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RE: WitW Mapoverhaul mod (updated 0.4)

 
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RE: WitW Mapoverhaul mod (updated 0.4) - 11/19/2017 4:22:22 PM   
Stardog765


Posts: 160
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Looks great!

Thank you for your hard work.


(in reply to overkill01)
Post #: 31
RE: WitW Mapoverhaul mod (updated 0.4) - 11/20/2017 9:07:35 PM   
RealChuckB


Posts: 284
Joined: 9/29/2003
Status: offline
Hi overkill01.

I think version 0.5 looks fantastic - I really like the structure you gave the hexes, they look like rolling hills and sand dunes doe the desert hexes. The escarpment hexes look especially good with the 3D effect you created.

Again, thanks a lot for your work. I have now a fully modded "Dat" folder for WitW with your mod and some other great mods that change the unit flags/logos and the leaders and new UI and can easily copy that over each new installation of WitW and instantly have a great looking game!

(in reply to overkill01)
Post #: 32
RE: WitW Mapoverhaul mod (updated 0.4) - 6/5/2018 4:56:26 PM   
IslandInland


Posts: 868
Joined: 12/8/2014
From: YORKSHIRE
Status: offline
Thanks for the new map. I tried it last night on my laptop and I liked it so much I decided to use it on my main PC.

Great work!



_____________________________

War In The East 2 Beta Tester and
War In The West Operation Torch Beta Tester

(in reply to RealChuckB)
Post #: 33
RE: WitW Mapoverhaul mod (updated 0.4) - 6/5/2018 6:02:47 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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I'm glad you like it.

It's been a while since i've updated the mod though.
For the moment I'm working on an other project, but in time I expect to revisit this mod.

(in reply to IslandInland)
Post #: 34
RE: WitW Mapoverhaul mod (updated 0.4) - 6/8/2018 1:54:08 PM   
GrizzlyKt


Posts: 81
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wicked thank you for your great work

(in reply to overkill01)
Post #: 35
RE: WitW Mapoverhaul mod (updated 0.4) - 6/14/2018 6:57:02 PM   
overkill01

 

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Joined: 12/31/2015
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As a reminder, if you install the latest update you should reinstall the mod. Actualy you only need to paste in the wfhexart.dat file again. Or else the game won't load all the art from the mod.
As far as I can tell the update doesn't change anything in this file so it wont backtrack anything from the update.

(in reply to GrizzlyKt)
Post #: 36
RE: WitW Mapoverhaul mod (updated 0.5) - 9/21/2018 5:56:57 PM   
Brambo


Posts: 71
Joined: 3/18/2015
From: UK
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Thanks for the map its really good.

(in reply to overkill01)
Post #: 37
RE: WitW Mapoverhaul mod (updated 0.5) - 12/1/2018 12:31:44 AM   
kosmoface

 

Posts: 107
Joined: 8/10/2010
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Oh my god. I never thought I would see this - looks incredible. All these details! Thank you, thank you, thank you.

(in reply to Brambo)
Post #: 38
RE: WitW Mapoverhaul mod (updated 0.4) - 12/6/2018 5:18:41 PM   
tverse

 

Posts: 346
Joined: 10/10/2016
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Help. Why does this file download as an Adobe Acrobat file and not as a zip file? It happens both as a direct download and as a Dropbox download.


(in reply to overkill01)
Post #: 39
RE: WitW Mapoverhaul mod (updated 0.4) - 12/11/2018 11:35:39 AM   
adrazz

 

Posts: 15
Joined: 12/10/2018
From: United Kingdom
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quote:

ORIGINAL: tverse

Help. Why does this file download as an Adobe Acrobat file and not as a zip file? It happens both as a direct download and as a Dropbox download.




It looks like a .dat file to me I have just downloaded it.

(in reply to tverse)
Post #: 40
RE: WitW Mapoverhaul mod (updated 0.4) - 12/11/2018 1:29:35 PM   
adrazz

 

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Joined: 12/10/2018
From: United Kingdom
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quote:

ORIGINAL: tverse

Help. Why does this file download as an Adobe Acrobat file and not as a zip file? It happens both as a direct download and as a Dropbox download.




It should download a RAR file to extract.

