Graphics Mod

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Ormand
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Graphics Mod

Post by Ormand »

I have finally completed a project that entails a fairly major remake of the map graphics for ATG. I uploaded it to the scenario bank this evening called Scenario Design. The image files are contained in the three directories \ScenarioDesign, \ScenarioDesignBIG, and \ScenarioDesignSMALL. These directories should be placed in the graphics directory. The file ScenarioDesign.at2 is a "master file" that contains the terrain types with links to the appropriate images. It is essentially a remake of the generic.at2 file. This was developed for v2.08.

This distribution primarily replaces most map graphics, including roads, bridges, and rivers, but not some of the special graphics, such as fortifications, factories, airfields, and resources. In the master file, these point to the original images distributed with the game.

Changes to the original terrain types include the addition of the following terrain types: Lakes (plains, mud, snow, and all forest types), mangrove swamp, arid rough (meant to be similar to lava fields), rocky terrain (plains, mud, snow, and desert), low mountain forests (loaf, pine, jungle), bocage (spring, summer, fall, winter), spring forest, major river, frozen rivers (stream, river, and major), plains canyon, desert canyon, unimproved road, paved road, and highway. The following terrain sub-types were removed: wadi, and urban centers for particular cultures (they are all the same now). For enterprising modders, I also included seasonal variations for a few terrain types, so that you can distinguish between spring and fall (fields, bocage, loaf forests). Finally, the images for coastal transition hexes now have seven images, which the game will choose "randomly", which gives a greater variation on the coast, thus removing the glaring repeated patterns along the coast. This is not the case for most other transitions, where only one image is used for each terrain type in the "Fred" transitions file (the exception being fields, where three images are used). Originally, I made seven transitions for each terrain type to give a very wide variety in the generated maps, but generally speaking, these uses way too much memory.

Here's an idea what it looks like:

Image

Issues: This should be considered an rather advanced beta, as not every single combination of edges, roads, etc., have been tested. Thus, I expect some errors. The known problems are with the prehex sprites for many of the "urban" terrains, such as mud, desert, and snow. For some reason, attempting to change these leads to a crash, with an unhandled exception error, with the message "Object reference not set to an instance of an object". I suspect that this might be fixed in v2.09. Some of the railroads and highways don't line up quite right. This a bit difficult and tedious to do, so I accepted this version for now. Also, it looks as if in a few of the streams transitions you can see a seam, which is caused by the beveling. If you find problems, post it on the forum, or shoot me an e-mail at ormand at comcast.net. Lastly, it may be that some of the coastal transitions might pinch the railroads and highways, let me know. I caught several of these, which forced me to remake some 25 coastal images.

Acknowledgements: This project came about because I wanted to make several scenarios for Advanced tactics, and found the vanilla version to be lacking for what I wanted to do. So, before ATG came out I started out trying to use satellite images, but it didn't work since they didn't tile, and it looked awful. Then I stumbled across two web sites. The first, which I can't find anymore, helped me to figure out how to tile hex images. The second is a great web site called "The Cartographer's Guild" (http://www.cartographersguild.com), which has an incredible wealth of tutorials that made it fairly easy. Perhaps the most useful for me, were several posted by RobA (as well as an angular building brush he distributed). Without this web site, I don't think I would have known how to start.


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Ormand
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RE: Graphics Mod

Post by Ormand »

A different view showing Autumn leaves (AKA mud)

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Ormand
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RE: Graphics Mod

Post by Ormand »

Another screen shot showing desert, desert rough, bocage, rocky terrain, canyons, dirt road, and highway.

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ernieschwitz
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RE: Graphics Mod

Post by ernieschwitz »

wow, looks great, i will definately be looking into this. Nice job :)
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RE: Graphics Mod

Post by JJKettunen »

Great job!
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RE: Graphics Mod

Post by Josh »

Yep, great job! And I'm glad you gave the railroad more definition because the plain one in ATG vanilla gives me headaches sometimes, especially in woods/jungle where you almost can't see them...
I wonder how it looks with counters on your maps?
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RE: Graphics Mod

Post by JJKettunen »

Not uploaded yet. Ormand, let us know when it is available.
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Ormand
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RE: Graphics Mod

Post by Ormand »

Silly, silly me. That's what I get for rushing and trying this after midnight. I didn't notice that it didn't work after first running into problems with the screenshot. Worse, I also didn't see the file size limit. So, this will be a bit more challenging that planned. All total, it looks to be about 78MB. There are a LOT of png's for small, regular, and big terrains. I prefer not to give only regular and then let ATG scale and create all the other files. This obviously works well for small, but for big there can be a loss of detail. In many cases, I actually started with the big images and scaled down (it is better take information out of an image than to have to put it back). It looks like I would have to split into pieces (if that is possible). It looks as if it is not possible to load more than a single zip for a scenario, which would mean it would have to be done as three scenarios, and clearly only the regular size images can be uploaded.
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Ormand
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RE: Graphics Mod

