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RE: [Agent] Modern Map Skin Mod + Candies
Posted: Wed Dec 14, 2011 3:47 am
by Magpius
Razz will probably go for a gill sans look. clean and simple.
A favourite font style. A little earlier than WW2, but something I associate with 30's England.
Will post an example.
Beach Front Real Estate
Posted: Sun Dec 18, 2011 9:00 pm
by Magpius
Okay so I have trapsed around every coastal hex on the map to see if it could be invaded.
Here is the result.

RE: Beach Front Real Estate
Posted: Sun Dec 18, 2011 9:04 pm
by Magpius
and a zoomed out view.
Still some tweaks to get right on the country labels.
I went with subtle for this map skin, but other flavours will have a different graphic response.
Primarily I still wanted the basic terrain to be visible, with a hint of beach (40% transparency).

When?
Posted: Sun Dec 18, 2011 9:06 pm
by Magpius
Will post up the mod file and install instructions soon.
It will require a tweak to the eyecandies.csv file in the grand campaign scenario folder, as well as the usual graphic replacements.
RE: When?
Posted: Sun Dec 18, 2011 10:06 pm
by Magpius
Busted. Somehow no units showing unless in movement.
must have wrecked the sprites depth... but its happening on ALL scenarios, which is odd.
(and its not the map draw mode; checked that.)
RE: When?
Posted: Mon Dec 19, 2011 6:19 am
by Magpius
[8|] [spacebar]
crisis averted.
tears being wiped off keyboard.
RE: When?
Posted: Mon Dec 19, 2011 4:45 pm
by Wolfe1759
ORIGINAL: Agent S
[8|] [spacebar]
[:D]
Looking forward to seeing this.
RE: When?
Posted: Mon Dec 19, 2011 5:15 pm
by Barthheart
Looks great Agent S!

Beach (Invasion) Hex Mod.
Posted: Tue Dec 20, 2011 9:00 pm
by Magpius
It's good to go.
Here are the instructions.
1. In the ...data\scenarios\1939 Grand Campaign Folder rename the eyecandies.csv file to eyecandies-old.txt To create a backup.
2. Download the eyecandies.csv file from this post, (it is zipped) and place into the same folder.
3. Download the map-update.zip file from the post below and place into (overwrite) the files in the ...data\gfx\ [MapSkin]Agent-4(Modern) folder. (The file being replaced is the sprites_depth.csv and adding an eyecandies.png to the folder).
4. Start the game and open the 1939 Grand Campaign Scenario. You should see Country Names on the Map and Beach hexes as shown below.
RE: Beach (Invasion) Hex Mod.
Posted: Tue Dec 20, 2011 9:01 pm
by Magpius
This post contains the altered graphics file.
RE: Beach (Invasion) Hex Mod.
Posted: Tue Dec 20, 2011 9:01 pm
by Magpius
With only 1 piece of gratuitous fluff.
[8|]
(the file is called eye-candy after all!)
I think I can now sit back and play this over the christmas break.
AAR time?
RE: Beach (Invasion) Hex Mod.
Posted: Tue Dec 20, 2011 10:42 pm
by Barthheart
Looks really cool! Thanks for sharing! [&o]
RE: Beach (Invasion) Hex Mod.
Posted: Tue Dec 20, 2011 11:11 pm
by Magpius
Thanks B.,
have a merry christmas.
RE: Beach (Invasion) Hex Mod.
Posted: Tue Dec 20, 2011 11:12 pm
by Barthheart
ORIGINAL: Agent S
Thanks B.,
have a merry christmas.
Merry Christmas to you too!

RE: Beach (Invasion) Hex Mod.
Posted: Wed Dec 21, 2011 12:12 am
by tombo
Thanks for this Too!
I've loaded the MOD per instructions and GC operates OK...but other SCN in both quick and custom options dont work right. Letters are broken,etc.[&:]
Do i need to load to each SCN folder to fix?
thanks
RE: Beach (Invasion) Hex Mod.
Posted: Wed Dec 21, 2011 12:38 am
by Magpius
Yes.
If you are using the map skin for other scenarios it could cause some grief.
Doom hinted that they were going to start looking at how the eyecandies file worked.
At the moment the file is linked to the scenario, rather than the map mod itself.
I have only defined the invasion tiles for the 1939 Grand Campaign.
So long as the hex definitions, of the map are the same, it should also work for the scenarios that are based on the same map.
But you will need to replace the eyecandies.csv file for each scenario you want to play.
It's kind of opening a tin of worms here, and much of this may need changing in future patches.
I was really just responding to those that wanted to see the beach hexes, and this seemed like a straightforward, albeit a laborious process.
The short answer would be to copy and create another modern-map gfx folder without the eyecandies.png file in it. This way you could still play grandcampaigns with beach hexes and the other scenarios without the clashes.
RE: Beach (Invasion) Hex Mod.
Posted: Wed Dec 21, 2011 12:43 am
by Magpius
The natural, and normal maps use the original eyecandies configurations.
I could look for a spot on the original eyecandies.png and see if I can find a spot for a beachhead terrain.
Then cut in the code definition for beach locations.
We'd lose the country names, but it would at least make it work with the normal, and natural map skins.
(damn-modding more than playing)
RE: Beach (Invasion) Hex Mod.
Posted: Wed Dec 21, 2011 12:46 am
by Magpius
There are a few spots available, so I will have a quick play and post the results shortly.
I am going to miss the country names. It was quite educational, knowing where those countries were.
RE: Beach (Invasion) Hex Mod.
Posted: Wed Dec 21, 2011 1:09 am
by Magpius
The beach hex can be embedded into the existing eyecandies.csv file and the code can be snipped into the existing eyecandies.csv found in the scenario file. Which is fine for the normal and natural mod skins. I can also work the same file into the modern skin.
A few more days work I'm afraid, and I need to wrap presents or the kids get nada!
So hold on.
RE: Beach (Invasion) Hex Mod.
Posted: Wed Dec 21, 2011 5:45 pm
by Wolfe1759
Agent S - looks great, thanks for this and merry xmas.