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RHS Map Art - 6/21/2015 3:40:10 PM   
chemkid


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Preview GIF (approx. 3MB) - Colorscheme Chooser for RHS Map Art

...let's kick-off the RHS Map Art thread!

here are three designs to choose from and a list of the pros and cons from the top of my head.
biggest minus all my maps have in common is the total absence of visual cues for hex-modifiers...
(except the frozen, shallow and deep water hexes in TMPv1)

sorry. this will be hard to change and is going to be the main headache, i guess...

Topo Map Project (version 1)
pros: finished design, works well with frozen ocean hexes,
cons: road and rail network is pixelart (terrible to change, i will definitely change these to vector art), rough finish to coastal areas,

Yamato Damashii (rainy day)
pros: finished design, vector road and rail (very easy to change), smooth finish to coastal areas, my favorite!
cons: little to bright ocean-color to make frozen hexes easy to see, contrast problems in certain 'other' areas,

Topo Map Project (version 2 - WIP)
pros: 'everything' is going to change - a big step from 'version 1' towards the look of Yamato Damashii, it's going to be smooth!
cons: 'everything' is going to change = lots of 'extra + fun' work!

so, before i start doing a first 'proof of concept' map for the winter 1941 pwhexe.dat (41WINTERpwhexe.dat),
i need to choose one 'colorscheme' of my previous projects to work from.

what do you, fans of RHS, think? i need your input.
of course, all comments, ideas and critique are welcome!

thank you!

best regards, robert

< Message edited by chemkid -- 6/25/2015 6:56:34 AM >
Post #: 1
RE: RHS Map Art - 6/21/2015 6:47:13 PM   
el cid again

 

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Presumably the hexside details switch will work in all cases - so hexsides in the art are not
critical. Subdued hexsides are nice when watching a replay, while details are nice when performing
a move - IMHO.

As the RHS Coordinator, and also as a non-artist, I have given Robert a free hand in this matter.
His desire for user feedback also is consistent with the RHS Philiosophy (found in the WITP era
RHS Manual, compiled and edited by Mifune). RHS is substantially (about half) what it is because
of Forum comments from non RHS Team members. So your comments will be evaluated directly by the
map specialist - and whatever he produces will automatically be adopted. RHS has no "plank holders"
to veto a project. The standard "anything better than we now have is in." As well, RHS has different
scenarios. So another policy is "if we can't use an idea in strictly historical scenarios, maybe
we can use it in JES (Japan Enhanced) scenarios?" The start of game map for Winter 1941 is universal.
So are the Spring 1942 and Monsoon 1942 maps. Starting in Fall 1942, RHS maps diverge - there is
a standard series and the JES series. The difference is in road and railroad construction AND deconstruction.
Japan deconstructed the Eastern Malaya RR historically - so this is naturally in strictly historical
scenarios. [The rails were used to build the Burma-Siam RR.] But in JES scenarios, that RR is left in tact.
JES scenarios feature alternate - but very real - history - implementing numbers of Allied and Axis plans
for road and railroad construction. For example, you get to see the BAM as a railroad, as well as the Railroad
to Nome (which really ends a bit farther to the NW, at a great deep water potential port called Tellar) and the
surveyed but not built narrow gage rail lines connecting Darwin with Alice Springs and Queensland Australia.
[The BAM is the Baikal Amur Mainline. The Western bit of it is on the stock map. Most of the foundation was
built during the war - so it is shown in strictly historical RHS as a trail - complete with bridges. In JES
it is shown as a functional railroad, extending season by season across the map.]



< Message edited by el cid again -- 6/21/2015 8:01:57 PM >

(in reply to chemkid)
Post #: 2
RE: RHS Map Art - 6/21/2015 8:08:02 PM   
Yaab


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Topographical has some grainy textures (mountains in China) and desaturated areas (parts of China, Australia). It looks best when you have lush, green jungle hexes (Burma, New Guinea). I tried topo and reverted to stock map.

Yamato map is clean, though I find the colours a bit desaturated, and lacking grittiness appropriate for the epic conflict in the Pacific.

My ideal would be probably the topographical map, with the color intensity of the stock map.

< Message edited by Yaab -- 6/21/2015 9:19:31 PM >

(in reply to el cid again)
Post #: 3
RE: RHS Map Art - 6/21/2015 8:23:04 PM   
Symon


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Hi Chemkid. Notwithstanding what some people tell you, the map tiles are as they are. There's only two variations on the map art - Stock - Extended. There's nothing else, no matter what your hear or read. Trust me on this.

