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RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 5:52 pm
by Vic
@gjk,
 
i send you a mail with an example of how it works fine on my end.
 
it should work with 302 = 1 and 306 = 0.x
 
kind regards,
vic

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 5:52 pm
by GJK
Ah hell, I see what I was doing. Setting it to black but then fading that black by setting 306 to .9 or 1. Ok, I'll try it again.

RE: Terrain mod - AH Blitzkrieg style

Posted: Tue Nov 13, 2007 11:07 pm
by Magpius
@GJK,
any news of mod status?

RE: Terrain mod - AH Blitzkrieg style

Posted: Tue Nov 13, 2007 11:14 pm
by GJK
I'll zip up and upload or send to you what I have. I was unable to resolve the visibility on the hex selection but maybe someone else can figure it out.

What I did was actually modify the graphic files that ship with the game. I've since learned that the best way to handle this is to make a new masterfile that calls your custom made graphics as you have much more control over what they do (layering, etc). That I'll do at some point.

RE: Terrain mod - AH Blitzkrieg style

Posted: Tue Nov 13, 2007 11:22 pm
by Magpius
awesome, appreciate the effort you have gone to.

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 11:14 am
by Magpius
@GJK
set rulevar 302 colour = 2
...and it WORKS like a treat; a lovely shade of grey on those pure white tiles!


RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 11:15 am
by Vic
if you dont have masterfile set in the scenario and set the rulevars as i said above the dark layer should show up.
 
if you have done all that and it does not work mail me your files please so i can check it out.
 
kind regards,
vic

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 11:32 am
by Magpius
Thanks Vic, I modified the masterfile to default the 302 rulevar to value '2', and now all scenarios, (that use the ptmaster.generic file) work beautifully.
Game now looks like my boardgames: F-A-N-T-A-S-T-I-C
this game will never leave my computer!
hmmmm a few anomalies: praps I posted to soon... not far off though. sometimes works/ sometimes not.
Image

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 11:40 am
by EricSilver_MatrixForum
ORIGINAL: Agent S

Thanks Vic, I modified the masterfile to default the 302 rulevar to value '2', and now all scenarios, (that use the ptmaster.generic file) work beautifully.
Game now looks like my boardgames: F-A-N-T-A-S-T-I-C
this game will never leave my computer!


Arghhh, can't wait to see it...

When will you release it, GJK? can we test it yet?

;)

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 11:52 am
by Magpius
sorry for being premature Eric!
[update] all scenarios work, (except anything written by Tom Webber, not sure why)

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 12:18 pm
by PDiFolco
Yep, nice and quite grognard-friendly !
The pink roads still look weird IMHO...[:'(]

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 12:38 pm
by Magpius
yup, not sure how long pink's going to last[:)]

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 3:01 pm
by GJK
Maybe my copy of Blitzkrieg is just old and faded or was a faulty print run from AH - should those roads be red? That's easy enough to change.

Thanks for the tip on the shading Agent S, I'll try that out now!

For those that want to try out the mod, I'll host it for a bit on my website. You can get it HERE (1.14 mb)

Word of caution: I modified the actual graphic files instead of making a new masterfile that calls custom graphics, so make a backup of your ".../bin/graphics/default" folder first. Then let the zip archive overwrite the files in that same folder.

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 5:01 pm
by EricSilver_MatrixForum
I'll try it tonight when I have time, thanks for the effort, GJK.

;)

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 5:58 pm
by Xenomath
I don't know the game, but the roads look red on this picture

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 6:48 pm
by cbelva
One more observation on shading. I changed the rulevar 302 to "1" and the shading was darken then when you change it to "2". I am wondering if in reality "0" = white and "1" = black and that Vic's notes are backward?

RE: Terrain mod - AH Blitzkrieg style

Posted: Wed Nov 14, 2007 7:48 pm
by GJK
ORIGINAL: Xenomath

I don't know the game, but the roads look red on this picture

Their red ink must of been running out when they printed my copy of the game. :)

Ok, I've changed the roads to red and also fixed the patches of forest that were extended too far and were covering up part of the hex grid.

You can grab it at the same place: HERE (1.14 mb)

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 16, 2007 5:05 pm
by beserko
tried out your stuff. Looks great , except it can't tell how far I can move. (tried the lightning scenario with the NATO mod) getting closer every day!

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 16, 2007 6:30 pm
by EricSilver_MatrixForum
ORIGINAL: beserko

tried out your stuff. Looks great , except it can't tell how far I can move. (tried the lightning scenario with the NATO mod) getting closer every day!


Yes, same here, it's difficult to see the highlited hexes your unit can go once you select it.


RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 16, 2007 6:40 pm
by cbelva
To be able to see the highlight of the hexes you can move, go into edit, change the rulevar #302 to either 1 or 2. The shade will now be dark and you can see your movement hexes.