

New urban center markings: Nice, subtle. Centered to each hex? The base flags in game must be slightly higher, because the two together look very slightly off center - very minor issue I think. The offmap Liverpool hex is Urban Heavy I think too - again very minor omission.

Er I think that's it...

for now...

Tagula Island typo - you have it as Taluga (near milne bay)

For your off map area at the top right, just fill it in with green hexes I reckon, leaving ocean there conflicts with the game data and would look odd with LCUs moving across.
e.g




Attachment (1)

< Message edited by Jace11 -- 9/16/2014 4:44:51 AM >

(in reply to Symon)
Post #: 10
RE: Just Another Topo Map Project - 9/16/2014 8:40:21 AM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
hi john. thanks for commenting.
the 'new' map is just me trying new stuff and ideas...
but besides that, it's going to be a full fledged map mod for witp-ae just like the one before.
an alternative for everyone who likes something else - sure, i can guess it won't be to everyone's taste...
maybe i'm going to use some of it for the original topo map.

quote:

Don't understand how this is functionally different from your fabulous first pass.

it's not.

< Message edited by chemkid -- 9/16/2014 10:17:15 AM >

(in reply to Jace11)
Post #: 11
RE: Just Another Topo Map Project - 9/24/2014 1:07:05 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
hi Jace11!
thank you for your comments.
i'll try to come back to this project a soon as possible -
right now, i'm busy with real-life stuff...

quote:

The obvious solution is to just nudge the labels around into clear space so they dont touch the roads etc but as close to the hex as possible and also without confusing them with any other nearby dot hexes etc. If that's not possible with all of them, not sure.

good idea! i thought that a light outline around the text would give enough contrast - there will be some nudging, i guess...

quote:

The best example would be the ridge or trench NE from New Zealand past Raoul Island. In this case, when I look at it, it appears like the Tonga Island are more elevated than Raoul.

yes - looks weird! will fix that, too.

see you around.
cheers!
chem!

(in reply to Jace11)
Post #: 12
RE: Just Another Topo Map Project - 9/25/2014 12:15:24 AM   
SuluSea


Posts: 2136
Joined: 11/17/2006
Status: offline
Superb looking map!!!! Looks like I'll be playing this until you come up with a final. Looking it over it's hard to come up with an idea of how much time went into the production..... Much thanks to you for helping make this game better.

(in reply to chemkid)
Post #: 13
RE: Just Another Topo Map Project - 9/26/2014 9:36:05 AM   
traskott

 

Posts: 1205
Joined: 6/23/2008
From: Valladolid, Spain
Status: offline


Now I have a dilema: The previous new art, or this one... Decisiones, decisiones..

(in reply to SuluSea)
Post #: 14
RE: Just Another Topo Map Project - 9/28/2014 11:40:19 AM   
redmarkus4


Posts: 4125
Joined: 12/1/2007
From: 0.00
Status: offline
Awe inspiring piece of work. I'm using it now!

_____________________________

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 traskott)
Post #: 15
RE: Just Another Topo Map Project - 10/4/2014 7:50:02 AM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
now this 'was' a thread!! very nice information!
http://www.matrixgames.com/forums/fb.asp?m=2726337

just trying to find my missing offmap locations...
yeah - found it! thanks again, mr. brown!

< Message edited by chemkid -- 10/4/2014 11:18:05 AM >

(in reply to redmarkus4)
Post #: 16
UPDATE: JATM-Project Preview 2 - 10/4/2014 4:08:01 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
thanks for your feedback! wishes, changes and missing stuff went into the latest version.
feel free to download 'JATM-Preview2' - find the download-link in the first post.
cheers!




Attachment (1)

< Message edited by chemkid -- 10/6/2014 9:27:58 PM >

(in reply to chemkid)
Post #: 17
RE: UPDATE: JATM-Project Preview 3 - 10/30/2014 3:02:44 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
Preview3 is online - everything's so much smoother now - dots and hexes underwent some minor clean-up.
enjoy!

chem!

< Message edited by chemkid -- 10/30/2014 4:03:06 PM >

(in reply to chemkid)
Post #: 18
RE: UPDATE: JATM-Project Preview 3 - 11/1/2014 3:24:43 AM   
Gary Childress


Posts: 5956
Joined: 7/17/2005
From: United States
Status: offline
Wow! Amazing AGAIN!!!  Great work.

I've actually incorporated this map AND your other Topo map in the game simultaneously by using one with Hexes on and one with Hexes off. Sort of the best of both worlds. All I need to do is flip the little toggle to change maps. :)

_____________________________

Favorite/Awesome games from Matrix

War in the Pacific/AE
Panzer Corps
Commander Europe at War
John Tiller's Campaign Series
The Close Combat Series (all versions)
Advanced Tactics Gold

(in reply to chemkid)
Post #: 19
RE: UPDATE: JATM-Project Preview 3 - 11/2/2014 1:40:29 PM   
Gary Childress


Posts: 5956
Joined: 7/17/2005
From: United States
Status: offline
This really is an AMAZING map, even better than the fist Topo map project IMO.

If I may make a couple humble suggestions, I think this map would benefit enormously also from adding a list of hot keys next to the legend in the top right corner in the same manner your other Topo map does. Also since the "1" key is used to display terrain type, maybe a legend somewhere at the top to define what the different abbreviations for terrain types mean would be a good idea as well. That might make it more player friendly from a terrain perspective since visual cues for terrain are a bit more limited with these maps.  

In any case I think these maps set a new standard for WITP/AE map making. I don't think I could go back to the old maps anymore.


