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MAPMOD: GeneralsMap v0.4

 
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MAPMOD: GeneralsMap v0.4 - 6/1/2021 5:43:19 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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V0.4 This is a work in progress !!


With this mod I try to create a map that looks like an old papermap while keeping it clean and hopefully easier to read.

Changes:

- mapcolor
- outline on coast
- new swamp art
- adjusted RAIL for better visibility in woods/forests
- New groundconditions,
- Adjusted text for cities. Changed color, font and changed positioning for many cities, for better visibility.
- underline in commandersreport etc.
- New City and Urban art.


- PrettyTreemod (by myself) is included.


Installation:

Make a backup of the file named Dat in the gamefolder.
Download the .rar file from the link below and extract in the gamefolder.



IMPORTANT NOTEs:
- This mod will require that you start a new game, if you do not start a new game there will be many grafical glitches.
- You should reinstall this mod after every official update from matrix (Beta's too), if you do not, it will not affect you're current saved games but there may be many grafical glitches when you start a new game.
- There are only changes to the graphics (w_hexart.dat, and text.dat), this mod does not affect gameplay.
- Please report any visual glitches, but make sure you take into account the points above before you do.



V0.4 Notes


- New game required. There will be minor glitches if you don't.
- New art for cities and urban
- continued work on coasts
- changes to city-names
- minor changes/fixes

Download
MOD v0.4:
https://www.dropbox.com/s/j7siiwj8ya7nmij/GeneralsMap%20V0.4.rar?dl=0
(to download from this link, click download on the bar on the right.)


PLEASE, because this is a work in progress, do not use/implement this mod for creating other mods without my permission.








Attachment (1)

< Message edited by overkill01 -- 8/15/2021 11:31:59 AM >
Post #: 1
RE: MAPMOD: GeneralsMap v0.1 - 6/1/2021 5:45:35 PM   
overkill01

 

Posts: 185
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winter , all snow v0.3.2






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< Message edited by overkill01 -- 7/1/2021 3:59:59 PM >

(in reply to overkill01)
Post #: 2
RE: MAPMOD: GeneralsMap v0.1 - 6/1/2021 5:51:25 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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mud and heavy mud v0.3.2






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< Message edited by overkill01 -- 7/1/2021 3:59:27 PM >

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Post #: 3
RE: MAPMOD: GeneralsMap v0.1 - 6/1/2021 6:17:39 PM   
Beethoven1

 

Posts: 332
Joined: 3/25/2021
Status: online
The weather is clearly distinguishable on clear terrain, which is good. However, it seems to have the same sort of problem as the base game graphics where there are woods/forest. The trees block out everything underneath them, and as a result you can't see the mud (or other weather) on the ground in those hexes.

Here for example is a heavy woods hex, and it has heavy mud, but you cannot see any indication of the mud.



Note that I am loading from a previous game because I wanted to load one that had mud to check on the mud, so as a result some other stuff like rivers is messed up.

I think the only way to make weather be visible for hexes that have trees is to simply have less of the hex have trees? Maybe only the middle part of each hex that has forest/woods should be trees, so that you could see the weather in the outer part of the hex?

(in reply to overkill01)
Post #: 4
RE: MAPMOD: GeneralsMap v0.1 - 6/1/2021 6:30:12 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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That is a problem indeed, wich is also a problem in the original art. I hope to fix this in the future.

(in reply to Beethoven1)
Post #: 5
RE: MAPMOD: GeneralsMap v0.1 - 6/1/2021 8:03:15 PM   
briklebritt

 

Posts: 82
Joined: 3/28/2021
From: Germany
Status: offline
Very nice overkill01, I will try it tomorrow. Thanks for your work!