< Message edited by adrazz -- 12/11/2018 1:30:52 PM >

(in reply to tverse)
Post #: 41
RE: WitW Mapoverhaul mod (updated 0.4) - 1/1/2019 9:45:04 PM   
Uxbridge


Posts: 1479
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
Just downloaded the map and it looks really great. Thank you for this work.

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Post #: 42
RE: WitW Mapoverhaul mod (updated 0.4) - 2/25/2020 11:37:43 PM   
Gilmer


Posts: 1447
Joined: 7/1/2011
Status: offline
I'm doing a let's play of War in the West using your mapmod, I give you full credit :)

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He that has a mind to fight, let him fight, for now is the time. - Anacreon

(in reply to overkill01)
Post #: 43
RE: WitW Mapoverhaul mod (updated 0.4) - 11/8/2020 5:46:47 PM   
zakblood


Posts: 22668
Joined: 10/4/2012
Status: online
attached and displayed for you





Attachment (1)

< Message edited by zakblood -- 11/8/2020 5:47:02 PM >

(in reply to overkill01)
Post #: 44
RE: WitW Mapoverhaul mod (updated 0.5) - 1/17/2021 6:06:12 PM   
cfulbright

 

Posts: 2767
Joined: 5/7/2003
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The map is beautiful. Can you please confirm there haven't been any long-term bugs or problems?

Cary

(in reply to overkill01)
Post #: 45
RE: WitW Mapoverhaul mod (updated 0.5) - 1/20/2021 2:06:01 PM   
overkill01

 

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Joined: 12/31/2015
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quote:

ORIGINAL: cfulbright

The map is beautiful. Can you please confirm there haven't been any long-term bugs or problems?

Cary


Glad you like it.
The mod does not change any coding, it only changes the artfiles.
So there are no known bugs or problems, and if there are any, then they would only be graphicly

(in reply to cfulbright)
Post #: 46
RE: WitW Mapoverhaul mod (updated 0.5) - 3/31/2021 3:34:16 PM   
krishub1492


Posts: 192
Joined: 1/28/2002
From:
Status: offline
I installed version 0.5 of your mod and it looks great in the 43-45 campaign. However, when I open the 4th Supreme Command scenario, the game defaults to the original tile set. Why would this occur?

(in reply to overkill01)
Post #: 47
RE: WitW Mapoverhaul mod (updated 0.5) - 3/31/2021 5:17:54 PM   
overkill01

 

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that is strange,

I tested it just now and the art from the mod only loads partially in the 4thsup cmd scen.

In all other scenarios, the mod loads just fine.

I have no idea why this is the case.

(in reply to krishub1492)
Post #: 48
RE: WitW Mapoverhaul mod (updated 0.5) - 4/17/2021 8:17:20 PM   
RedLancer


Posts: 4307
Joined: 11/16/2005
From: UK
Status: offline
It's probably because 4SC uses embedded data although I never realised it impacted on the artwork.

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WitE & WitW Dev

(in reply to overkill01)
Post #: 49
RE: WitW Mapoverhaul mod (updated 0.4) - 6/30/2021 7:46:28 PM   
rocketman71

 

Posts: 374
Joined: 2/20/2007
Status: offline
I tried this mod with a new game and there seem to be stuff missing or I'm being a dunce. Even if I toggle hexes on/off, I can only see enemy hexes. No hexes on water either. There are no icons for ports. Rail is missing altogether.
I moved the old files/folder and pasted in the mod ones. No luck :(
This is on the Steam version.

(in reply to overkill01)
Post #: 50
RE: WitW Mapoverhaul mod (updated 0.4) - 7/1/2021 4:04:17 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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quote:

ORIGINAL: rocketman71

I tried this mod with a new game and there seem to be stuff missing or I'm being a dunce. Even if I toggle hexes on/off, I can only see enemy hexes. No hexes on water either. There are no icons for ports. Rail is missing altogether.
I moved the old files/folder and pasted in the mod ones. No luck :(
This is on the Steam version.


I'm not sure what went wrong but I suspect that in moving the old files/folder you have cut and deleted everything, and then extracted the mod.
The MOD only contains the files that have been changed.
So if that is the case, you should move the old files back in (keep a backup) and paste and overwrite the mod again.

