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Draw Mode Features - 9/17/2017 1:49:57 AM   
Bussy zu Pferd


Posts: 10
Joined: 1/7/2014
Status: offline
Not all the features available to place on the map appear
in the tool window...nominally 'rail' and 'farmland'
I am running the default graphic package from the Graphics Envelope in the game.
Why so many and why can't I access them all.

I just downloaded the vanilla game and updates through the installer(no mods added).

Thank You
Post #: 1
RE: Draw Mode Features - 9/17/2017 12:59:36 PM   
ernieschwitz

 

Posts: 2728
Joined: 9/15/2009
From: Denmark
Status: online
Welcome to the ATG forum :)

I think you will find that you have started your editing with a different masterfile, than the one you want to use.

What is a masterfile? It is the file that is used as a template for what you want to do. Different masterfiles have different graphics options attached to them. This is to make the game design more flexible, than it would be if this option did not exist. If you don't want to use the current masterfile, and you already have done some editting, I would advice starting over, from scratch.

The masterfile you are looking for is most likely called something that has newdawn in it's name. Changing it from the current one is something you do in the Setng menu. If you have done some work already, there is no guarantee that the graphics of the new masterfile align with the ones you already use, and a crash may result.

If you however start from a blank scenario, there will only be "plains" terrain used, and you can easily just load the new masterfile.

Hope you can understand what I've written, and if not, please feel free to ask a question or two... (maybe even more :) )

(in reply to Bussy zu Pferd)
Post #: 2
RE: Draw Mode Features - 9/18/2017 2:27:10 AM   
Bussy zu Pferd


Posts: 10
Joined: 1/7/2014
Status: offline
Thanks Ernie

I've been reading the comments on this Forum and your modding work.
I also registered with VR Designs.
So how do I go about changing the masterfile... I watched Uncle Timo UTube videos on how
to create a scenario and I must have missed it.
Is there a PDF walkthrough available for the Editor.
How does one go about importing unit counters if not satisfied with the default?
I have learned to build a map so far...not much :)
I've been spoiled by very simple
editor engines or maybe I just have not played ATG long enough to get enough insight.

Thanks Again for your reply

(in reply to ernieschwitz)
Post #: 3
RE: Draw Mode Features - 9/18/2017 3:22:23 AM   
Bussy zu Pferd


Posts: 10
Joined: 1/7/2014
Status: offline
Ernie,

I figured out how to change the master-file...trial and error
however I'm still having a missing detail problem:

I'm looking in the 'graphic' folder and all the default folders have 'rail' within 'road'
sub-folder. The only difference is that the background color : pink instead of white.
when I pick road in editor the 'rail' choice is not there. (??)

Also can I edit the 'plain' scheme with a paint program and save ?

Thanks

< Message edited by BussyzuPferd -- 9/18/2017 3:24:47 AM >

(in reply to Bussy zu Pferd)
Post #: 4
RE: Draw Mode Features - 9/18/2017 3:25:17 AM   
Twotribes


Posts: 5892
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Except in certain mods all roads ARE rail lines. I have never seen a separate rail line graphic in any game with ATG.

(in reply to Bussy zu Pferd)
Post #: 5
RE: Draw Mode Features - 9/18/2017 11:22:02 AM   
ernieschwitz

 

Posts: 2728
Joined: 9/15/2009
From: Denmark
Status: online
quote:

ORIGINAL: BussyzuPferd

Ernie,

I figured out how to change the master-file...trial and error
however I'm still having a missing detail problem:

I'm looking in the 'graphic' folder and all the default folders have 'rail' within 'road'
sub-folder. The only difference is that the background color : pink instead of white.
when I pick road in editor the 'rail' choice is not there. (??)

Also can I edit the 'plain' scheme with a paint program and save ?

Thanks


If you don't have the rail+road and road draw options available, i think you may have made an error while changing the masterfile. It should have made it possible. There is a "manual" solution, but it requires some work, and frankly it is easier to change the masterfile.

Perhaps if you take a screenshot of the Setng submenu and of the road submenu, i could help.

As for editting. Do not edit what is already made as part of the install package. Instead make a new folder, under graphics and put your stuff there. Then when you look at the land submenu, and the individual terrains, change what they use.

The reason for this is threefold.

Firstly, if you make changes to the default installed graphics, and save it where it is, then everybody, in every mod, that is built on those graphics will see the change. They will in other words, get it even if they don't want it.

Secondly changes done to the installed graphics, may not show up, in the ATZIP, that is the most easy way to package a new scenario/mod.

Thirdly every time you get an update from Matrix/Vic then it might overwrite your work.

So, better make a new folder, that your scenario uses.

(in reply to Bussy zu Pferd)
Post #: 6
RE: Draw Mode Features - 9/18/2017 3:09:58 PM   
Bussy zu Pferd


Posts: 10
Joined: 1/7/2014
Status: offline
Hello Ernie

I was going to post the link to a pic but I'm not allowed yet to post links or pics
to my posts as per Forum Rules...bummer.


One more question:

In regards to 'paint type' graphics how do I add any game values ?
say I want to draw 'ridges' tiles (I'll need six) as in most board games; to represent hills
how do I add elevation values-defense offense elevation to the tile?
Is the game designed specifically for 'Operation' style affairs or
how does the game parameter work with large battles ex The Bulge DD Day or WW1 battles?

What necessary elements are needed to write a masterfile to reflect WW1 tech?

Again I do Appreciate your input

(in reply to ernieschwitz)
Post #: 7
RE: Draw Mode Features - 9/19/2017 10:18:19 AM   
ernieschwitz

 

Posts: 2728
Joined: 9/15/2009
From: Denmark
Status: online
Heh, that is more than one question ;)

Regarding ridges: They are best made like rivers, this has the drawback however of them not being able to have rivers next to them, unless of course you make a 2nd kind of river, that is both... not sure how this would look graphical...

Regarding elevation: The scale the game can represent is simply too large for it to represent things like elevation. Conflicts that require details like elevation, lines of sight, etc, are just too small, that is too detailed. The game works well, the larger the scale. Each hex should probably be a minimum of 10 kms each (maybe 5 but that is pushing it). The game as such is not specifically operational style, can be strategic too.

As far as I know you can mess with the researches all you want without needing a masterfile. The masterfile is just a template, that you can choose to manipulate.






(in reply to Bussy zu Pferd)
Post #: 8
RE: Draw Mode Features - 9/21/2017 11:56:41 PM   
Bussy zu Pferd


Posts: 10
Joined: 1/7/2014
Status: offline
Caught me red-handed !
Thanks Ernie . That is the kind of info I was looking for.

Cheers

(in reply to ernieschwitz)
Post #: 9
RE: Draw Mode Features - 9/24/2017 10:52:48 AM   
Vic


Posts: 5411
Joined: 5/17/2004
Status: offline
For further info:
http://www.vrdesigns.net/atwiki/doku.php?id=masterfile&s[]=masterfile

best wishes,
Vic

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Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Decisive Campaigns and Advanced Tactics


(in reply to Bussy zu Pferd)
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