Post by Ormand »

I uploaded three zip files onto the server, ScenarioDesignRegular-N.zip, with N=1,2,3. They contain images for the standard graphics, and not SMALL and BIG. ATG will create these when you load the ScenarioDesign.at2 file (assuming I didn't make any mistakes while splitting the directories). Like I said, the BIG graphics won't be quite as good as what I have because there is a loss of info when scaling up. Unfortunately, the BIG directory is about 48 MB. Obviously, it doesn't matter much for the SMALL images.
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Ormand
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RE: Graphics Mod

Post by Ormand »

Here is a screenshot from a randomly generated game. Just replace generic.at2 with ScenarioDesign.at2. I have not done anything with scripts to generate maps that use any of the extra terrains.

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JJKettunen
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RE: Graphics Mod

Post by JJKettunen »

Cheers! [&o]
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Ormand
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RE: Graphics Mod

Post by Ormand »

Thanks!

I also uploaded five additional (optional) parts that contain the BIG graphics files (Scenario Design Parts 4-8). They aren't strictly necessary since ATG will create the BIG graphics when you start up the .at2 file. However, since many of these images started with the larger 128x96 images, there quality is better than when scaled up. So, I would suggest it.
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RE: Graphics Mod

Post by JJKettunen »

Any chance for a less dense light forest? [;)]
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laska2k8
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RE: Graphics Mod

Post by laska2k8 »


how could I merge Nato counters with this mod ?

great mod thanks !
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Ormand
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RE: Graphics Mod

Post by Ormand »

Keke: Yes, I guess I could do that. Actually, I was a bit surprised that light forest wasn't in ATG. I think, though, in order to keep it looking fairly realistic, it would be more like there are openings in the trees, or something. I will have to experiment and post. But, it will probably be past the weekend as I have something due at work on Friday.

One thing about adding terrain is that you then have to go in and set the overrides for each terrain type, which is a bit tedious. Towards this end, I debated whether to have the lakes be a separate terrain type, rather than a sub-terrain type. It certainly makes sense for plains and mud, since the presence of many lakes would actually slow troops down since they can't travel in a straight line. But, for forested areas, is it significantly worse. I guess the answer is yes, traveling on foot through Algonquin, Quetico, or the Boundary Water's Canoe Area would be rather difficult (there aren't many trails there for a reason). I started to do this, changed my mind because of all the work and I wasn't sure how to quantify the terrain effects (Also, I was worried about memory since it would add seven terrain types using most of the images already there).

By the way, for the terrain type data, I mostly made estimates for what I thought they should be. If you think they are off, let me know, and also feel free to change them. This is the beauty of ATG, if you don't like, you can change it for yourself.

laska2k4: I am looking at this for myself too. I prefer the NATO counters as well. Last night, I installed Webizen's NATO counters mod, and was thinking how to include them. I started by creating another at2 file that juat points to his NATO counters. I am about 1/3 of the way through it. There might be others as well, that could interesting to couple with, which I have no problem with. Frankly, I haven't had much time to actually play around with ATG because I started this project towards the end of AT's lifetime, and it took me much, much longer than I thought, and I stubbornly kept at it because I wanted to finish it.

By the way, I believe he has a small error in the 2.08 .at2 file. For staff I, the anglo variant is set to an SMG counter.
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Josh
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RE: Graphics Mod

Post by Josh »

"...and it took me much, much longer than I thought, and I stubbornly kept at it because I wanted to finish it."  

All I can say is [&o]
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Ormand
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RE: Graphics Mod

Post by Ormand »

I uploaded a new Part 1 file that includes the file ScenarioDesignNato.at2 that is set up to use Webizen's NATO counters, which must be installed to be used. This file just points the SFT types to those NATO counters.
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laska2k8
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RE: Graphics Mod

Post by laska2k8 »

thanks Ormand, it's time to go back to fight...[:D]
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Ormand
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RE: Graphics Mod

Post by Ormand »

It looks like this weekend, I'll have to "repair" six coastal hexes. I should have looked at all of these a bit more carefully. It is fairly rare problem dealing with a peninsula that has only two adjacent land hexes. I made this a bit small, so rails and highways will get partially covered by the sea. Also, resources will appear to be in the sea.
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parusski
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RE: Graphics Mod

Post by parusski »

Looks great, thank you.
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