< Message edited by overkill01 -- 7/1/2021 4:05:20 PM >

(in reply to rocketman71)
Post #: 51
RE: WitW Mapoverhaul mod (updated 0.4) - 7/1/2021 5:12:10 PM   
rocketman71

 

Posts: 374
Joined: 2/20/2007
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Thanks, that solved the issue. For some reason I assumed that all tiles in the Tiles-folder was modded. What program do you use to mod TGA-files? The version of Photoshop Elements I have can't. I'm thinking about making a slightly desaturated version of your mod, with your permission of course.

(in reply to overkill01)
Post #: 52
RE: WitW Mapoverhaul mod (updated 0.4) - 7/1/2021 5:52:09 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
Status: offline
quote:

ORIGINAL: rocketman71

Thanks, that solved the issue. For some reason I assumed that all tiles in the Tiles-folder was modded. What program do you use to mod TGA-files? The version of Photoshop Elements I have can't. I'm thinking about making a slightly desaturated version of your mod, with your permission of course.


This mod has been made with GIMP, it's a popular and free software.
But I've been using "Corel PaintshopPro" since a few years now.

If youre looking for photo-editing software, but only to desaturate the mod, then use GIMP.


< Message edited by overkill01 -- 7/1/2021 5:53:12 PM >

(in reply to rocketman71)
Post #: 53
RE: WitW Mapoverhaul mod (updated 0.4) - 7/5/2021 5:35:41 PM   
cfulbright

 

Posts: 2767
Joined: 5/7/2003
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I installed your map mod months ago and it looks so much better than what comes "in the box". But my map still doesn't have quite the degree of detail and nuance that your maps on the first page of this thread show (see screenshots). Do you think it's a resolution thing (I'm running at 1366 x 768 on a laptop) or something else? Any suggestions?

Cary




Attachment (1)

(in reply to overkill01)
Post #: 54
RE: WitW Mapoverhaul mod (updated 0.4) - 7/5/2021 5:51:46 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
Status: offline

quote:

ORIGINAL: cfulbright

I installed your map mod months ago and it looks so much better than what comes "in the box". But my map still doesn't have quite the degree of detail and nuance that your maps on the first page of this thread show (see screenshots). Do you think it's a resolution thing (I'm running at 1366 x 768 on a laptop) or something else? Any suggestions?



I think it's because you did not start a new game.
Changes I made to the file hexart.dat only apply when starting a new game, no way around it.


(in reply to cfulbright)
Post #: 55
RE: WitW Mapoverhaul mod (updated 0.4) - 7/5/2021 6:16:12 PM   
cfulbright

 

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This IS a new game.

Cary

(in reply to overkill01)
Post #: 56
RE: WitW Mapoverhaul mod (updated 0.4) - 7/5/2021 6:21:27 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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quote:

ORIGINAL: cfulbright

This IS a new game.

Cary



You started a new game after installing the mod, or before ?
did you try in 43-45 campaign ?

(in reply to cfulbright)
Post #: 57
RE: WitW Mapoverhaul mod (updated 0.4) - 7/5/2021 7:21:11 PM   
cfulbright

 

Posts: 2767
Joined: 5/7/2003
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Yes, I started this game after installed the map mod many months ago.

To test, I just started a new game of the 1943-45 scenario. Here's a screenshot.

I hope I don't come across as ungrateful. Like I said, it looks a lot better than the standard game.

Cary




Attachment (1)

(in reply to overkill01)
Post #: 58
RE: WitW Mapoverhaul mod (updated 0.4) - 7/6/2021 3:14:30 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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It seems like wfhexart.dat does not load.

Check if you installed the mod correctly, in the installfolder go to the folder "dat", then look for "wfhexart.dat", its date should be 19/11/2017 .

(in reply to cfulbright)
Post #: 59
RE: WitW Mapoverhaul mod (updated 0.4) - 7/6/2021 3:27:14 PM   
cfulbright

 

Posts: 2767
Joined: 5/7/2003
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Hi,

Thanks for trying to help me out.

The date changes because it gets today's date when it downloads. But I did just download the single file in the RAR folder - wfhexart.dat - to my DAT folder, started a new game, and it still doesn't look as good as yours. The downloaded file is 305K.

Is that the only file in your mod? That's all I see in the RAR file.

Cary

(in reply to overkill01)
Post #: 60
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