Ciao. JWE

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(in reply to Yaab)
Post #: 4
RE: RHS Map Art - 6/22/2015 3:14:53 PM   
chemkid


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quote:

My ideal would be probably the topographical map, with the color intensity of the stock map.
thanks for the idea.



i pulled a tonemap-layer from the stockmap and applied it ontop of the topomap - nice effect!

quote:

Trust me on this.
i do. still, a man needs a hobby...

cheers!

(in reply to Yaab)
Post #: 5
RE: RHS Map Art - 6/22/2015 6:01:47 PM   
Yaab


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Looks nice.

(in reply to chemkid)
Post #: 6
RE: RHS Map Art - 6/22/2015 10:22:06 PM   
wdolson

 

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quote:

ORIGINAL: Symon

Hi Chemkid. Notwithstanding what some people tell you, the map tiles are as they are. There's only two variations on the map art - Stock - Extended. There's nothing else, no matter what your hear or read. Trust me on this.

Ciao. JWE


I believe El Cid has redone his own maps/pwhexe files for RHS.

Bill

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(in reply to Symon)
Post #: 7
RE: RHS Map Art - 6/25/2015 3:18:33 AM   
General Patton


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From: Mass. USA. now in OHIO
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quote:

ORIGINAL: wdolson


quote:

ORIGINAL: Symon

Hi Chemkid. Notwithstanding what some people tell you, the map tiles are as they are. There's only two variations on the map art - Stock - Extended. There's nothing else, no matter what your hear or read. Trust me on this.

Ciao. JWE


I believe El Cid has redone his own maps/pwhexe files for RHS.

Bill



Correct. I remember installing them....GP

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(in reply to wdolson)
Post #: 8
RE: RHS Map Art - 6/25/2015 4:20:00 AM   
Gary Childress


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Utterly amazing work as always!!

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Post #: 9
RE: RHS Map Art - 6/25/2015 6:02:07 AM   
chemkid


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small update.

i'll use the WIP for the topo map project v2 map together with yaab's suggestion (add/mix the stockmap saturation - see post #5).
first will be the base layer with land and water masses -
the road and rail network will get a colorcoding like the stock - no fancy railtracks here.

cheers!
chem!

(in reply to Gary Childress)
Post #: 10
RE: RHS Map Art - 6/29/2015 5:24:55 PM   
chemkid


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overview-image of the Topo Map Project v2 -
colors are much more vidid and give enough contrast for the freezing cold in the north.





detail-image with stock color-coding applied to road and rail network.
(r'n'r-vector still stock, no labels yet)



stay tuned!
chem!

< Message edited by chemkid -- 6/29/2015 6:25:28 PM >

(in reply to chemkid)
Post #: 11
RE: RHS Map Art - 6/29/2015 5:56:36 PM   
Yaab


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Chemkid, I think you already see this won't work. I don't think the topo map mixes well visually with the stock color palette. The graininess of the land competes with the colours too much.

Could you try topographical map and its original color palette but with more saturated colors? Just add more saturation to the original color scheme of the topo map so India, Australia, Thailand and Burma feel less desert-like. The topo map is 80% perfect, but for those desaturated desert areas. Let's try upping the saturation. If that doesn't work, then let's stop and stick with the original topo and Yamato ones.

(in reply to chemkid)
Post #: 12
RE: RHS Map Art - 6/29/2015 6:50:37 PM   
chemkid


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Yaab, thank you for your very constructive critique.

best regards,
robert

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Post #: 13
RE: RHS Map Art - 7/5/2015 10:19:45 PM   
el cid again

 

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quote:

ORIGINAL: Symon

Hi Chemkid. Notwithstanding what some people tell you, the map tiles are as they are. There's only two variations on the map art - Stock - Extended. There's nothing else, no matter what your hear or read. Trust me on this.

Ciao. JWE


In principle, this need not be the case. Mifune has converted the WITP era panel for Madagascar and nearby
islands/seas to the AE scale. Now that editors for pwlink and pwzone have been issued, it should be possible
to put this map in the SE quadrant (requiring moving of the logo to the NE map area not used by much - as
the logo and copyright notice must be preserved). We also are looking at adding a couple of WITP era RHS off
map locations - Recife Brazil chief among them. Now that code has doubled the number of off map locations
from 100 to 200, a number of such modifications should be feasible - for the Allies anyway. The principle problem
is the massive pwhexe.dat changes required - multiply times 26 in RHS with its seasonal pwhexe files. This
concept is called RHS/AE Level II and is similar to the RHS/WITP era Level III - which had a developed map edge
movement track and mini maps for Panama and Madagascar. It wasn't possible either.

