Some new buildings
Moderator: MOD_SPWaW
Some new buildings
After adding in a big pack from Rocking Harry, there's currently over 100 new buildings that will be included in the next H2H patch. I'll also make the updated SHP's available to those with v7.1 who wish to use them.
Here's a screencap I grabbed while testing some out today: http://home.cfl.rr.com/lagoon/img/RR_11.gif
Panzer Leo said the release is still a few weeks away, so I'll keep making and adding new buildings until then. Harry mentioned he has some special terrain icons he hopes to have finished by then also.
Here's a screencap I grabbed while testing some out today: http://home.cfl.rr.com/lagoon/img/RR_11.gif
Panzer Leo said the release is still a few weeks away, so I'll keep making and adding new buildings until then. Harry mentioned he has some special terrain icons he hopes to have finished by then also.
- RockinHarry
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here´s some Ter90z4 stuff that I have finished already. It´s mostly externalized shapes from other SPWAW files that now can be used in a different way: shellholes (to workaround shellhole terrain limit), rubble (taken from the Icon.shp files, now for use with the Map Editors), barb wire ( again..taken from Icon.shp files. I added a horizontal version), foxholes (taken from Icon.shp files. Two additional variations added) and Trenchline graphics (in fact a darkened version of the gully tiles)
Drop the file into the SHP folder and just overwrite the old Ter90z4 file. Currently the Ter90 files are unused so you won´t loose anything!;)
In SPWAW map editor the Ter90 stuff is accessed with the tilde ´~´ key! with "SHIFT-!" then you can acces the single shapes and are to be put on map with a left mouse click right after. This also locks this shape for further use. (´z´key)
As said, just the z4 stuff is finished, so when you see the green blobs, hit the ´+´key for max zoom in and you can see the new graphics.
The Ter90 shapes will be placed (by SPWAW) in layer 6 and this sis the layer where trees are normally. So when you place a new Ter90 shape it will overwrite tree graphics when there is some in the hex. The tree attributes are preserved though.
Ter90 shapes can be placed beneath buildings, otherwise they are put ontop of most other graphics.
I plan to add a couple more new trees to this file, in particular alley trees and some that look more mediterranean than the ones we have now.
If you´re interested to see what you can do with the Ter90 shapes, have a look at this thread:
showthread.php?s=&threadid=33665&perpag ... genumber=2
see my last posting and attached little scenario.
Drop the file into the SHP folder and just overwrite the old Ter90z4 file. Currently the Ter90 files are unused so you won´t loose anything!;)
In SPWAW map editor the Ter90 stuff is accessed with the tilde ´~´ key! with "SHIFT-!" then you can acces the single shapes and are to be put on map with a left mouse click right after. This also locks this shape for further use. (´z´key)
As said, just the z4 stuff is finished, so when you see the green blobs, hit the ´+´key for max zoom in and you can see the new graphics.

The Ter90 shapes will be placed (by SPWAW) in layer 6 and this sis the layer where trees are normally. So when you place a new Ter90 shape it will overwrite tree graphics when there is some in the hex. The tree attributes are preserved though.
Ter90 shapes can be placed beneath buildings, otherwise they are put ontop of most other graphics.
I plan to add a couple more new trees to this file, in particular alley trees and some that look more mediterranean than the ones we have now.
If you´re interested to see what you can do with the Ter90 shapes, have a look at this thread:
showthread.php?s=&threadid=33665&perpag ... genumber=2
see my last posting and attached little scenario.
- Attachments
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- ter90z4.zip
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- RockinHarry
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Re: Some new buildings
Originally posted by tracer
After adding in a big pack from Rocking Harry, there's currently over 100 new buildings that will be included in the next H2H patch. I'll also make the updated SHP's available to those with v7.1 who wish to use them.
Here's a screencap I grabbed while testing some out today: http://home.cfl.rr.com/lagoon/img/RR_11.gif
Panzer Leo said the release is still a few weeks away, so I'll keep making and adding new buildings until then. Harry mentioned he has some special terrain icons he hopes to have finished by then also.
great railroad stuff tracer!