(in reply to overkill01)
Post #: 6
RE: MAPMOD: GeneralsMap v0.1 - 6/1/2021 9:38:15 PM   
goranw

 

Posts: 1524
Joined: 10/23/2001
From: Uppsala,Sweden
Status: online
Hi!
I am impressed by this work.
Well tuned overall.
A mild ground colour and the great detail with the marked coastal lines.
Thats new!
Gives a real map sense.
I think of later using it when doing historical map overlays
if its OK with you. Of course I then mention that its based on your map.
Regards
Goran

(in reply to briklebritt)
Post #: 7
RE: MAPMOD: GeneralsMap v0.1 - 6/2/2021 4:17:57 AM   
overkill01

 

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

ORIGINAL: goranw

Hi!
I am impressed by this work.
Well tuned overall.
A mild ground colour and the great detail with the marked coastal lines.
Thats new!
Gives a real map sense.
I think of later using it when doing historical map overlays
if its OK with you. Of course I then mention that its based on your map.
Regards
Goran


Glad you like it.
Offcourse you can use it for you're historical map overlays.
My only concern with other modders is that when they use my mod they will use a mod that will eventually become outdated since I will keep working on this one.

< Message edited by overkill01 -- 6/2/2021 4:18:35 AM >

(in reply to goranw)
Post #: 8
RE: MAPMOD: GeneralsMap v0.1 - 6/2/2021 4:44:25 AM   
nukkxx5058


Posts: 2726
Joined: 2/3/2005
From: France
Status: offline
Looks much clearer than the original. Will try it immediately. Thanks !
And great you will keep working on this map. The original map was a big concern too me in an otherwise great game.
One question: Is there a way to get larger town names in upper case font, or at least in larger font ?


< Message edited by nukkxx5058 -- 6/2/2021 5:13:26 AM >

(in reply to overkill01)
Post #: 9
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 4:07:28 PM   
goranw

 

Posts: 1524
Joined: 10/23/2001
From: Uppsala,Sweden
Status: online
Your mod resembles the beautiful map serie from polish cartography in late war.
They were world famous up to the war in creating excellent maps. Moved to Edinburgh.
Scale 1:500 000. Part of a map covering a bit of Lithuania.
Goran W





Attachment (1)

(in reply to nukkxx5058)
Post #: 10
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 4:16:49 PM   
First_Contact_Gamer


Posts: 62
Joined: 4/12/2021
Status: offline
This looks amazing! Thanks so much for making this, will give it a try ASAP!

(in reply to goranw)
Post #: 11
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 4:19:53 PM   
M60A3TTS


Posts: 3979
Joined: 5/13/2011
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The basic map really is terrific. At the same time, the mud hexes are just not my cup of tea. It almost makes the map look more unfinished than anything else. Hopefully there's something more that can be done there.

(in reply to goranw)
Post #: 12
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 4:59:00 PM   
overkill01

 

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

ORIGINAL: M60A3TTS

The basic map really is terrific. At the same time, the mud hexes are just not my cup of tea. It almost makes the map look more unfinished than anything else. Hopefully there's something more that can be done there.


Wich mud/snow version did you test ? with the textures or only the symbols ? suggestions ?
You can toggle on/off groundconditions (shift-W )

In the seperate addon the textures are deleted and the symbols are less apparent on their own.

< Message edited by overkill01 -- 6/3/2021 6:39:04 PM >

(in reply to M60A3TTS)
Post #: 13
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 5:23:15 PM   
overkill01

 

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

quote:

ORIGINAL: goranw

Your mod resembles the beautiful map serie from polish cartography in late war.
They were world famous up to the war in creating excellent maps. Moved to Edinburgh.
Scale 1:500 000. Part of a map covering a bit of Lithuania.
Goran W



That does realy look good, maybe i'll try something like those trees someday.

(in reply to goranw)
Post #: 14
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 8:43:58 PM   
M60A3TTS


Posts: 3979
Joined: 5/13/2011
Status: offline
I haven't tested anything and am only going by the screenie that Beethoven01 put up.

(in reply to overkill01)
Post #: 15
RE: MAPMOD: GeneralsMap v0.1 - 6/3/2021 8:50:21 PM   
TallBlondJohn

 

Posts: 42
Joined: 4/3/2021
Status: offline

quote:

ORIGINAL: overkill01


quote:

ORIGINAL: goranw

Your mod resembles the beautiful map serie from polish cartography in late war.
They were world famous up to the war in creating excellent maps. Moved to Edinburgh.
Scale 1:500 000. Part of a map covering a bit of Lithuania.
Goran W



That does realy look good, maybe i'll try something like those trees someday.



