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Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

chemkid
Posts: 1238
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RE: WitP-AE Topo Map Project

Post by chemkid »

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SilentHunter
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Joined: Sun Sep 29, 2013 1:30 pm
Location: United States

RE: WitP-AE Topo Map Project

Post by SilentHunter »

IS there a dummies version to installing this? I downloaded extended map map style = without hexes, put the files in my art folder, but the map does not look any different. Do I need to download all the files or just one? It gives another link to another site for pwhexe.dat and pwzone.dat and pwzlink.dat, don't know what those are for. Then says switch you map style to appropriate style for downloaded mode. OK how? Anyone put together an easy install guide for this?
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LargeSlowTarget
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Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: WitP-AE Topo Map Project

Post by LargeSlowTarget »

In the game options there is a toggle for map with or without hexes. If you have downloaded the map without hexes, set the switch accordingly.
chemkid
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RE: WitP-AE Topo Map Project

Post by chemkid »

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traskott
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Location: Valladolid, Spain

RE: WitP-AE Topo Map Project

Post by traskott »

[&o][&o][&o]

Great job!!

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SilentHunter
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Location: United States

RE: WitP-AE Topo Map Project

Post by SilentHunter »

^@ ChemKid much appreciated, even an idiot like me can understand it now, very good !
It's because of your map mods that I bought this game, had my eye on it for a while....when I saw it will now run in multiple resolutions and I saw your map mod, had to buy so thank you for doing this.
undercovergeek
Posts: 1535
Joined: Tue Nov 21, 2006 7:01 pm
Location: UK

RE: WitP-AE Topo Map Project

Post by undercovergeek »

quick question as someone recommended this mod to me - im n the middle of a vanilla scenario 1 PBEM no mods - will the map still work or do we need to be playing babes mod?

edit - no worries found it!!

thanks
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Major Shane
Posts: 195
Joined: Thu Jul 19, 2007 6:08 pm

RE: WitP-AE Topo Map Project

Post by Major Shane »

Simply amazing map. Works great on my Windows 7, AMD. Using the stock, dot(x) version.
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Blind Sniper
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Joined: Sat Aug 09, 2008 4:19 pm
Location: Turin, Italy

RE: WitP-AE Topo Map Project

Post by Blind Sniper »

Just installed, amazing job!!! [:)]
WitP-AE - WitE - CWII - BASPM - BaB

[center]Image[/center]
chemkid
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Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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swatter555
Posts: 199
Joined: Tue Mar 19, 2002 8:06 am

RE: WitP-AE Topo Map Project

Post by swatter555 »

Nice work! Your maps are truly excellent. There are so many to choose from, you make it hard to decide. Can I ask what tools you use and the general procedure you follow to create these excellent maps?
chemkid
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Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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Yaab
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Location: Poland

RE: WitP-AE Topo Map Project

Post by Yaab »

Chemkid, any chance you can create the Topo 2 extended map for the Babes extended map scenarios? Right now we have your Topo 2 stock map for RHS mod.
chemkid
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Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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Odin
Posts: 1045
Joined: Wed Jan 03, 2001 10:00 am
Location: Germany, Wanne-Eickel

RE: WitP-AE Topo Map Project

Post by Odin »

Awesome Map!!!![&o]

Can someone tell me quickly what i exactly need for stock WITPAE?

Final Version? Updates?

Thanks![;)]

Odin
Image
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pontiouspilot
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Joined: Fri Jul 27, 2012 7:09 pm

RE: WitP-AE Topo Map Project

Post by pontiouspilot »

Do both players have to use the lovely Chem map or can one simply play with the original ext map?
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LargeSlowTarget
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Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: WitP-AE Topo Map Project

Post by LargeSlowTarget »

Players are not compelled to use the same map, each player can use any map he wants, provided it is compatible with the scenario.
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Reg
Posts: 2790
Joined: Fri May 26, 2000 8:00 am
Location: NSW, Australia

RE: WitP-AE Topo Map Project

Post by Reg »

ORIGINAL: Reg


Yes it is fixed.

I had a busy day creating some aircraft and briefing screen images for Andy Mac's new scenario 1 and they didn't show up in game either. [:(]

Fortunately loading and saving from MS Paint fixes the BMP format issue and they can be displayed in WITP.

I'm not sure why this is as I have been using Gimp for years to create many images for WITP-AE. Maybe it is a Win8.1 codec issue (I upgraded only recently from XP) as I think someone implied elsewhere or perhaps Gimp have changed their default export BMP file format.

Who knows but it appears we have a solution that should be available to everyone.

Hi Robert,

It was just pointed out to me on another thread how to fix this.

The "Do not write colour space information" flag appears to be important when saving BMP files from the GIMP editor. I have never really noticed it before and just left it unset (default). Tried it just now with this flag set and Gimp seems to be able to produce good bitmaps...

Thought you might like to know.


Image
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
chemkid
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Joined: Sat Dec 15, 2012 2:02 pm

RE: WitP-AE Topo Map Project

Post by chemkid »

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Korvar
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RE: WitP-AE Topo Map Project

Post by Korvar »

Reg,

You didn't make my day - I got my hopes up when I saw a Chemkid map thread with the last post by Chemkid. [:-] [:D]

No worries though, I'll take the 'two birds with one stone' consolation prize - I was able to help two of the authors of the primary graphics mods I use!

Chemkid, let me take this opportunity to thank you for your awesome maps - I use Yamato Damashii Sunny Day Stock. It really makes the game a pleasure to look at, especially during those long sessions! [8D]

Both of your mods paired together really kicks up the immersion of the game!
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