Re: Re: Some new buildings
Originally posted by RockinHarry
great railroad stuff tracer!any progress with the roadblocks??
You were right about the original roadblocks I made: too large, and since they were classified as stone buildings, too tall. I put these new ones in the wooden building category (height 5) and created smaller icons:

After placing the structure, add some dragon's teeth. This way the defender gains some cover from the wooden building, and the attacker can use engineers to clear it. Then to complete the removal the attacker can collapse the structure either with engineers or by crashing an AFV into it.
If your scenario calls for a non-removable roadblock just add a very large amount of dragon's teeth.
If you can think of any immprovements please pass them along.
- RockinHarry
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Originally posted by tracer
Good deal...I'll go ahead and create the other facings and zoom levels. But I'm gonna miss my original 'Sanford & Son' junkyard roadblock.
![]()
well...why not leaving it in then??

We have enough space in the shape files to get all that stuff in and you even can inflate the files to include some 200 single shapes!:)
- RockinHarry
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Originally posted by tracer
Good idea...I will move it to the wooden building category though. No one would believe a 30 foot high 'pile of junk'.![]()
Now that you mentioned it, how can the files be 'inflated'? While browsing thru the SPWW2 SHP's I noticed one had 204 (!) icons...is this limited to single'hex icons?
I´ve not yet tried with multihex buildings, but I managed to inflate shape files to 200 by simply adding shapes at the end of file by function with same name in shape edit: "Add shape to end of file" right most button in ShapeEdit IIRC.
Just try and let us know whether you hit any limit, adding shapes!

Could be that the actual limit would be 256 shapes in a file..maybe even 512. Need to try.
BTW: As mentioned earlier you also can create completely new shape files or use unused shape file numbers. For example Ter91 or Ter92. Off course you can´t directly access them within SPWAW editor, but I managed to use these new files from within Freds WaWMap and Shape Editor. Later in the game, SPWAW had no troubles referncing to the new files.
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Understandable patience, guys! Looks very fine!
Jake and Karsta's Steel Panthers Supply - www.netikka.net/karonen/jksps
With a tailwind, the icon files could be finished comfortably within 2 weeks. Unfortunately, Panzer Leo has the uneviable task of playing jugde-and-jury in the never ending 'OOB wars'. Once he has those ironed out he'll make the final descision as to when to release the patch. IMO he's batted .1000 so far when its comes to releasing these things 'when they're ready', and I trust the same will be true with this one.
Look at it this way: we'll keep adding new icons till he tells us its time to 'show our cards'.
Look at it this way: we'll keep adding new icons till he tells us its time to 'show our cards'.

I read in another thread that Panzer Leo may also want to include some scenarios featuring the new graphics, so it looks like the files will need to be available for designers before the final patch release. I'll send a progress report to Rockin Harry and see if we can't come up with a tight estimate on when the icons will be ready.
I had some beers after work, and I'm gonna regret this, but....April 1st.
Looks like I'll have a lot of Photoshop'ing and ShpEd'ing this weekend.
I had some beers after work, and I'm gonna regret this, but....April 1st.

Looks like I'll have a lot of Photoshop'ing and ShpEd'ing this weekend.
- RockinHarry
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Originally posted by tracer
I read in another thread that Panzer Leo may also want to include some scenarios featuring the new graphics, so it looks like the files will need to be available for designers before the final patch release. I'll send a progress report to Rockin Harry and see if we can't come up with a tight estimate on when the icons will be ready.
I had some beers after work, and I'm gonna regret this, but....April 1st.![]()
Looks like I'll have a lot of Photoshop'ing and ShpEd'ing this weekend.
the stuff that I´m currently working on probably is best used for WW1 scenarios, thus I started working on one that I´ll send to Panzer Leo for H2H patch release.
Working on shapes for Ter90 is now my primary task and I think I should have the stuff finished just in time (next1-2 weeks).

Originally posted by RockinHarry
the stuff that I´m currently working on probably is best used for WW1 scenarios, thus I started working on one that I´ll send to Panzer Leo for H2H patch release.
Working on shapes for Ter90 is now my primary task and I think I should have the stuff finished just in time (next1-2 weeks).![]()
Sounds great Harry; I just sent you a .zip with some icons for the Ter90 file. They're mostly 'scenario-specific' icons that designers could find useful, here's an example:

By putting them in the Ter90 file they won't appear as structures; one possible use is placing them on victory hexes as 'objectives'.
If this sparks any ideas (from anybody!) for other icons, please pass them along.