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Posted: Mon Aug 05, 2002 9:09 am
by tracer
Originally posted by David boutwell
Tracer,
I don't think that the cancellation of Fred's forum by his message board provider for lack of traffic in any way reflects the ammount of use that his editors get, or our appreciation that we have for his work. His editors are to SPWAW what the Rosetta Stone was to the study of hieroglyphics!
Beer! I agree 100%; the 'Rosetta Stone' comparison is dead on. Without the windows into SP that Fred gave us some editing would be impossible.
I was just packing it in for the night, but will send you the details tomorrow. I'll also upload the Ter61 with the building I fixed to my website and provide a link.
Posted: Wed Aug 07, 2002 9:48 am
by David boutwell
Tracer,
I haven't forgotten about you. I just have a bunch of irons in the fire right now. I promise to work through your instruction information ASAP!
Thanks again for following through so excellently on my request for an insrtruction document. If this works well, I really would like to overhaul the multi-hex city buildings, the original multi-hex dwelling buildings (actually replace them, as they are a piece of crud), and add more multi-hex rowhouses.
Regards,
David Boutwell
"Out of ammunition. God save the King."
Posted: Wed Aug 07, 2002 10:17 pm
by tracer
I went ahead and re-did the first 15 buildings in Ter61z4 (max zoom, 0-14). They all cover the standard 7 hex area, but by using the 'clear' button on some a designer can use them in different ways (L-shaped buildings, 'rowhouse' frontage). I think some would look better and could be used more effectively if their positions were shifted somewhat, but I need some feedback on this. Don't hold back: if any look like crap or don't display properly just tell me

I'd rather hear it now than after I do the whole file! Thanks.
The shp file is
here. Remember, they'll only work on maximum zoom.
Sceenshots (the center hex is the one with the number in it):
0-7 8-14
Posted: Wed Aug 07, 2002 11:36 pm
by David boutwell
Those look good Tracer! If you can get the other zoom levels to look just like that, you'll be my new hero! Keep up the good work!
Regards,
David Boutwell
"Out of ammunition. God save the King."
Posted: Thu Aug 08, 2002 8:10 am
by tracer
The other zoom levels will be a cinch once I get the largest one done...I'll just need to shrink each of the bmp's I made for z4. The slow step now is adjusting the position of each building with 'SP fix' (thru trial and error), but I can simply copy these numbers and apply them to the other zoom levels.
I was wondering: since the buildings in this file were originally from SPWW2, did they once work (display properly) with a previous version of SPWAW? Did they ever work in SPWAW?
Posted: Fri Aug 09, 2002 4:06 am
by David boutwell
Tracer,
"I was wondering: since the buildings in this file were originally from SPWW2, did they once work (display properly) with a previous version of SPWAW? Did they ever work in SPWAW?"
Not to my knowledge. Which makes me wonder if the size of the terrain files are that different in size between the two games.....
I've worked through your instructions. You are right. So far, it is a cinch. Even though you are redoing the file already, if I can do this myself, I would like to work on some of the other files, as well as make new ones.
Regards,
David Boutwell
"Out of ammunition. God save the King."
Posted: Fri Aug 09, 2002 6:20 am
by David boutwell
Tracer,
I just remembered that another thing that put the brakes on my efforts to "fix" the "use1" terrain files was the fact that, if I did find a fix, I still wouldn't necessarily be able to use them, unless I added the file with every map that I posted in the future. My discovery of the additional industrial buildings in the "military" terrain files, made the inconvenience of adding custom files to my posts not worth the effort at the moment. Any thoughts on how you might solve this issue in the future if (when!)your project is successful?
Regards,
David Boutwell
"Out of ammunition. God save the King."
Posted: Fri Aug 09, 2002 8:54 am
by tracer
As for the Ter61 files: All 4 files, when zipped, are small enough (about 500k total) for me to post for download. In fact, the files are smaller than the originals since each icon's dimensions are less. If they're used on a new map the designer just needs to include the link. Maybe the admin's would also post them on the forum (??).
And this is a fix of a non-working part of the original game; I'm sure some folks would want them for that reason alone...wouldn't they?

