Map mod ?
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Map mod ?
And all definitions of hexes, industries, refineries, shipyards, roads , railways etc can be edited by current editor?
- steveh11Matrix
- Posts: 943
- Joined: Fri Jul 30, 2004 8:54 am
- Contact:
RE: Map mod ?
Not.ORIGINAL: Dili
And all definitions of hexes, industries, refineries, shipyards, roads , railways etc can be edited by current editor?
As.
Such.
[:(][8|]
You can define industries, refineries and shipyards, but not roads. railroads, terrain, hexsides... not with the current editor.
Steve.
"Nature always obeys Her own laws" - Leonardo da Vinci
RE: Map mod ?
Are you sure about that? If that is truth why jwilkerson answered in above way? If a person wants to make a map outside Pacific certainly needs to edit roads, railroads and hexsides.
- jwilkerson
- Posts: 8250
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: Map mod ?
ORIGINAL: Dili
And all definitions of hexes, industries, refineries, shipyards, roads , railways etc can be edited by current editor?
Currently, you would have to use your favorite hexEdit program in order to edit the map data files.
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
RE: Map mod ?
Thanks Joe. I will have to count the hexes in a Mediterranean scenario, probably too much to edit.
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: Map mod ?
Or the hexes on the Russian Front in my case....
I have a working map, but with no way to edit the pwhexe.dat file, my effort is doomed to fail!
Is there anything like WitPEditorX or Witp Excel in the works???
I have a working map, but with no way to edit the pwhexe.dat file, my effort is doomed to fail!
Is there anything like WitPEditorX or Witp Excel in the works???
Vista, suerte y al toro!
- jwilkerson
- Posts: 8250
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: Map mod ?
ORIGINAL: Dili
Thanks Joe. I will have to count the hexes in a Mediterranean scenario, probably too much to edit.
ORIGINAL: Bubi Hartmann
Or the hexes on the Russian Front in my case....
I have a working map, but with no way to edit the pwhexe.dat file, my effort is doomed to fail!
Is there anything like WitPEditorX or Witp Excel in the works???
http://www.expertcomsoft.com/
This is the hex editor I use. It will open files over 32MEG in size, so opening the various map data files supplied with the game will absolutely not be a problem.
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: Map mod ?
Thank you, I have downloaded it and will give it a try.
It´s a pity the AR Editor doesn´t include an utility to edit the PwHex directly.
It´s a pity the AR Editor doesn´t include an utility to edit the PwHex directly.
Vista, suerte y al toro!
RE: Map mod ?
One more question Joe, since i don't have any experience with hex editors, after i plan what each hex must have (in short after all "homework") how much time per hex i will spend editing?
RE: Map mod ?
So how much do you want to edit a map?[/align](small, large, big???)
[/align]
[/align]
RE: Map mod ?
To be workable for Mediterranean it need to not be more than 30miles hex. It needs an "off map" area in USA at least, probably will make also the Cabo route but will only have to edit the route. I need some hexes in Germany and a supply root to have protected factories for German equipement there since all Italy is a target, there is also need a sea route from British Islands and some hexes with industry and a base , shipyards etc, also Channel Islands need to be working since Withley bombers have no range to bomb Italy from Big England.
The whole map apparently needs to be same size of AE but i can let many hexes unedited or just having a Sea and a Land default hex to fill all places.
The whole map apparently needs to be same size of AE but i can let many hexes unedited or just having a Sea and a Land default hex to fill all places.
RE: Map mod ?
Myslím že zpracovat mapu v jiném mìøítku než je originální AE není dobrý nápad.
RE: Map mod ?
sorry repeat[/align]I think that the process map in another scale than the original EA is not a good idea.
[/align]
[/align]
- jwilkerson
- Posts: 8250
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: Map mod ?
ORIGINAL: Dili
how much time per hex i will spend editing?
When we did the data entry from AE - I think it was about 1 minute per hex average - I did 10 rows myself so I speak from experience. If you are on an Ocean hex and the next hex is Ocean, it is a few seconds, but this averages out with having to decide how to layout the hexsides in some complex situations. That is actually the hardest part - the hexsides. And you have to make decisions based on which side of large Islands you want to be invade-able. But I'd say on average 1 minute per hex. We had about 6 guys working on it for about 3 months - not "FULL TIME" of course - but that was about the size of the effort. Of course the map was already drawn, so that is a pre-requisite.
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
RE: Map mod ?
sorry repeatI think that the process map in another scale than the original EA is not a good idea.
I agree it is a problem, but there is no alternative with Malta, other islands like Pantellaria and straits , ideally should be even 20 miles hex - which it is still more than any hit a Battleship has ever made if we assume they are in limits of the hex. If i am reminding right there is someone i think Joe said there are 18 places to chanage for a diferent scale.
When we did the data entry from AE - I think it was about 1 minute per hex average - I did 10 rows myself so I speak from experience. If you are on an Ocean hex and the next hex is Ocean, it is a few seconds, but this averages out with having to decide how to layout the hexsides in some complex situations. That is actually the hardest part - the hexsides. And you have to make decisions based on which side of large Islands you want to be invade-able. But I'd say on average 1 minute per hex. We had about 6 guys working on it for about 3 months - not "FULL TIME" of course - but that was about the size of the effort. Of course the map was already drawn, so that is a pre-requisite.
Good info. Thanks.
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Map mod ?
ORIGINAL: Seeadler
Andrew, any chance to have a map with "World in Flames" style hexdots for sea areas in the future? The map is fantastic, but I don't like the black fishing net spread all over the Pacific. [:D]
A long delayed reply: Yes I am working on an AE map with "World in Flames" style hexdots for sea areas. It is my favourite map style. I have been working on it on and off for a while, but I don't have much time to do so, as I am still busy with things like helping out with the next AE patch, so progress is very slow.
But it will be done very soon. All I need now is a place to host the (huge) files. I would like to start up a website somewhere that can be used to store any map mods that are made for AE (mine or other peoples').
Andrew
RE: Map mod ?
One question. Before AE was released was shown here some terrain types in a sort of interface. That terrains were hex limited. Was that some sort o tool or just the usual graphical copy paste for Photoshop or other image editor?
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Map mod ?
ORIGINAL: Dili
One question. Before AE was released was shown here some terrain types in a sort of interface. That terrains were hex limited. Was that some sort o tool or just the usual graphical copy paste for Photoshop or other image editor?
Sorry, but I don't know what you are describing.
Andrew




