October Dirty Dozen is FAT!

Trade tips and tricks, workarounds maps, and graphics mods. Why certain scenarios or campaigns are favorites, or how to improve stinkers. Attach your work to share/critique.

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Warrior
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October Dirty Dozen is FAT!

Post by Warrior »

The Dirty Dozen for October is the biggest ever!

Seventeen scenarios for SPWaW v7.1, twenty scenarios and one campaign for the SPWaW H2H mod, plus a new map from David Boutwell. Need I say more?

Find them here: http://redleg.homestead.com/
Retreat is NOT an option.

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Redleg
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Post by Redleg »

Lots of fun gaming included in this month's Dirty Dozen. I had a lot of fun testing these things.
Voriax
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Post by Voriax »

I tested the fictional German vs Japanese battles and I found them very good. Expect plenty of intense fighting with them.

Voriax
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RockinHarry
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Post by RockinHarry »

I downloaded the october zip file and found it full with interesting battles!:) But what really is even more outstanding is Fradar´s scenarios and the maps in particular! :cool: :cool: :cool:

I honestly can say his maps are the best that I´ve seen so far since Ecticen´s and Fred Chlanda´s tools are available! At last there´s someone who uses these tools with great skill and produces very tasteful maps!:)

_______
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Redleg
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Post by Redleg »

Fradar is a map-maker "par excellance". What a job he does.
He carefully researches his battle zone and expends a terrific amount of energy attempting to create the best possible map within the limits of the map-making tool kit.

He does amazing work and it working with him is a daily learning experience.
Fradar
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Map design

Post by Fradar »

Thanks for the nice compliments Gentlemen.:cool:
I must say, I like designing maps and find ways to add nice little details.
I also think that a good and "pleasant to look at" map is a way of showing respect to those who will play the scenario and giving them a bit more than just a scenario.
Fred's map editor and SD Quickies are great tools, though sometimes a bit tedious to use, but they allow a great liberty in terms of designing a map.
I must say Harry that your doc file was a fantastic help to use and understand correctly Fred's editor.
This is also a dangerous tool requiring a lot of checking and hex auditing.
I have noticed that edited features that appear correctly when save in the map editor will change to something else when saved as a scenario.
Most dangerous are terrain features that follow a path : trail, hedge, wall and bocage that will change to stream/gully.
Here is a small map for a british/germans bocage scenario I am working on. Check the village it shows that nice little things can be worked out with hedges and walls.
Attachments
lingevres map.zip
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RockinHarry
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Post by RockinHarry »

Hi Fradar,

I just checked your Lingreves map and found it that lovely detailed as I´ve expected from you!:) It´s much more fun to play on maps that look natural on places where appropiate and "manmade" when appropiate on others!
I like the gardens and backyards, all things that can be created with Freds Map Editor in that detail only!
Also the use of Orchard tiles for use as alleys is a nice feature!:)

I even would go as far as placing the orchards this way all of the time as the ordinary orchards look more like flat bushes without the shadows that only tree terrain provides!
Orchards are originally on layer 3 and placing them on layer 6 gives them shadows when also attributed as tree terrain.
BTW: Tree and Orchard terrain is pretty close regarding defense and movement modifiers, so using one for the other doesn´t really matter much!

You can combine different layer 3 terrain (trenches, gullies, paths...) in the same hex when using different layers with the tile transfer command. Usually it´s best to always use the tile transfer command for layer/section3 tile placement, as Freds MapEditor seems to have a bug that resets the tiles when tile numbers are entered manually and the "Retain" button is used!
"Tile Transfer" and "Copy/Paste S8 info" usually works around this bug, as it probably writes the data directly to the *.dat file! I guess the bug is somehow tied to the "Retain" button. :confused:

Fradar..did you leave the houses in hexes 11,13/7,13/14,13..and some more intentionally without shadows?
Houses only cast shadows when placed on layer/section5 and terrain attribute is Stone/wood building! Also the Multihex buildings only work right when the non-center hexes have a blank placed on layer 5. Usually 26,73 (shape file26, tile 73) is used for this. Not using a blank for the 6 surrounding hexes often produces a "paved road" attribute instead of the intended stone building.

BTW: Also nice to see your maps make use of the "tree surgeon" module of SDQ! It oftentimes makes me mad when someone makes an Ardennes or Hürtgenwald map and uses an unrealistic mix of coniferous and deciduous trees. The large forests there are known to be almost exclusively planted with fir/coniferous trees! :rolleyes: "Tree surgeon" was made just for this purpose!

Looking forward to your oncoming artworks Fradar! :) I wished there would be more of it from other scenario/map makers!

___________
Harry
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Fradar
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Map design

Post by Fradar »

Hello Harry ,

The houses without shadow will fit the scenario very well because the weather is supposed to be hazy, but it was not done on purpose. For tile transfer I always use section 6, for lack of better knowledge.
I still do not master/understand all the features of Fred’s map editor. I have only started to use it for a bit more than 2 months after I started designing scenarios in February this year.
Be a little indulgent, I will try to improve.
Thanks for the explanation on the primary road characteristics that appear for buildings placed with tile transfer. I had the problem and could not understand. In fact the map saved via Fred’s editor into SPWaW’s map editor is OK and retains the modified features. It is only after the map has been saved as part of a scenario that the primary road characteristics on buildings appear.
BTW I do not use SDQ’s tree surgeon. I also hate to see forests that I know like Hürtgen, Black Forest, Ardennes or Vosges look unrealistic. I made attempt when I was preparing my map for my Mantes Bridgehead scenario « Iron Cross vs Lorraine Cross » but was not satisfied with the result. What I do, is just make a sample of wood/forest how I want it to be and use the copy/paste feature in Fred’s editor and it works quite well.