I've been thinking along these lines. Using a wartime German font like Din 1451 it would look very like the OKH situation maps. Maybe if we have the blue dashes for swamps, then brown dashes for mud might work - the more mud, the more dashes per hex. But I don't want to start something that is already being worked on.

(in reply to overkill01)
Post #: 16
RE: MAPMOD: GeneralsMap v0.1 - 6/4/2021 4:51:45 AM   
overkill01

 

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

ORIGINAL: M60A3TTS

I haven't tested anything and am only going by the screenie that Beethoven01 put up.


click on attachment in the 2nd post to view the main version with ground textures.
I know the map looks better without but in the end I see no solution to this problem.
Dirt and snow is in the base tile-art wich is the first layer with all the rest (trees, cities, swamp,...) on top of it. I wish it was a seperate layer (like trees, ...) on top, then I could do a simple icon or something.
So I have to make a big texture or symbol so that it is visible if it has another layer on it (trees, swamp, ... )

And again, you can toggle on/off ground conditions with shift-W

< Message edited by overkill01 -- 6/4/2021 4:52:19 AM >

(in reply to M60A3TTS)
Post #: 17
RE: MAPMOD: GeneralsMap v0.1 - 6/4/2021 4:54:48 AM   
overkill01

 

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

quote:

ORIGINAL: TallBlondJohn



I've been thinking along these lines. Using a wartime German font like Din 1451 it would look very like the OKH situation maps. Maybe if we have the blue dashes for swamps, then brown dashes for mud might work - the more mud, the more dashes per hex. But I don't want to start something that is already being worked on.


Interesting ideas, thank you.
I actually liked those simple swamps on that map and i'm allready experimenting on that, it did not come to mind to do the same with mud though.

(in reply to TallBlondJohn)
Post #: 18
RE: MAPMOD: GeneralsMap v0.2 - 6/7/2021 3:15:30 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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mud and snow v0.3





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< Message edited by overkill01 -- 6/12/2021 5:37:22 AM >

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RE: MAPMOD: GeneralsMap v0.2 - 6/7/2021 3:16:19 PM   
overkill01

 

Posts: 185
Joined: 12/31/2015
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zoomed out v0.3.
light mud, heavy mud, light snow, snow




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< Message edited by overkill01 -- 6/12/2021 5:39:51 AM >

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RE: MAPMOD: GeneralsMap v0.2 - 6/21/2021 8:50:22 AM   
username01

 

Posts: 34
Joined: 5/21/2021
Status: offline
My only problem with the current WiTE2 map are the swamps which don't stand out as good as the 'lined' map versions, and also the Town names could be a bit more bolder. Other than that I'm okay with it. But I understand that you are working on this, so looking forward to when it's all done - Great work.

(in reply to overkill01)
Post #: 21
RE: MAPMOD: GeneralsMap v0.2 - 7/9/2021 4:05:52 PM   
TallBlondJohn

 

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Joined: 4/3/2021
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Beautiful work. Only one suggestion - maybe if the base colour and the trees was a little greener, light mud and light snow would have a bit more contrast?

(in reply to username01)
Post #: 22
RE: MAPMOD: GeneralsMap v0.2 - 7/9/2021 4:27:19 PM   
jlbhung

 

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Joined: 3/10/2021
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I think it may be better if the contrast for snow and light snow can be bigger. How about different colors similar to the case of mud and light mud?

(in reply to TallBlondJohn)
Post #: 23
RE: MAPMOD: GeneralsMap v0.2 - 7/9/2021 5:31:37 PM   
overkill01

 

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

ORIGINAL: jlbhung

I think it may be better if the contrast for snow and light snow can be bigger. How about different colors similar to the case of mud and light mud?



I think it would be difficult to find a good color, but i'm open to suggestions.
First thing that comes to mind is to make snow a bit blue-ish, but that would cause problems with swamp and rivers.