Posted: Fri Aug 09, 2002 9:30 pm
by David boutwell
And this is a fix of a non-working part of the original game; I'm sure some folks would want them for that reason alone...wouldn't they?

[/B][/QUOTE]
I'm happy! I just don't want someone, who downloads a map of mine that has been created using customized buildings, being dissapointed because they still have the old Ter61 file.
Your fix, if you decide to make it available to everyone should be highly publicized so that it can quickly become the new standard for that file.
Several questions that have come up while I've been working through your instructions. I worked on z4, building 47, just to see if I could get it to work correctly, and when I chose that building in a new map, I got nothing. However, the building showed up as a grey area on the strategic map, and the stats for the building were present in the hexes where the building should have been. That leads me to believe that I did something wrong with the pallette for the file, or file type. Any ideas?
My second questions is, how do you determine where to cneter your buildings in SPFix? And how do you center all zoom levels so that the different levels are centered consistently the same?
Regards,
David Boutwell
"Out of ammunition. God save the King."
Posted: Fri Aug 09, 2002 10:03 pm
by Warhorse
I'm here, I'm here!!! Sorry to jump in on this discussion at such a late juncture, but..... Unfortunately, aside from trees, bridges, and a few other terrain types, my area of expertise lies in the vehicles only, Nick Papp takes the credit for the rest!! I wanted to get into the buildings more, but am too busy to even think about it, lots of possibilities there. Sorry not more help guys!
Posted: Sat Aug 10, 2002 5:46 am
by tracer
Originally posted by David boutwell
Several questions that have come up while I've been working through your instructions. I worked on z4, building 47, just to see if I could get it to work correctly, and when I chose that building in a new map, I got nothing. However, the building showed up as a grey area on the strategic map, and the stats for the building were present in the hexes where the building should have been. That leads me to believe that I did something wrong with the pallette for the file, or file type. Any ideas?
Make sure your photoeditor program's color profile is set to 'RGB'...I tried the building you mentioned and it came out fine. I then tried it again using the 'indexed color' setting and wound up with a strange black'n'white image when I tried to open it in ShpEd.
I'm using PhotoShop 6.0, and instead of loading the steel.pal color palette I leave it set to RGB. It seems that when you insert the new/edited icon bmp's, ShpEd converts any 'new' colors to the closest match in the SPWAW palette. I'm thinking of writing in Fred Chandla's name during the next presidential election
My second questions is, how do you determine where to cneter your buildings in SPFix? And how do you center all zoom levels so that the different levels are centered consistently the same?
Hmmm, I'm still only a few steps beyond pure 'trial and error' in the SPFix department.
Things I have learned:
--the same SPFix values don't apply to different zoom levels, but they are consistent. Setting -3,-30 in zoom4 and -2,-20 in zoom3 placed one building I checked in the exact same location. There's probably an easy formula based on the 180-144-109-65 (z4-z1) icon sizes.
--in zoom4 -30 moves a structure about 1/2 a hex
--the building moves in the opposite direction of the blue bars
--even though the icon size may be, say 180x180, the game only considers the area occupied by the building (in rows and columns) when determining the 'center'.
One other thing I've learned: I'm not a violent person, but if I ever catch the guy who dumped the Ter61 file into SPWAW...

Posted: Sat Aug 10, 2002 5:55 am
by tracer
Originally posted by Warhorse
I'm here, I'm here!!! Sorry to jump in on this discussion at such a late juncture, but..... Unfortunately, aside from trees, bridges, and a few other terrain types, my area of expertise lies in the vehicles only, Nick Papp takes the credit for the rest!! I wanted to get into the buildings more, but am too busy to even think about it, lots of possibilities there. Sorry not more help guys!
WARHORSE! Run..