(in reply to Symon)
Post #: 14
RE: RHS Map Art - 7/8/2015 3:25:54 PM   
chemkid


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dear Yaab and everyone else interested in getting the right 'base' for this project:

here's one more tweak (rather two or more tweaks were involved...) to look at:



i tried some more variations of saturation, color-to-greyscale and 'back to the roots' -
didn't work out much better... anyhow, i think changing the roads and rails outlines to give
them more contrast works so so... in china and heavy forested regions it's too much 'noise' for
any kind of r'n'r - in australia it's rather calm, though.

the more i look at John3rd's aar - i think i'd rather stick with the smooth yamato damashii map
after all...

more feedback is welcome - also folks who don't play the RHS map are invited!

best regards,
robert

(in reply to Yaab)
Post #: 15
RE: RHS Map Art - 7/8/2015 4:06:21 PM   
RisingSun


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From: Clifton Park, NY
Status: online
Now I like that map, hope it doesn't take too much work for him like I had to do on my project.

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Post #: 16
RE: RHS Map Art - 7/8/2015 7:31:16 PM   
Yaab


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Chemkid, both maps are a great improvement over the previous attempt. I like them both. If you compare the China ones, you can clearly see the new one has a better texture of the mountain regions, plus the road are much more pronounced.The Australia one really lost that desaturated dryness of the interior.

Congrats!

(in reply to RisingSun)
Post #: 17
RE: RHS Map Art - 7/13/2015 1:08:21 PM   
chemkid


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@Yaab - thank you!

my plan for the first and following RHS maps is as soon as i'm 90% happy
with the colors and network-style i'm going to get into painting in my
idea of a frozen, sibirian winter. when this looks good i'll finish up
the road and rail networks as given by the RHS pwhexe files.

my wish is to provide the first set of working RHS maps sometime
around/middle of september - as i'm away for summer holidays and want to
work on the maps... if i have a chance to upload some test-tiles in
august i'll do - but i'm not sure because there's no internet connection
where i'm staying - only the comic-buster cafe where i check my emails.

right now, i still have to test the contrast of the network and the
terrain for colorblind people. i want everybody to distinguish between
road and rail easily. maybe i'll go with the railtracks from the yamato
damashii maps after all - two different kinds of lines(checkered...) seem easier
on the eyes that different thickness on the lines... not sure, yet.

best regards,
robert

(in reply to Yaab)
Post #: 18
RE: RHS Map Art - 7/17/2015 4:14:34 PM   
Yaab


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From: Poznan, Poland
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Just wanted to congratulate you on the latest RHS map! Terrific textures and colours!

(in reply to chemkid)
Post #: 19
RE: RHS Map Art - 7/18/2015 7:30:24 PM   
chemkid


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small update (btw, Yaab already had a look and see with the latest version of the base map):

- mostly done with base map artwork and colors
- line art style for networks is in place

i will start working on the arctic ice tiles and frozen areas in the north asap.
please stay tuned - changes are on their way.

cheers!
chem!

(in reply to Yaab)
Post #: 20
RE: RHS Map Art - 7/31/2015 9:29:37 AM   
chemkid


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here's a peek at the 'optional/alternate' map i'm also working on - yes, two maps!
RHS as well as stock/extended will benefit from an updated map with exact visual feedback for terrain.



happy summer everyone!
chem!

< Message edited by chemkid -- 7/31/2015 10:40:18 AM >

(in reply to chemkid)
Post #: 21
RE: RHS Map Art - 8/9/2015 5:12:57 AM   
Yaab


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From: Poznan, Poland
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Nice choice for Light Urban and Heavy Urban icons. Very small and non-intrusive, yet the meaning can be deduced at once. Great work.

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Post #: 22
RE: RHS Map Art - 8/11/2015 2:56:43 AM   
el cid again

 

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Concur in detail with Yaab


quote:

ORIGINAL: Yaab

Nice choice for Light Urban and Heavy Urban icons. Very small and non-intrusive, yet the meaning can be deduced at once. Great work.


(in reply to Yaab)
Post #: 23
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