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Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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John 3rd
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RE: WitP-AE Topo Map Project

Post by John 3rd »

Hey Kitakami. How are you doing? Haven't seen many Posts by you recently.
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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Endy
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RE: WitP-AE Topo Map Project

Post by Endy »

Looks perfect now, thank you for the changes :)
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oldman45
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RE: WitP-AE Topo Map Project

Post by oldman45 »

Map looks great, but because I play against the AI I don't believe the extended map works. Any plans on upgrading the standard map?
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TOMLABEL
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RE: WitP-AE Topo Map Project

Post by TOMLABEL »

ORIGINAL: chemkid

also added a little more punch to the landmasses - let's see who likes the 'new' look...

Oh definitely a great improvement!!!! The "punch" in the color makes a big difference! I hope you have a stock version up soon!!! Got both DBB and stock games going on!!

TOMLABEL
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WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

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traskott
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RE: WitP-AE Topo Map Project

Post by traskott »

Great work!!! Downloading. :) .
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RE: WitP-AE Topo Map Project

Post by wgs_explorer »

First of all, the map looks fantastic!!!!

One thing though, I just was looking at your animated gif showing the difference between the lighter and darker versions and I noticed that the Kokoda Trail/Track disappears in the darker version. Take a look.

Bill
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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derhexer
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RE: WitP-AE Topo Map Project

Post by derhexer »

[&:] Well, I'm not sure what I've done wrong. Please forgive me if it was my stupid mistake. I downloaded and installed the extended map files
(required for this version to work is the map data (pwhexe.dat, pwzone.dat, pwzlink.dat) for the extended map,
developed by andrew brown. you'll find it on the dabigbabes-site (i use the extended data w/o SL, but feel free to use with SL.):

https://sites.google.com/site/dababeswi ... tended-map)

Then downloaded and installed TopomapProject-2ndLookVersion and installed the files it contained into my Witp AE/ART folder.

When I bring up WitpAE the jump map looks like the new version, but the rest of the big map is the old version. Misarah appears on the west edge, but Aden and Abadan are just cities in the water. Many of the Japanese and Allied cities are missing either their port or airfield symbols and those that are missing airfield symbols do not show any planes based their, while I know they do have planes there.

So, what have I done wrong?
Thanks
Chris
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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LoBaron
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RE: WitP-AE Topo Map Project

Post by LoBaron »

Admittedly the version with increased contrast looks better. Good work!

A questions wrt Kokoda Trail: You are adapting the map graphics to the most current pwhexe of the extended map, correct? This still means you can use it with an older version version but will get some incorrect hexes/roads displayed?

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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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Shark7
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RE: WitP-AE Topo Map Project

Post by Shark7 »

ORIGINAL: chemkid

dear bill, you're right but the change is intentional - see post #74 by john:

fb.asp?m=3608619

if you find anything else, please let me know. thank you!

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btw, here's my first stab at ocean dots and (maybe a little early) light+heavy urban zones.
(darker dots for deep and lighter for shallow ocean-hexes.)



Image

I realize what you are going for here, but personally I can live without any markers on ocean hexes. Still, the dots are a big improvement over the hex overlay.
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derhexer
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RE: WitP-AE Topo Map Project

Post by derhexer »

I did and that works!! Your new map looks great.

Just 1 question. When I'm playing the Japanese player, very few Allied bases show the port or airfield symbols, and vice-versa
when I'm playing the Allied player.
Is that the way it works?

Thanks
Chris
(Did you ever stop to think and forget to start?)
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Symon
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RE: WitP-AE Topo Map Project

Post by Symon »

ORIGINAL: LoBaron
A questions wrt Kokoda Trail: You are adapting the map graphics to the most current pwhexe of the extended map, correct? This still means you can use it with an older version version but will get some incorrect hexes/roads displayed?
Chem did that at our request. I think the graphics that do not show the Kokoda Trail "spurs" going out of the Buna and Port Moresby hexes is the best option all around. The old "data" had "Secondary" roads going SW from Buna and E from Moresby and had graphics to match. The new data has "Track" roads going W from Buna and NE from Moresby, along with a Tropical Mtn coding for the "Kokoda" hex. The old graphics didn't conform to the new data schema. It would have caused visual confusion, making people think they should move into one hex, while they really should move into another.

If one just gets rid of those little graphics spurs altogether, one can use either set of data without any visual confusion. One just has to hit the "R" key and all things are revealed. It's not as if the Kokoda Trail had Interstate-K signs all along it. [:D]
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chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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derhexer
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RE: WitP-AE Topo Map Project

Post by derhexer »

chemkid posted "@derhexer - i'm not sure... are you playing with a scenario made for the extended map?
i'm playing the babeslite b for extended map as japan against the ai myself - everything looks like it should. "

I'm playing Downfall head-to-head
Chris
(Did you ever stop to think and forget to start?)
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Shark7
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RE: WitP-AE Topo Map Project

Post by Shark7 »

ORIGINAL: chemkid

@shark7 - yes, i'm trying to please everyone![:D] no really, maybe it's too much.
anyway, would you say that the coastal hexes should have a full hex, just like the WIF map?
thank you for your feedback!!

@derhexer - i'm not sure... are you playing with a scenario made for the extended map? [&:]
i'm playing the babeslite b for extended map as japan against the ai myself - everything looks like it should.


Actually, the map as it is, just without dots or hexes is fine as far as I am concerned. I can tell that there are shallows just buy the fact that the 'water' fades from deep blue to sky blue. Besides I've never been one to micromanage on such a scale that I need to see where the deep/shallow water break is. I set sub patrols based on what I consider the most likely path convoys will take, not if the water is deep or shallow.

So basically, if you take the map just as you have it now, and remove any dot or hex overlays, I'll be more than happy with it. [:)]

Granted you need to do what you want to, it is your project after all.
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wgs_explorer
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RE: WitP-AE Topo Map Project

Post by wgs_explorer »

ORIGINAL: chemkid

dear bill, you're right but the change is intentional - see post #74 by john:

fb.asp?m=3608619

if you find anything else, please let me know. thank you!

---------------------------------------------------------

btw, here's my first stab at ocean dots and (maybe a little early) light+heavy urban zones.
(darker dots for deep and lighter for shallow ocean-hexes.)

I was so enthralled by the map that I missed that posting!

My preference is the map without the dots or the industrial zones. Having the industrial zones 'fill' the hexes (i.e. having hex-shaped terrain) takes away from the beauty of the map. My opinion only.

Bill
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