Thanks for your support.

I will probably resort in the future to your fantastic knowledge of Fred’s editor.


François
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RockinHarry
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Post by RockinHarry »

Hi Fradar,

I hope you don´t take my postings as any sort of "teacherism"!;) I needed almost 2 years to get all that info and knowledge together and I would hate it, not to share it with other scenario or map designers! Anyway..there´re very few people that are interested in that detail stuff! :(

What you achieved in map/scenario making in the few months as you said, I just can pull my hat off! :cool:

Well..the "copy/paste" feature of Freds Editor is very useful, although I don´t use it much. Mainly for cropping larger parts of a map, so I could use it pasting into a completely new map.
Would you like to write some section for my "FredSMapEdit Document", on how to use the "Copy/paste" feature?

Time for an update anyway...:eek:

_________
Harry
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Fradar
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Use of Fred's Map Editor

Post by Fradar »

Hello Harry,

I really do not receive your postings as "teacherism". On the contrary they are very precious with useful tips and hints.
I wish I would have half the knowledge you master on Fred's Editor.
I like the copy/paste feature. It can save a lot of time to fill up a map with repetitive features.
I will gladly write something about it. Just let me know what you specifically would like. You can answer on the forum or mail me directly to the address you already know.
Thanks for your encouragement.
Tschuess !
François
Fradar
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multi hex buidings

Post by Fradar »

Quote "Also the Multihex buildings only work right when the non-center hexes have a blank placed on layer 5. Usually 26,73 (shape file26, tile 73) is used for this. Not using a blank for the 6 surrounding hexes often produces a "paved road" attribute instead of the intended stone building. "

I tried but was not able to make it work.
Where do I find SHP file 26, tile 73?
In the tile transfer feature 26 is small stone buildings but there is no tile 73.
Can you please detail a bit more how to operate ?
Thanks in advance.
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RockinHarry
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Re: multi hex buidings

Post by RockinHarry »

Originally posted by Fradar
Quote "Also the Multihex buildings only work right when the non-center hexes have a blank placed on layer 5. Usually 26,73 (shape file26, tile 73) is used for this. Not using a blank for the 6 surrounding hexes often produces a "paved road" attribute instead of the intended stone building. "

I tried but was not able to make it work.
Where do I find SHP file 26, tile 73?
In the tile transfer feature 26 is small stone buildings but there is no tile 73.
Can you please detail a bit more how to operate ?
Thanks in advance.
Hi Francois,

yes..you´re right, Ter026*.shp file contains the small stone buildings. Tile 73 is a blanc, that means an "empty" or "transparent" shape, that is needed for the mentioned 6 surrounding hexes of a "multihex building" center hex. You need to add this "blanc" even for those hexes that otherwise are attributed "mixed" or whatever. I don´t know why it works this way unfortunately. I found out by trial and error long time ago.
Might be possible that other "Blanc/empty" shapes from non Ter26 file for layer 5 work too, but I´ve not tried yet. I guess we need to stick to Ter026 for the "blanc".

BTW: I usually add "26,73" manually to sect5 in "inspection window". A final push on the "retain" button then does the job.
Try removing section5 info (in Freds map Editor/inspection window) from Multihex buildings that have been placed normally in SPWAW ingame map editor and see what happens! :eek: That´s how I found out about the issue.

________
Harry
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Don Doom
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Post by Don Doom »

Translation please!:D
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Redleg
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Post by Redleg »

Doom, brush up on your "techno-babble"! LOL
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Don Doom
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Post by Don Doom »

Originally posted by Redleg
Doom, brush up on your "techno-babble"! LOL
rotflmao:D
Doom
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Fradar
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Blanc

Post by Fradar »

Hello Harry,
Thanks for your help. I follow what you say, but if I check the content of SHP file 26 there is no tile 73. It stops at 72 if I remember well.How do I get this **** tile 73? Is it some tile I have to get somewhere else and save in SHP file 26 ?
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Post by RockinHarry »

Originally posted by Don Doom
Translation please!:D
Don..if you´re able to explain that tech stuff more "user friendly", you´re welcome!;) It´s anything but easy for a german guy to explain that stuff! :rolleyes:

No offense taken btw ;) :D

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RockinHarry
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Re: Blanc

Post by RockinHarry »

Originally posted by Fradar
Hello Harry,
Thanks for your help. I follow what you say, but if I check the content of SHP file 26 there is no tile 73. It stops at 72 if I remember well.How do I get this **** tile 73? Is it some tile I have to get somewhere else and save in SHP file 26 ?
Maybe I forgot the offset that Fred Shape Editor is using to address the single shapes. Then try with nr. 72 in Ter26 shape file instead. Nonetheless, it needs to be the mentioned "blank"!
Did you check with the Map Editor or with the shape editor btw!??

_________
Harry
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