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RE: MAPMOD: GeneralsMap v0.4

 
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All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> Scenario Design and Modding >> RE: MAPMOD: GeneralsMap v0.4 Page: <<   < prev  1 [2] 3 4   next >   >>
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RE: MAPMOD: GeneralsMap v0.4 - 8/17/2021 9:56:52 AM   
xhoel


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No worries, I know it is a lot of work, just wanted to let you know thats all.

Thanks for the clarification!

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(in reply to overkill01)
Post #: 31
RE: MAPMOD: GeneralsMap v0.4 - 8/29/2021 10:53:37 PM   
cblattmann


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Thank you for your time and effort to produce such a beautiful map.

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Post #: 32
RE: MAPMOD: GeneralsMap v0.4 - 8/30/2021 5:13:29 PM   
rocketman71

 

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I haven't bought the game yet but will do so pretty soon (-ish), and will certainly try this mod as it appeals a lot to me. Love the old map look. I wonder what it would look like with less saturated counter colors? The tend to look a bit too vibrant right now. Are those hard to mod? If not I might give them a go myself.

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Post #: 33
RE: MAPMOD: GeneralsMap v0.4 - 8/31/2021 4:49:43 AM   
overkill01

 

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quote:

ORIGINAL: cblattmann

Thank you for your time and effort to produce such a beautiful map.


I'm glad you like it

(in reply to cblattmann)
Post #: 34
RE: MAPMOD: GeneralsMap v0.4 - 8/31/2021 4:54:06 AM   
overkill01

 

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quote:

ORIGINAL: rocketman71

I haven't bought the game yet but will do so pretty soon (-ish), and will certainly try this mod as it appeals a lot to me. Love the old map look. I wonder what it would look like with less saturated counter colors? The tend to look a bit too vibrant right now. Are those hard to mod? If not I might give them a go myself.


You wont be needing a mod for changing the colors in the counters. There is a function included ingame that allows you to change the colors as you see fit. I believe you can set any color at whatever HQ level you want.

(in reply to rocketman71)
Post #: 35
RE: MAPMOD: GeneralsMap v0.4 - 8/31/2021 6:58:42 AM   
Tanaka


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Love the new map. Would it be possible to make the map slightly darker in some way? It does help to see things better but the bright white can be very straining and tiring on the eyes after a bit. Maybe more of a light brown paper map color? I'm assuming the white is not snow as it is June at game start? Just a suggestion...

< Message edited by Tanaka -- 8/31/2021 7:23:21 AM >


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Post #: 36
RE: MAPMOD: GeneralsMap v0.4 - 8/31/2021 7:14:54 AM   
overkill01

 

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quote:

ORIGINAL: Tanaka

Love the new map. Would it be possible to make the map slightly darker? It does help to see things better but the bright white can be very straining and tiring on the eyes after a bit. Maybe more of a light brown paper map color? Just a suggestion...


Thank you for the feedback, i'll keep it in mind but redoing the colors would take a lot of work.
Perhaps you could consider turning down brightness on youre monitor or something like that ?


< Message edited by overkill01 -- 8/31/2021 7:18:56 AM >

(in reply to Tanaka)
Post #: 37
RE: MAPMOD: GeneralsMap v0.4 - 9/1/2021 3:49:02 PM   
rocketman71

 

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quote:

ORIGINAL: overkill01


quote:

ORIGINAL: rocketman71

I haven't bought the game yet but will do so pretty soon (-ish), and will certainly try this mod as it appeals a lot to me. Love the old map look. I wonder what it would look like with less saturated counter colors? The tend to look a bit too vibrant right now. Are those hard to mod? If not I might give them a go myself.


You wont be needing a mod for changing the colors in the counters. There is a function included ingame that allows you to change the colors as you see fit. I believe you can set any color at whatever HQ level you want.

Can you even set the color of the counter itself? I only thought the feature was for the NATO symbol, which is very useful of course. Changing the color of the counter is more of an aesthetic choice to match the desaturated look of the map design.

(in reply to overkill01)
Post #: 38
RE: MAPMOD: GeneralsMap v0.4 - 9/1/2021 4:30:51 PM   
overkill01

 

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quote:

ORIGINAL: rocketman71


quote:

ORIGINAL: overkill01


quote:

ORIGINAL: rocketman71

I haven't bought the game yet but will do so pretty soon (-ish), and will certainly try this mod as it appeals a lot to me. Love the old map look. I wonder what it would look like with less saturated counter colors? The tend to look a bit too vibrant right now. Are those hard to mod? If not I might give them a go myself.