..NOW! Don't go into the Ter61 file! You're still young...its too late for me (gasp!), save yourself!
Posted: Sat Aug 10, 2002 6:06 am
by tracer
David, regarding z4 building 47: did u also remember to rename bignew.shp to Ter61z4.shp?
Posted: Sat Aug 10, 2002 7:47 am
by David boutwell
Originally posted by tracer
David, regarding z4 building 47: did u also remember to rename bignew.shp to Ter61z4.shp?
Tracer,
That's the step I forgot! It's been a while since I worked on equipment icons, so I didn't remember that step.
Warhorse,
It's always nice to see you! What is keeping you so busy? Any custom vehicle icons that you'd like to share?
Regards,
David Boutwell
"Out of ammunition. God save the King."
Posted: Sat Aug 10, 2002 9:04 am
by tracer
Originally posted by David boutwell
That's the step I forgot! It's been a while since I worked on equipment icons, so I didn't remember that step.
BTW, if you're just doing an SPFix (or even several of them) this step doesn't occur. SPFix only changes 'header' information and writes it directly to the shp file you opened, so a bignew.shp file isn't created.
Hi all.
Posted: Sat Aug 10, 2002 3:54 pm
by Don Doom
Sounds like you are on the right path Tracer. Don't forget if you fill up a terxxx or iconxxx file you can add more locations to the file, And ain't it fun to center all the icons in all four files. In sp1-3 it is five files! when I am backup and fully running I will get back into finishing my new icons for the airfields and shipyard.

Posted: Sat Aug 10, 2002 5:07 pm
by Warhorse
@ David -It's always nice to see you! What is keeping you so busy? Any custom vehicle icons that you'd like to share?
Always something going on!:D I've been working on some icons/units for the campaign Series, some icons/units in SP:MBT, helping out Panzer Leo with updating H2H, and making a few icons for W@W!! I finally got the EFII Allied Bulgarians done and posted on the Blitz, still doing the regular Bulgarians, and then both also for WF. Busy, busy!! Sounds like you are also, eh?:D
Posted: Sat Aug 10, 2002 7:36 pm
by CCB
Have you made any SPWAW 1965 SS Chevy Impala icons?
How about a 1967 Plymouth GTX icon?

Posted: Sat Aug 10, 2002 9:42 pm
by David boutwell
Originally posted by tracer
BTW, if you're just doing an SPFix (or even several of them) this step doesn't occur. SPFix only changes 'header' information and writes it directly to the shp file you opened, so a bignew.shp file isn't created.
Tracer,
Sounds like I need a refresher course on the steps that need to be taken after the icons are created!
Thanks,
David Boutwell
"Out of ammunition. God save the King."
Posted: Sun Aug 11, 2002 6:24 am
by tracer
The help file in ShpEd (Using ShpEd>Basic Editing) covers it pretty well...here's my (probably less clear!) interpretation:
After you load the steel.pal palette and check the 2 lower boxes (SP-No Flash and Use Full Pal) you just use the top buttons from left to right...except the last button (unless you're adding a completly new icon).
Load your shp file (Terxxxx.shp), type in or scroll to the icon #, hit 'show image #' to verify it the icon you want, close it, then save '.shp as .bmp', and do your editing. When you have the .bmp edited and saved you type in or scroll to the icon number it will replace (same # as before), hit 'load bitmap from disk' and browse to your edited icon, then 'convert .bmp to .shp', and finally 'replace image # with new shp image'. This creates a new file, 'bignew.shp', in your SPWAW/shp folder ('bignew' is created as a safety step...the original file is still unchanged at this point). To complete the process you delete (or move to a different folder) the original 'Terxxxx.shp' you opened and then rename 'bignew.shp' to 'Terxxxx.shp'.
The help file says you can simply load bignew.shp and make additional changes (reloading bignew.shp after each icon), but I had some problems doing that so I take the time to 'delete and rename' every time. Remember that after renaming you need to load Terxxxx.shp into ShpEd again since its now a new file.
When you use SPFix the difference is that the changes are written directly to the Terxxxx.shp (no 'bignew.shp' file is created). After viewing one of your edited icons, close it and hit 'SPFix', then hit the 'show' button. Move the bars to the position you want (or type in the values if you know them), hit the 'write' button, and close the SPFix window. If you have several icons to adjust you can do them all without reloading the Terxxxx.shp...just scroll to the new icon # and repeat the steps. Be careful though: SPFix is less forgiving if you miss a step...if you forget to hit 'show' before hitting 'write' it pretty much trashes one (or two!) icons in your shp file.
I'm not sure if I've made anything clearer, but that's how I do it. If I'm doing unnecessary steps or there's something I missed please let me know
