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Re: MAPMOD: GeneralsMap v0.5.4
Posted: Thu Nov 23, 2023 7:37 pm
by overkill01
Zovs wrote: Thu Nov 23, 2023 7:14 pm
Seems like your mod is not the only one with issues, this is the Rainy Day mod, it also has some issues.
]
It works fine on my end though.
Did you extract the complete rar in the main directory after installing the update ?
It must be the hexart.dat file wich did not get extracted.
Make sure you paste "w_hexart.dat" and "w_maptext.dat" from the mod into the right map ( Gary Grigsby's War in the East 2/dat/gendata )
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Fri Nov 24, 2023 12:25 pm
by Zovs
overkill01 wrote: Thu Nov 23, 2023 7:37 pm
Zovs wrote: Thu Nov 23, 2023 7:14 pm
Seems like your mod is not the only one with issues, this is the Rainy Day mod, it also has some issues.
]
It works fine on my end though.
Did you extract the complete rar in the main directory after installing the update ?
It must be the hexart.dat file wich did not get extracted.
Make sure you paste "w_hexart.dat" and "w_maptext.dat" from the mod into the right map ( Gary Grigsby's War in the East 2/dat/gendata )
Yes, I did all that.
Here is some of the discrepancies with what is in v1.03.07 and your mod.
In the folder CLEAR:
Stock has 144 items.
Your mod has 150 items.
In the folder COAST:
Stock has 541 items.
Your mod has 544 items.
This is a fresh install (steam), I have two installs the non-steam and the steam one and both behave the same way.
So something is either wrong with one of the dat files or the graphic files.
Seems mostly due to the coasts, and lakes/sea hexsides.
And.
Other than these errors your mod is awesome and I'd used it, exclusively.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Fri Nov 24, 2023 1:06 pm
by overkill01
This is really strange.
it's not just the green old art, the placement for all the other coasts are wrong too, because of this I know it is a problem with the W-hexart.dat - file located in " Dat\GenData "
Please redownload the mod and reinstall it, and double check " w_hexart.dat ", look at the timestamps to make sure you got the one from the mod.
Or you can just copy the one from the mod and put it in the gamefiles.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Fri Nov 24, 2023 4:58 pm
by Zovs
overkill01 wrote: Fri Nov 24, 2023 1:06 pm
This is really strange.
it's not just the green old art, the placement for all the other coasts are wrong too, because of this I know it is a problem with the W-hexart.dat - file located in " Dat\GenData "
Please redownload the mod and reinstall it, and double check " w_hexart.dat ", look at the timestamps to make sure you got the one from the mod.
Or you can just copy the one from the mod and put it in the gamefiles.
These are the timestamps I am seeing:

Re: MAPMOD: GeneralsMap v0.5.4
Posted: Fri Nov 24, 2023 6:11 pm
by overkill01
Zovs wrote: Fri Nov 24, 2023 4:58 pm
These are the timestamps I am seeing:
OK, looks like that's good.
Did you start this campaign with this mod enabled ?
When you start a new game, the save of that session will save the hexart.dat with it and use this particular haxart.dat even if the original gets replaced. ( i hope that makes sense)
Simply test this by starting a new game and see if you still see the old art.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Sat Nov 25, 2023 2:49 am
by Zovs
overkill01 wrote: Fri Nov 24, 2023 6:11 pm
Zovs wrote: Fri Nov 24, 2023 4:58 pm
These are the timestamps I am seeing:
OK, looks like that's good.
Did you start this campaign with this mod enabled ?
When you start a new game, the save of that session will save the hexart.dat with it and use this particular haxart.dat even if the original gets replaced. ( i hope that makes sense)
Simply test this by starting a new game and see if you still see the old art.
Yes, started a new CG.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Sat Nov 25, 2023 6:19 am
by overkill01
Zovs wrote: Sat Nov 25, 2023 2:49 am
overkill01 wrote: Fri Nov 24, 2023 6:11 pm
Zovs wrote: Fri Nov 24, 2023 4:58 pm
These are the timestamps I am seeing:
OK, looks like that's good.
Did you start this campaign with this mod enabled ?
When you start a new game, the save of that session will save the hexart.dat with it and use this particular haxart.dat even if the original gets replaced. ( i hope that makes sense)
Simply test this by starting a new game and see if you still see the old art.
Yes, started a new CG.
Then i'm sorry but i'm all out of ideas.
If you started you're campaign with this mod installed and you reinstalled the mod after the update, then it should work just fine, it does for me with version 01.03.07 .
Do you have the game installed on multiple locations or just once ?
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Sat Nov 25, 2023 12:29 pm
by Zovs
I have a steam and a non-steam install. Both behave the same way. I don't have any problems with other mods, Rainy Day works fine, just not this one.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Sat Nov 25, 2023 12:39 pm
by overkill01
Zovs wrote: Sat Nov 25, 2023 12:29 pm
I have a steam and a non-steam install. Both behave the same way. I don't have any problems with other mods, Rainy Day works fine, just not this one.
Did you try to install the mod on both locations ? I'm just guessing for a solution tbh.
Other mods work fine because they do not make any changes on the hexart.dat
I did make changes to it to make the map look as natural and fluid as posible, with the contineous brown outline on the coast for example.
In other words, the map is like a puzzle, the pieces are the artfiles and the order in wich they are laid is by hexart.dat . Other mods just change the pieces, I did both.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Mon Feb 05, 2024 8:54 am
by helios123
Can this mod be used in multiplayer?
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Fri Feb 09, 2024 1:58 pm
by overkill01
helios123 wrote: Mon Feb 05, 2024 8:54 am
Can this mod be used in multiplayer?
I think so, but I can't be sure since I don't play multi
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Wed Apr 24, 2024 6:35 pm
by Metalist
Thanks a lot for the great mod, I enjoyed it so far. However, after upgrading my system I had to reinstall the game (latest patch) along with the mod, and now unfortunately I have the problems that you can see in the screenshots. I run the game on my Linux machine through Steam compatibility tool (Proton), but the thing is unmodded game works just fine. Any ideas on why I encounter the problems below when I install the mod? I re-downloaded the mod and made re-installs, but no luck.
Thanks in advance.
Edit: Found the problem. Apparently my rar application is corrupting some TGA files while extracting the files. An online program did a better job and now mod runs without a problem. Thanks again for your great work!
Re: RE: MAPMOD: GeneralsMap v0.1
Posted: Mon Sep 16, 2024 8:04 am
by BlueInMotion
overkill01 wrote: Wed Jun 02, 2021 1:17 am
ORIGINAL: goranw
Hi!
I am impressed by this work.
Well tuned overall.
A mild ground colour and the great detail with the marked coastal lines.
Thats new!
Gives a real map sense.
I think of later using it when doing historical map overlays
if its OK with you. Of course I then mention that its based on your map.
Regards
Goran
Glad you like it.
Offcourse you can use it for you're historical map overlays.
My only concern with other modders is that when they use my mod they will use a mod that will eventually become outdated since I will keep working on this one.
A little bit late but nonetheless, maybe you're still interested:
There is a project called 'DEUTSCH-RUSSISCHES PROJEKT ZUR DIGITALISIERUNG DEUTSCHER DOKUMENTE IN ARCHIVEN DER RUSSISCHEN FÖDERATION' (German - Russian project for the digitalization of German documents in the archives of the Russian Federation) that digitalized many original German high command (OKW, OKH, OKL) documents of WWII that fell in the hands of the Soviet forces (mainly Eastern Front but not only - even some Russian documents (?) ).
This can give you an impression at what it looked like when the OKH etc. made their decisions.
This is the link if you're interested:
https://germandocsinrussia.org/de/nodes ... f-deration
The website is in German and Russian only.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Thu Nov 28, 2024 2:19 am
by bruce205
I extracted mod to game folder and its nots working??
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Sun Dec 29, 2024 5:47 pm
by FriedrichII
This is a really beautiful looking map mod!
Thanks for creating and sharing it!
Unfortunately I have the same problems on the coast files as Zovs has already written above on this page.
I think there could be a problem since one of the game updates?
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Tue Dec 31, 2024 9:22 am
by Zovs
This mod will mostly work, remove the w_hexart.dat file since its outdated. But this mod has many issues since it has not been updated or maintained in the last 3 years and it appears many new art file were added (hence the off green coastal map artwork which is not working with the rest of the mod.
The Rain Map also has some issues but is not as bad as this mod is in being outdated.
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Tue Dec 31, 2024 3:05 pm
by zebrazwo
Out of curiosity, what other mods are you using at the same time?
I'm asking becasue I don't have exactly the same problems as you posted in the pictures above.
An example:

- genmapmod1.png (1.24 MiB) Viewed 955 times
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Tue Dec 31, 2024 4:29 pm
by Zovs
zebrazwo wrote: Tue Dec 31, 2024 3:05 pm
Out of curiosity, what other mods are you using at the same time?
I'm asking becasue I don't have exactly the same problems as you posted in the pictures above.
An example:
genmapmod1.png
Using the latest version: 1.04.01
For this mod I am only using my modified GuiFonts.json which should not effect the Map mod.
Well I'll be dipped.
I started a new 1941 Campaign Game and it fine.
I started the 1941 Campaign Game - No Early End and its also fine.
You can see in my earlier screenshots there was an issue. But now it seems to have resolved itself with a new starting of a Campaign game.
Hmm, I wonder if I started the Campaign game using the stock map and switch it out with the Mod if that caused the issue?
Interesting, I just launched the 1942 scenario and it manifests the issue (this is a non-stock scenario):
Loading the 1943 Campaign Game is fine.
Loading the 1944 Campaign Game is fine.
So it appears to be an issue with some scenarios (mainly ones that are not stock).
Re: MAPMOD: GeneralsMap v0.5.4
Posted: Thu Feb 06, 2025 9:51 pm
by Granatenwerfer100
Thank you very much for your great work!
It looks awesome. What I also appreciate is that I see the depots as an attachment to the railroad net on the normal map!

Re: MAPMOD: GeneralsMap v0.5.4
Posted: Fri Feb 14, 2025 6:17 am
by thek3mu
hey Zovs, i may have found a cure for our problem... at least for the coastline.
please try attached 'w_hexart.dat' - only coastlines are 'fixed'.
what i did:
- exported hexart from WitE2 v1.04.05 as .csv
- exported hexart from GeneralsMap v0.5.4 as .csv
- copied columns AA - AF from GM v0.5.4
- overwrite columns AA - AF from WitE2 v1.04.05 with copied columns
- save as .csv
- import new .csv with WitE2 Editor
- save Generic Data for Hex Art
that's the file attached to this post. exchange with w_hexart.dat in GMv0.5.4 folder and voila -
a fresh and crispy coastline for your viewing pleasure.
there may be other issues... sry, i just had to have a go at these coastline errors.
just take this as a quick and dirty fix for this awesome mapmod until overkill continues his work.
cheers!
edit: these changes are not 100% perfect - the coastline is still off in some places.
it should work ok for the stock campaigns, though...