< Message edited by overkill01 -- 7/9/2021 5:40:02 PM >

(in reply to jlbhung)
Post #: 24
RE: MAPMOD: GeneralsMap v0.2 - 7/9/2021 5:38:07 PM   
overkill01

 

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Joined: 12/31/2015
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quote:

ORIGINAL: TallBlondJohn

Beautiful work. Only one suggestion - maybe if the base colour and the trees was a little greener, light mud and light snow would have a bit more contrast?



I get you're point, but my personal preference is to have them a bit desaturated.

You can always just install my treemod "pretty trees" on top of this one, its a bit more saturated.
BUT, make sure you do not overwrite hexart.dat when installing pretty trees. extract it in another map and delete hexart.dat from the folder Dat/Gendata, then copy paste the rest in the games installfolder.

< Message edited by overkill01 -- 7/9/2021 5:39:09 PM >

(in reply to TallBlondJohn)
Post #: 25
RE: MAPMOD: GeneralsMap v0.2 - 7/10/2021 4:34:12 AM   
jlbhung

 

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quote:

ORIGINAL: overkill01

quote:

ORIGINAL: jlbhung

I think it may be better if the contrast for snow and light snow can be bigger. How about different colors similar to the case of mud and light mud?



I think it would be difficult to find a good color, but i'm open to suggestions.
First thing that comes to mind is to make snow a bit blue-ish, but that would cause problems with swamp and rivers.


I agree with you on the difficulty of choosing good colors. Please find some initial suggestions, but I must admit that I may not be too good on color selection.







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(in reply to overkill01)
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RE: MAPMOD: GeneralsMap v0.2 - 7/23/2021 1:19:31 PM   
xhoel


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Joined: 6/24/2017
From: Germany
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This map looks absolutely gorgeous, great work!

_____________________________

AAR WITW: Gotterdammerung 43-45
http://www.matrixgames.com/forums/tm.asp?m=4490035
AAR WITE: A Clash of Titans 41-45
http://www.matrixgames.com/forums/tm.asp?m=4488465
WitE 2 Tester and Test Coordinator

(in reply to jlbhung)
Post #: 27
RE: MAPMOD: GeneralsMap v0.4 - 8/15/2021 8:51:21 AM   
overkill01

 

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Mod version 0.4 example








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< Message edited by overkill01 -- 8/15/2021 11:32:32 AM >

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RE: MAPMOD: GeneralsMap v0.4 - 8/15/2021 10:39:26 AM   
xhoel


Posts: 2861
Joined: 6/24/2017
From: Germany
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The city tiles look much better but there seems to be some issues with names for Airbases. If the name is on top of the AB, the first letter which is capitalized is difficult to see. For example see Mimon or Altenburg.

The name of the airbase west of Prague is hard to read. Are all airbases purple now? That would make it difficult to notice which ones are empty and which ones have aircraft.

Keep up the good work!

_____________________________

AAR WITW: Gotterdammerung 43-45
http://www.matrixgames.com/forums/tm.asp?m=4490035
AAR WITE: A Clash of Titans 41-45
http://www.matrixgames.com/forums/tm.asp?m=4488465
WitE 2 Tester and Test Coordinator

(in reply to overkill01)
Post #: 29
RE: MAPMOD: GeneralsMap v0.4 - 8/15/2021 11:29:43 AM   
overkill01

 

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

ORIGINAL: xhoel

The city tiles look much better but there seems to be some issues with names for Airbases. If the name is on top of the AB, the first letter which is capitalized is difficult to see. For example see Mimon or Altenburg.

The name of the airbase west of Prague is hard to read. Are all airbases purple now? That would make it difficult to notice which ones are empty and which ones have aircraft.

Keep up the good work!


Yes, positioning those names is an ongoing process and a lot of work still.
Changing the text requires a new game everytime so for now this will have to do.

The purple is because the screenshots are taken in the editor, no changes there. my bad.
I have taken new screenshots with the normal colors and put those in the posts.


< Message edited by overkill01 -- 8/15/2021 11:33:26 AM >

(in reply to xhoel)
Post #: 30
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