Unit Depictions on Screen

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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RE: Modding unit bitmaps

Post by Shannon V. OKeets »

3rd and last in the series. Here is page 4, which contains the rest of the Japanese air units. I had shown page 5 previously (it has about half the Japanese planes). The unit in the top left is not US (I think it is Brazilian).

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RE: Modding unit bitmaps

Post by Froonp »

ORIGINAL: Shannon V. OKeets
Here is page 3, with the rest of the US carrier based air units plus their bombers and ATRs. At teh bottom are the NZ (I think) the red plane is not Japanese.
Not the NZ ones, but the Canadian.
The red one is the Mexican Air Force.
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Bitmaps vs vectors

Post by rtamesis »

Wouldn't vector-based graphics be a better choice rather than bitmap graphics in the situation where you have to zoom in and out and maintain crisp images and in terms of memory?[&:]
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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

ORIGINAL: rtamesis
Wouldn't vector-based graphics be a better choice rather than bitmap graphics in the situation where you have to zoom in and out and maintain crisp images and in terms of memory?[&:]
I don't know.

CWIF used bitmap images exclusively for the units and map which included zooming and scrolling both. Conversion of all that existing code to run using another format never even entered my head for consideration.

I did look into DirectX (vector based?) as a possibility for the graphics and found several good reasons to not use it for this application.
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RE: Bitmaps vs vectors

Post by amwild »

ORIGINAL: Shannon V. OKeets
ORIGINAL: rtamesis
Wouldn't vector-based graphics be a better choice rather than bitmap graphics in the situation where you have to zoom in and out and maintain crisp images and in terms of memory?[&:]
I don't know.

CWIF used bitmap images exclusively for the units and map which included zooming and scrolling both. Conversion of all that existing code to run using another format never even entered my head for consideration.

I did look into DirectX (vector based?) as a possibility for the graphics and found several good reasons to not use it for this application.

I believe that WMF files - a vectored format - has native support in Windows. "All" that would be required is to convert the bitmaps to vectored images, and there are programs available that can do that. That, and test the wmf files to ensure that they actually work...

Considering all the work already done, I don't really envision this happening, though.
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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

page 6 of the counters - the USSR air force.

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

Page 7, the last of the USSR planes and the British fighters and carrier based air units.

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

3rd and last in the series. More Brtish carrier based air and their naval air, plus the start of their land based bombers. As I recall, most of these naval air units required a lot of repositioning to get them to fit within the frame and still leave room for the numbers.

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RE: Bitmaps vs vectors

Post by Ballista »

Ahhh Beautiful ! Now I've had my WIF FIX. Thanks Steve [:)]

BTW Everyone have a Safe and Happy New Year !!!!!
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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

Another trio of Air Unit Bitmap pages. This is page 10 (Page 9 had been shown previously).

This page starts with teh German carrieri based air units, followed by the navao air, land based bombers, and lastly the start of the ATRs.

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

This is page 11 which concludes the German air units with the U1, U2, and U3. Then there are the French, Belgian, Czech (?), Swiss (?), and some Italian fighters.

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

3rd and last in the series. The rest of the Italians and the others are either Czech or Swedish. Patrice will know which are which.

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RE: Bitmaps vs vectors

Post by c92nichj »

ORIGINAL: Shannon V. OKeets

This is page 11 which concludes the German air units with the U1, U2, and U3. Then there are the French, Belgian, Czech (?), Swiss (?), and some Italian fighters.

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Those planes are Swedish not Czech
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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

Czech, Finnish, Polish, Greek, Yugoslavian, Hungarian, Rumanian, Turkish, NZ (?), Spanish, Chinese, the other Spanish, and then units from other modules/add-ons.

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

Page 14 of the unit bitmaps, the last of the air units - from WIF addons. That's the Australian combat naval units.

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

Skipping ahead to page 21, which has most of the minor country naval units. Those are convoys and ASW escorts at the bottom. Each bitmap of a generic naval unit is used repeatedly during the game, as units of those types are created. However, because the bitmapped images are anti-aliased, I need one for each country, including the minor countries that have convoys (or naval transports, submarines, etc.).

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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

4th and last in the series, page 22. These are remaining generic naval units: ASW escorts, ASW carriers, Amphibious units, Naval Transports, Submarines, and Task Forces.

2145 unit bitmaps (not counting the medium resolution ones).

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RE: Bitmaps vs vectors

Post by Ballista »

Yeah ! That's it ! I'm about to pass out from MWIF Overload ! [:D] Thanks for posting these.........
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RE: Bitmaps vs vectors

Post by Shannon V. OKeets »

Well, it took 3 weeks, but I have revised the unit movement code so it now displays naval units at sea in the Sea Box Sections. Or at least it does for this lone convoy unit. I need to work through the bugs in moving naval units before I can show a full complement of naval units in a sea area.

The convoy is in the Allied 0 Sea Box of the Baltic Sea (convoys must be in a 0 box). It shows up correctly in the Units Under Cursor panel and also in the Units Review panel (lower right corner of screen shot).

I still need to remove about 50 references to SeaAreaValue in the code, but that number is down from 480 when I started 3 weeks ago. Of course, each removal has to be replaced with new code that references the sea area box hex on the map. Most of the really difficult bits have been modified and I have a bunch of utility functions and procedures in place that handle the conversion from (SeaAreaValue, Sea Area #) to (Column, Row), where the latter are map coordinates for a Sea Box Section within the sea area.

By the way, I was jumping around shouting "Victory at Sea" for a while when this display came up correctly.

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RE: Bitmaps vs vectors

Post by Froonp »

Good news ! [:D]
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