Page 2 of 3
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:23 pm
by Barthheart
ORIGINAL: marcusm
Note though. I want to re-create the tileset of TR.
Just need to find a way to "slice up" a bitmap to hexes.
For a Third Reich game I would like that tile set too.... that is not my stong suit however.[:(] The Blitzkreig game I'm building would not have been possible with out GJK's wonderful tiles.
For the WiE game though I'll use variations on the AT tiles, maybe some of Nick's designs, my own clumsy tiles...etc.
As you can see just here i have too many irons in the fire....[:D] still need to fit in my day job (where I am right now![:-]) and my home life with my wonderful wife.....can't wait to retire....[8D]
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:25 pm
by Barthheart
ORIGINAL: marcusm
Does anyone know if a map similar to the Third reich one exists without any hex overlays? Buyable or "borrowable"?
Please PM me a jpeg of such a map if possible.
marcus
Marcusm, sorry to take over your thread. If you need any help let me know and I'll assist as I can.
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:31 pm
by tweber
Also I'll need "different" types of sea hexes with different move costs to simulate the distance to North America and around the Horn.
In the editor, you can make new land types. For instance, copy the sea land type. Call it something like 'big sea'. Make movement more expensive. You now have a hex that represents a bigger distance.
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:32 pm
by marcusm
For now I would be happy with a hexless "boardgame" map of Europe in vector or jpeg format

.
I thought I would just stick to the European territory to start with.
I asked Nick it was possible to borrow his hex maker but I understand if he wants to keep it for himself.
Trying to do something more crude for myself otherwise.
It shouldn't be harder to create great looking maps for AT than TOAW3 at least.
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:41 pm
by marcusm
I think I found the solution

.
I got the permission already to use JM.s tiles. All i need to do is
split this into AT compatible hexes.
Are there any utilities for this or do I have to make one?
Marcus

RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:43 pm
by marcusm
It is not Third Reich but far better looking.
Maybe one could try a similar "operation" with GFK.s equally stunning tiles? (if permission is given)
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:51 pm
by Barthheart
ORIGINAL: marcusm
For now I would be happy with a hexless "boardgame" map of Europe in vector or jpeg format

.
I thought I would just stick to the European territory to start with.
I asked Nick it was possible to borrow his hex maker but I understand if he wants to keep it for himself.
Trying to do something more crude for myself otherwise.
It shouldn't be harder to create great looking maps for AT than TOAW3 at least.
Like this:

RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 3:58 pm
by Barthheart
Or this...

RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 5:21 pm
by marcusm
Awesome, I think I can work with that.
Unfortunately Nick.s tool wasn't available but I think I can do something rudimentary just to get the hexes. Only
need to do it once after all

.
What is the original size?
Marcus
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 5:46 pm
by Barthheart
The original size is 6493 wide X 6142 high pixels. As a .jpg it's about 13.5 MB in size! Not sure how to get it to you.... It's from a Cyberboard gamebox. Have you ever used Cryberboard?
Go here:
http://cyberboard.brainiac.com/
The gamebox I found somewhere I don't recal.. I'll try to find the link...
EDIT: Here it is:
http://www.sweetkiss.net/~sk006/wzc/gam ... rope07.zip
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 5:48 pm
by marcusm
Only looked through. Good toolbox but I always prefered board gaming face to face.
I realise that this task might be impossible without the option to use one single graphic as background (with alpha hexes on top).
There's just no way the tile sytem will recreate this map.
Unless Vic has ideas?
Marcus
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 5:52 pm
by Barthheart
ORIGINAL: marcusm
...
I realise that this task might be impossible without the option to use one single graphic as background (with alpha hexes on top).
There's just no way the tile sytem will recreate this map.
...
Ah but I am recreating this map. That's what I show in post 11 and 12 of this thread. I used this map as an overlay then just put in the sea. Then added the rivers and towns you see in my post. Still lots of work to do....
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 5:57 pm
by marcusm
The contours yes but to re-create the aesthetics of the map will be hard if not impossible.
The default AT tileset is ugly as hell but I think the Blitzkrieg graphics might get it to something resembling the map.
Maybe with some painting.
This is the look I am after :
Marcus
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 6:00 pm
by Barthheart
Yeah, I was about to start changing the graphics to Nick's style.... I don't really like the plain white for plains unless I'm trying to duplicate a game like Blitzkreig or Third Reich... with the PC, graphics should be much richer than the 1970's board games.... much like TOAWIII....
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 6:02 pm
by marcusm
So like the above but "tilted"?
Maybe possible even without single graphic. But you have to admit
it would have made map design life easier

.
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 6:04 pm
by marcusm
There is a long term goal with this btw. I want to make this game
more "marketable" to other gamers. It's hard to sell in a game that looks like it does (yes gameplay rocks
but there are limits). The game is awesome but severly lacking in art department (still talking about boardgame aesthetics not 3d engines).
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 6:22 pm
by Barthheart
ORIGINAL: marcusm
So like the above but "tilted"?
Maybe possible even without single graphic. But you have to admit
it would have made map design life easier

.
Yeah, I agree....
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 7:03 pm
by marcusm
Btw. Quite funny that both games uses the default development icons. (AT uses VStudio and GoA uses Delphi).
It's easy to change in properties

.
Marcus
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 7:33 pm
by rickier65
ORIGINAL: marcusm
There is a long term goal with this btw. I want to make this game
more "marketable" to other gamers. It's hard to sell in a game that looks like it does (yes gameplay rocks
but there are limits). The game is awesome but severly lacking in art department (still talking about boardgame aesthetics not 3d engines).
Well - I actually have to disagree here. I, and perhaps some others like the clean, easy to see map features that the std AT map gives. There's very little question about the hex features.
I like the ability to mod it (and I've played some games with t nic's "Real" tile set, and they are nice. But I still like the clean, clear style the default map tiles give as well.
It's nice to have choices (I also like some of the maps I've seen posted in this trhead of course) and I'm all for anything that will increase makertability of Vics work.
Rick
Rick
RE: Remake of SPI/TSR WW2
Posted: Thu Dec 20, 2007 10:25 pm
by marcusm
But if you compare with that GOA or TOAW tilesets then it's a different matter.
Unfortunately the first thing people I talk to complain about, is the look and feel. They don'lt
understand the great game mechanics under it. I hope to "lure" people in with maps like that GOA map.
Different tastes will obviously allow for more variety so there will never be a fixed set to choose form.
The goal here is to create one stunning European without the random map goal.
Marcus