You wont be needing a mod for changing the colors in the counters. There is a function included ingame that allows you to change the colors as you see fit. I believe you can set any color at whatever HQ level you want.

Can you even set the color of the counter itself? I only thought the feature was for the NATO symbol, which is very useful of course. Changing the color of the counter is more of an aesthetic choice to match the desaturated look of the map design.


Aha, sorry i misinterpreted that indeed.
You cannot change the countercolor but you can change the color within the counter to identify the div, corp, ... .
I'm pretty sure it should be easy enough to change it by modding

(in reply to rocketman71)
Post #: 39
RE: MAPMOD: GeneralsMap v0.4 - 9/11/2021 10:54:33 AM   
xhoel


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From: Germany
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I feel like the city/town names are placed a bit too much to the south-east of where the location is. Might be worth considering changing it so the name is more centered to the location.

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(in reply to overkill01)
Post #: 40
RE: MAPMOD: GeneralsMap v0.4 - 9/14/2021 2:50:23 PM   
Fraggo5


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From: Peterborough U.K
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Very nice map, easy to download and install. Thanks for making it .

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Post #: 41
RE: MAPMOD: GeneralsMap v0.4 - 9/16/2021 4:05:29 AM   
Hardradi


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Fantastic work. I particularly like the mud distinctions, railroads and the cities.

Can you have a look at Leningrad in your mod? The old city colours appear to be showing around the borders. I think this is from the coastal tiles 216 to ~219.


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Post #: 42
RE: MAPMOD: GeneralsMap v0.4 - 9/16/2021 5:44:01 AM   
overkill01

 

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quote:

ORIGINAL: Hardradi

Fantastic work. I particularly like the mud distinctions, railroads and the cities.

Can you have a look at Leningrad in your mod? The old city colours appear to be showing around the borders. I think this is from the coastal tiles 216 to ~219.


Thank you for the feedback.
I don't see old citycolours around Leningrad though.
Did you start a new game after installing latest update ?
This is required to reload Hexart.dat, this file contains all the changes.
If this is the case you will probably notice a lot more faulty areas.
Only Kronstadt still has it's old art.

(in reply to Hardradi)
Post #: 43
RE: MAPMOD: GeneralsMap v0.4 - 9/16/2021 7:40:47 AM   
Hardradi


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Yes you a right it does work. It was my problem as I was trying to just take only the cities component. (I cant handle the pale (bright) colour, it triggers migraines for some reason).

Thanks for following up and more so for the mod.




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Post #: 44
RE: MAPMOD: GeneralsMap v0.4 - 9/16/2021 11:07:52 AM   
overkill01

 

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quote:

ORIGINAL: Hardradi

Yes you a right it does work. It was my problem as I was trying to just take only the cities component. (I cant handle the pale (bright) colour, it triggers migraines for some reason).

Thanks for following up and more so for the mod.



I'll see if I can do something about the bright colours.

(in reply to Hardradi)
Post #: 45
RE: MAPMOD: GeneralsMap v0.4 - 9/21/2021 1:10:09 PM   
cblattmann


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Love your map.

Wanted to ask you where you can change the shading of the enemy color. Want to make it a bit lighter for myself. I assume it is an overlay and can be changed in a single place?

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Post #: 46
RE: MAPMOD: GeneralsMap v0.4 - 9/21/2021 2:23:38 PM   
overkill01

 

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quote:

ORIGINAL: cblattmann

Love your map.

Wanted to ask you where you can change the shading of the enemy color. Want to make it a bit lighter for myself. I assume it is an overlay and can be changed in a single place?


Do you mean the hexcolour ? red overlay.
That is an interesting idea. I'm not sure how, but i'll look into it and let you know.

< Message edited by overkill01 -- 9/21/2021 2:24:14 PM >

(in reply to cblattmann)
Post #: 47
RE: MAPMOD: GeneralsMap v0.4 - 9/21/2021 4:08:33 PM   
cblattmann


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Yes, the red overlay color shading the enemy hexes. Got to be an overlay represented as a hexcode. Most likely the other other shading colors would be defined the same way.

(in reply to overkill01)
Post #: 48
RE: MAPMOD: GeneralsMap v0.4 - 9/21/2021 5:52:21 PM   
overkill01

 

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I can't find it i'm afraid. I could not find it in the editor, also not in hexart.csv.

