Page 2 of 8
RE: Community Modding Discussion
Posted: Sat Jul 28, 2012 7:24 pm
by Redmarkus5
ORIGINAL: amatteucci
Will there be a L'vov pocket variant of this scenario? [:'(]
Anyway, is there a way to export SFT values (and, generally speaking, all kinds of game's data) into a CSV file or something similar?
P.S. Markus, you're doing a terrific work! I'm very impressed by your speed and accuracy. Are you following a scaled up version of WitE map to draw your extended map or what?
Hi.
Thanks
Not sure about the SFT export - we need to ask Vic. You can import maps and OOBs from other scenarios into a new one, but that doesn't help us, but it does mean that there's an export function and an accessible underlying table already in place...
If you guys add a Lvov pocket variant I will resign LOL
For the extended map I added a white jpeg of WW2 in southern Russia and drew on top of that, then removed it before saving.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 6:32 am
by Redmarkus5
The area around Kiev is taking shape - needs roads, rail and more towns, plus place names.
I'm going to create a new graphic for marshy forests (the dark green forest hexes) with blue marsh lines on top of trees, but the plain hex color instead of green. This will make it consistent with the other marsh hex image.

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 12:48 pm
by Redmarkus5
I decided to start the whole map from scratch because the projection and distances of the original didn't map onto any existing map I could find. The result was that if I placed, say, Lvov a correct number of hexes from Kiev, I couldn't get Vinnitsa to sit a correct number of hexes from both, and from Odessa. All of the distances in the scenario would be out with unknown consequences for the outcome.
I have used a more correct projection and hopefully, at this scale the effect on hex count won't be too serious. This allows me to use a real map as a trace, resulting in a much more accurate rendition.
I will add towns and cities in their historical locations as well.
It would be very useful to get some scans of game maps covering this area so that I can plot the swamps and forests from them - not much to be found online...

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 1:27 pm
by amatteucci
Markus, I was asking whether you were using WitE's map exactly for the same reason (i.e. consistency of projection for diverse areas).
BTW, since you're starting from scratch again, I suggesto to use a larger map (you may run into similar problems when you'll make the map for a Barbarossa scenario [;)]).
In this respect, I guess that, using a scaled WitE map as base, could be a sensible choice.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 1:33 pm
by Redmarkus5
ORIGINAL: amatteucci
Markus, I was asking whether you were using WitE's map exactly for the same reason (i.e. consistency of projection for diverse areas).
BTW, since you're starting from scratch again, I suggesto to use a larger map (you may run into similar problems when you'll make the map for a Barbarossa scenario [;)]).
In this respect, I guess that, using a scaled WitE map as base, could be a sensible choice.
Yes, I was playing with this also - probably makes most sense. Not 100% accurate but probably the best artistic interpretation out there and it makes it easy if we decide to do a WitE mod as well.
For size, it is currently 99x59 but I will increase that to 200x120. The first scale is good for division-sized units, and the larger one for regimental.

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 1:38 pm
by Redmarkus5
Re-scaled the overlay looks like this. Comments?

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 2:36 pm
by Redmarkus5
And it starts to look like this which I think is much better. Also, the scale feels right, but we need to test that before we finalise the OOB design.

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 2:53 pm
by ComradeP
Keep in mind that WitE uses a different scale and that it has its own problems with some locations being too close or too far away from others. In this case most notably Rostov.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 2:59 pm
by Redmarkus5
OK, thanks. I guess everyone who tries to turn the earth into hex maps faces challenges. Any suggestions for a better template than WitE that I can access as a single bitmap?
To be honest, I'd like to press on now and not start this for a third time.
Also, the point about being able to instantly covert the final product to a 'WitE map version' is compelling, no?
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 3:03 pm
by ComradeP
I'm fine with using an adjusted version of the WitE map, but as stated: the scale is different, which is something to keep in mind.
I don't know whether we can increase the value when stacking penalties start from 100 to 150, for example, to compensate for the increased area that each hex represents.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 3:06 pm
by Redmarkus5
ORIGINAL: ComradeP
I'm fine with using an adjusted version of the WitE map, but as stated: the scale is different, which is something to keep in mind.
Where should Rostov be, by the way? This is our chance to move a whole city!
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 3:12 pm
by ComradeP
Further to the west than it is in WitE. The distance between the Dnepr bend south of Zaporozhye and Rostov is a bit less than 200 miles I believe, which means Rostov is 4 or 5 hexes too far east of the Dnepr.
Also, in case you missed the edit to my last post:
I don't know whether we can increase the value when stacking penalties start from 100 to 150, for example, to compensate for the increased area that each hex represents.
We could use the distance between the western map edge and Rostov/any city to measure where it should be, roughly, but as you also said: there'll always be some problems.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 4:09 pm
by Redmarkus5
Rostov has been moved to the west... Taganrog Bay did look overly long before this change.

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 4:12 pm
by Redmarkus5
Stack points for all SFTs can be edited. Some are currently set at 1 and others at 2. Entering 0.5 defaults to 0.
I don't know what a zero setting will do (hopefully it won't crash the game) but staff, trucks etc. could all be set at zero.

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 4:58 pm
by Redmarkus5
OK, the Crimea is done on the new scale and template... Let me know what you think.

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 5:00 pm
by Redmarkus5
I think I will get rid of the city graphics completely and just stick with traditional 'dots'.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 5:11 pm
by Redmarkus5
Cleaner looking without the city graphic IMHO

RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 5:43 pm
by sullafelix
Very nic and incredibly fast.
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 5:51 pm
by Keunert
good move with the city, extreme clean map now
RE: Community Modding Discussion
Posted: Sun Jul 29, 2012 5:52 pm
by Keunert
the river blue could be a little closer to the sea blue?