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Replacement Game Map - 10/8/2009 6:04:11 AM   
Spikeosx


Posts: 22
Joined: 8/27/2009
From: Las Vegas, NV
Status: offline
In the process of making what I can for planning - that doesnt require going into Windows, I have made a replacement game map. They are named WPEN for use without hexes.

To use:
Download WPEN files 16.6MB
backup all the WPEN##.bmp files in the WitP AE's ART folder
Extract all the files in the WPEN files into your WitP AE's ART folder. They are in 7-zip archive format.

Differences from Marc's Game Map:
- Shows manpower instead of stacking
- If inland base, no number shown for port
- Data from 1.084e (i.e. chichi-jima shows as 1 0 base)
- Resources and oil add disabled portions (i.e. Miri shows as 300 oil)
- Adds scenario daily generation (i.e. offmap bases shows daily)
Specifically:
- Resources on left = resources + disabledresources+ dailyresources + dailysupply
- Oil on right = oil + disabledoil + dailyoil + dailyfuel/10

For those that have access to photoshop (I only have access at work), I have also supplied a photoshop file that one can modify how they would like, such as changing the font or stroke or other effect. It is file WitPAE Map with Layers 45MB at the same download link. Warning, it is a hog.





Attachment (1)
Post #: 1
RE: Replacement Game Map - 10/17/2009 11:43:56 AM   
Dali

 

Posts: 223
Joined: 4/19/2007
Status: offline

Hello, I have a question.
It is possible to distinguish the file mapiconsJ
color nationality 01 and 02, therefore IJA and IJN?

Thank you very much for the answer.
If so, how should the new file name?                                        Dali

(in reply to Spikeosx)
Post #: 2
RE: Replacement Game Map - 10/17/2009 5:59:07 PM   
Spikeosx


Posts: 22
Joined: 8/27/2009
From: Las Vegas, NV
Status: offline
quote:

It is possible to distinguish the file mapiconsJ
color nationality 01 and 02, therefore IJA and IJN?


Yes, a script can distinguish the nationality. I do this on my production planning map where I dimmed the color of all the production numbers if an Allied base. Not exactly sure what effect your wanting for a replacement game map. The base icons are drawn by the game and so are drawn over the map, but there can be some other effect (maybe a outline around the base icon, but the base icon already overlaps any 3 digit resource).

On a different note, I noticed my first error in that the game map doesnt have the port size drawn for Patani. The data for Patani has its base type as inland but also has a port size. A quick search showed one other base like this which is Chinchow. I changed my script to draw the port size now if base type is port OR portsize > 0, but havent updated the maps for such a small change.

(in reply to Dali)
Post #: 3
RE: Replacement Game Map - 10/17/2009 6:52:40 PM   
Dali

 

Posts: 223
Joined: 4/19/2007
Status: offline
I know that they can distinguish between nationalities, but unfortunately they do not understand.
Nationality 01 and 02 (IJA and IJN) have the same set mapiconsJ.

This file shows the current Japanese Hinomaru.
If I wanted to nationality, 02 (IJN) to amend the Maritime variant character Hinomaru, is it possible? It is a question for a wide range of people.

(in reply to Spikeosx)
Post #: 4
RE: Replacement Game Map - 10/17/2009 11:40:18 PM   
Spikeosx


Posts: 22
Joined: 8/27/2009
From: Las Vegas, NV
Status: offline
quote:

I know that they can distinguish between nationalities, but unfortunately they do not understand.
Nationality 01 and 02 (IJA and IJN) have the same set mapiconsJ.

This file shows the current Japanese Hinomaru.
If I wanted to nationality, 02 (IJN) to amend the Maritime variant character Hinomaru, is it possible? It is a question for a wide range of people.


Unfortunately, I dont understand exactly either.

The data is their to determine a base's nationality as well as its HQ and the HQ it belongs to -- that is whether IJA or IJN. So yes, one can draw different things depending on if a base is IJA or IJN.

So exactly what do you want to do if a base is IJA or IJN? If you are wanting to change the base icon itself, then no for a replacement in-game map, as the game is going to draw its base icon over the map in the center of the hex, covering what was there. For planning maps, yes one can draw a different base icon.

(in reply to Dali)
Post #: 5
RE: Replacement Game Map - 10/18/2009 10:20:32 AM   
Dali

 

Posts: 223
Joined: 4/19/2007
Status: offline
When possible, so as to be named file mapicons nationality 02?

(in reply to Spikeosx)
Post #: 6
RE: Replacement Game Map - 11/3/2009 12:45:00 PM   
jomni


Posts: 2827
Joined: 11/19/2007
Status: offline
extracted to the art folder but nothing happens.

(in reply to Dali)
Post #: 7
RE: Replacement Game Map - 12/10/2009 2:23:14 AM   
Spikeosx


Posts: 22
Joined: 8/27/2009
From: Las Vegas, NV
Status: offline
I updated both the replacement map and photoshop file for patch 02.

The photoshop file is without the stroke, so if you want the same stroke effect, just do the layer style stroke to all the elements.

Sorry jomni, I havent played any in 2 months and havent kept up with the forums. Are you still looking for help with that?

(in reply to jomni)
Post #: 8
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