(in reply to cblattmann)
Post #: 49
RE: MAPMOD: GeneralsMap v0.4 - 9/21/2021 8:18:45 PM   
cblattmann


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Bummer. Your might has a light colored background, that I thought wanted to lighten up the shading. Does not need much to get the point with your map.

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Post #: 50
RE: MAPMOD: GeneralsMap v0.4 - 10/11/2021 3:23:15 PM   
OnWargaming


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From: Italy
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Great map, just downloaded, many thanks!

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Post #: 51
RE: MAPMOD: GeneralsMap v0.4 - 11/8/2021 12:27:15 PM   
overkill01

 

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bump, update v0.5

(in reply to OnWargaming)
Post #: 52
RE: MAPMOD: GeneralsMap v0.4 - 11/9/2021 9:20:27 PM   
Zovs


Posts: 6492
Joined: 2/23/2009
From: United States
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Thank you very much for making this map mod! I think its absolutely lovely.

When I combined your map mod with my board war game counter and symbol mod, they look splendid together.


Summer 1941 AGS area:



Summer 1941 AGN area:



Zoomed out a level:


Zoomed out a level again:



Zoomed in (AGS area):



Red God of War (Mud):



Vistula to Berlin (Snow):



Summer 1941 AGS showing the map and various control colors with my counter mod:






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Post #: 53
RE: MAPMOD: GeneralsMap v0.4 - 11/9/2021 9:33:15 PM   
rocketman71

 

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This mapmod + Anniversary Coupon arriving soon + Steam release = Game purchase => gaming heaven :)
Question is if I can plough through some 55 turns of WITW D-day campaign before that

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Post #: 54
RE: MAPMOD: GeneralsMap v0.4 - 11/10/2021 5:11:08 AM   
overkill01

 

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Hey Zovs,

I'm glad you like it. quite good with the counters indeed.

I do notice in the screenshots you took that there are many glitches.
I think you did not reinstall the mod after updating the game ? Or maybe an old save from a new game started without the mod or an old version of the mod ?

< Message edited by overkill01 -- 11/10/2021 5:22:10 AM >

(in reply to Zovs)
Post #: 55
RE: MAPMOD: GeneralsMap v0.4 - 11/10/2021 6:34:12 AM   
Zovs


Posts: 6492
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Which glitches?

I am a beta tester so running with the latest from the devs. I’ll install it with the latest current version as well. I used GME (or JSME tool to install it).

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Post #: 56
RE: MAPMOD: GeneralsMap v0.4 - 11/10/2021 6:45:54 AM   
overkill01

 

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quote:

ORIGINAL: Zovs

Which glitches?

I am a beta tester so running with the latest from the devs. I’ll install it with the latest current version as well. I used GME (or JSME tool to install it).


For example
- on the 2nd image you posted, below the sambian peninsula, there are some coastal outlines that cross over land.
- on the 3rd image, next to gdynia there is some old coastal art (the old green color)
- also, trees overlapping the sea
- etc.

this is because when you start a new game and save, that "save" will load the .dat files wich where installed at the time you did the first save. Every time you save you're progress after this, from this particular save-file, it remembers the settings from the .dat-file when you first saved.

With every update from the dev's they include all .dat files (even if they did not change, dat.art rarely gets changed), so those overwrite the ones from the mod.
So the next time you start a new game after an update like this, you will get these glitches. It just doesn't affect youre current saves.

< Message edited by overkill01 -- 11/10/2021 6:56:16 AM >

(in reply to Zovs)
Post #: 57
RE: MAPMOD: GeneralsMap v0.4 - 11/10/2021 9:09:17 AM   
Zovs


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From: United States
Status: offline
Ah okay, those were al previous saved games.

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Post #: 58
RE: MAPMOD: GeneralsMap v0.4 - 11/11/2021 2:04:21 PM   
Zovs


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Status: offline
overkill01

I just started a new TDSWF scenario and noticed that the 187,187 T1 SWF activation marker is not present. I also started a brand new CG 1941 and that marker is not present either.

Could you please also add this to your map mod?

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Post #: 59
RE: MAPMOD: GeneralsMap v0.4 - 11/11/2021 2:07:40 PM   
Zovs


Posts: 6492
Joined: 2/23/2009
From: United States
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This is from a game that was previously started with out your map mod but then I applied your map mod.

Its missing in a new 1941 CG or the DSWF.



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WarPlan & WarPlan Pacific
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Post #: 60
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