_____________________________

Favorite/Awesome games from Matrix

War in the Pacific/AE
Panzer Corps
Commander Europe at War
John Tiller's Campaign Series
The Close Combat Series (all versions)
Advanced Tactics Gold

(in reply to Gary Childress)
Post #: 20
RE: UPDATE: JATM-Project Preview 3 - 11/2/2014 3:04:00 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
hi gary, thanks for your kind words.
i'm about to implement jace11's idea of adding the hotkey-overview into the credits-window,
with the help of a 'show hotkeys' button, the hotkeys will show anywhere you like,
no need for scrolling to the topright corner anymore, which i think will be very user-friendly.

thanks for your input for putting more info into the map - i'll do my best...
next up for preview4 - i will add the missing tiles for the folks using the extended version of the map.

so, stay tuned: 'JATM Project - The Extended Flavor' is coming to your shores soon!!

< Message edited by chemkid -- 11/20/2014 1:44:28 PM >

(in reply to Gary Childress)
Post #: 21
JATM-Project - proofreading required. - 11/3/2014 4:08:00 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
quote:

i'm moving the credits screen to one of the opening screens(UV1024.bmp).
i refreshed the whole piece and would like some kind soul to proof-read the credits.
the new file (gif) is attached.
the original credits screen(Credits1024.bmp) can be found inside the art-folder of witp-ae install.


i'll leave the 'old' credit screen unchanged - no new version.
thanks to all who downloaded and had a look. cheers!


thanks in advance.
chem!

< Message edited by chemkid -- 11/4/2014 9:22:58 AM >

(in reply to chemkid)
Post #: 22
RE: JATM-Project - proofreading required. - 11/3/2014 9:46:54 PM   
Gary Childress


Posts: 5956
Joined: 7/17/2005
From: United States
Status: offline
Just a thought but why not simply use the existing credit screen in the new location instead of creating another? I took a look at the new one and it was a little hard on my eyes. It's not quite as easy to read as the original.

_____________________________

Favorite/Awesome games from Matrix

War in the Pacific/AE
Panzer Corps
Commander Europe at War
John Tiller's Campaign Series
The Close Combat Series (all versions)
Advanced Tactics Gold

(in reply to chemkid)
Post #: 23
JATM-Project - 11/4/2014 8:20:42 AM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
yeah, why not... guess i just leave it as is(was).
thanks for your comment.

(in reply to Gary Childress)
Post #: 24
JATM Preview 4 is up! (Stock+Extended) - 11/23/2014 1:36:52 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
thank you all for your support!
what started as pixel-pushing-fun for my holidays just arrived as preview-version 4 for your viewing pleasure!!
feel free to download and enjoy!!!
click here: http://www.matrixgames.com/forums/tm.asp?m=3696410# - or scroll up to the 1st post.

cheers!
chem!

ps: please post you critique and comments here.




Attachment (1)

< Message edited by chemkid -- 11/24/2014 3:10:36 PM >

(in reply to chemkid)
Post #: 25
RE: JATM Preview 4 is up! (Stock+Extended) - 11/30/2014 11:57:26 PM   
Gary Childress


Posts: 5956
Joined: 7/17/2005
From: United States
Status: offline
Absolutely AMAZING, Chemkid! I love this new map even more than your other! Absolute perfection! The new clouds are also perfect. This map is a wargamer's dream come true. I'll have to check it out some more as I go along. I haven't tested everything out yet but your maps keep bringing me back to this game. Thank you for your beautiful art.  

_____________________________

Favorite/Awesome games from Matrix

War in the Pacific/AE
Panzer Corps
Commander Europe at War
John Tiller's Campaign Series
The Close Combat Series (all versions)
Advanced Tactics Gold

(in reply to chemkid)
Post #: 26
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 12:22:48 AM   
Gary Childress


Posts: 5956
Joined: 7/17/2005
From: United States
Status: offline
BTW, Chemkid, I am so impressed with your work I had to post something about it in the main (General discussion) forums at top. I hope you don't mind..

http://www.matrixgames.com/forums/tm.asp?m=3750186&mpage=1&key=�

< Message edited by Gary Childress -- 12/1/2014 1:32:52 AM >


_____________________________

Favorite/Awesome games from Matrix

War in the Pacific/AE
Panzer Corps
Commander Europe at War
John Tiller's Campaign Series
The Close Combat Series (all versions)
Advanced Tactics Gold

(in reply to Gary Childress)
Post #: 27
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 3:38:21 PM   
TulliusDetritus


Posts: 4547
Joined: 4/1/2004
From: Back to Reality :(
Status: offline
Hello

First of all, absolutely stunning map

I really want to use it but I don't know if it's going to work. I use the Da Big Babes mod (extended map). Will it work?


_____________________________

Russian Kung Fu Masters. Hurraaaa!!!

(in reply to Gary Childress)
Post #: 28
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 4:03:35 PM   
chemkid


Posts: 607
Joined: 12/15/2012
Status: offline
thank you.

the 'Just Another Topo Map Project - Preview 4 - Extended' is made for 'Da Big Babes' and other mods that use the extended map.
you'll find the download link in the OP.
have fun!

(in reply to TulliusDetritus)
Post #: 29
RE: JATM Preview 4 is up! (Stock+Extended) - 12/1/2014 4:35:02 PM   
Symon


Posts: 1856
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline
+1
The Babes CPX folks don't usually read these boards, but I sent a message to take a look. Darn near everybody said WOW and you are now our new map graphic standard.
Cannot begin to say how much you have added to the visual aspects of the game. My Haiku absolutely sucks, but I'll give it a shot.

The cherry blossoms
Are as white as snow
With a heart of red
And their scent
Takes me to my private place.

Ciao. JWE

_____________________________

Yippy Ki Yay

(in reply to chemkid)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Yamato Damashii a.k.a. JATM (Stock + Extended) Page: [1] 2 3   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

0.121