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RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 1:29 am
by Barthheart
Great graphics Nick! Thanks for sharing your hard work with lazy turds like me.[&o]
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 12:42 pm
by NickGen
Ok, I have some problems with the mod, it is necessary for me to do tests ....
It appears that in some scenarios, the game will automatically resume the base graphics .
Vic, could you help me?
In the editor, new graphics display correctly, but when the game starts, The base graphics replace mine.... see screenshot ...

RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 12:53 pm
by PDiFolco
I confirm, there seems to be a bug with how the scenarios use graphics file/masterfile reference. In those I've tried, the WW2 ones, they keep displaying some base graphics files they shouldn't, when it has been changed through loading a new masterfile. [:-]
What's real weird is that when you edit the scen, it's perfectly good, but goes awry when *playing* it ! Then I think that some references aren't processed correctly by the "play" module.
When installing graphics mods the "dirty" way - ie overwriting base graphics, there's no such problem (but for this mod it was not enough as transitions are different, some changes in the masterfile are necessary too, but it works).
Here's a link to a modified Russia 41 scenario, changed to the "real.pt2" generic file of Rick's mod (it requires install of Rick's mod obviousy !), you can try it out :
http://pascal.difolco.free.fr/Russia%201941_Real.pt2
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 1:04 pm
by NickGen
Hi pdiFolco....
For the second time, Nick69, not Rick....lol[;)]
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 1:42 pm
by NickGen
I think there are some problems with graphics overlays, and that vic has hard coded the z-order of drawing sprites ... Even replacing all the default files by mine , it is not working properly....
Some things are missing .... I do not know too much information about how the engine work....[&:]
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 2:06 pm
by PDiFolco
Nick.. lol I won't be able to remember it seems, apologies ! [&o]
On my side I had rather good results by overwriting graphics files with yours, what problems did you notice ?
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 2:35 pm
by NickGen
To difficult for me to explain in english.....
The same problems as those explained above...
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 3:30 pm
by Vic
Nick,
There is an event in the russia scenario that loads the predef graphic based on what month it is. If it is winter it loads a winter background and if it is summer it loads the grass. This must be what is screwing up your masterfile. Same for Gothic Line scenario probably and Africa scenario. And probably also Ardennes.
Check out the difference of using the predef graphic & sprite graphics for your real.ptmaster and my generic.ptmaster.
I think if you also set the sprite for mountain, swamp, forests, etc to the same as you did in the predef sprite that it will work.
kind regards,
Vic
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 4:19 pm
by PDiFolco
Ok, got it ! Easy to change, but in fact it's not really possible to use the new modded set for winter landscapes, as it doesn't work the same way than the standard :
- In the standard all hexes use a "plain" base sprite and then some stuff is added on it (partly transparent, such as trees..)
- In the mod each landscape has its own sprite, transparent overlays are used for transitions instead... and there is winter version for them except plains !
So to make the scenrios look at least partly correct, the events have to be edited and all exec to replace sprites are to be removed - except the plain (landscape 0) one, that is to replace with the modded plains or snow graphics. Then you have a correct summer landscape and in winter snowy plains but the rest is standard and the transitions aren't correct... Not satisfactory.
Nick I think your ideas on transitions, although good from a look standpoint, create some problems now... We need winterized versions of everything !
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 4:55 pm
by Vic
@pdi,
just doing winter colors for the plains will sufficiently make the map look wintery i think.
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 4:56 pm
by Vic
@pdi,
And if that is not satisfactoy i would overrule the plains predef by sprite too so the winter landscape just does not show.
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 6:27 pm
by PDiFolco
Vic,
Well it doesn't look very good - see the screen (but don't look at the date, I've made a real early winter ![:D])
Removing the event visual effect altogether is possible but we lose a nice game feature... [:(]

RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 6:34 pm
by NickGen
Ok, thanks all for your reply...i have to make some new terrain tileset for winter, but, It is also possible to change the transitions drawn with an event ?
I do not think....
Vic,
I think I understood what you wanted to explain ... If pdiFolco wanted me translate well in french, so that I am on ...[/align][/align][/align]
RE: New terrain mod, work in progress...
Posted: Sat Nov 17, 2007 9:58 pm
by Vic
@nick,
Yes i see.
I would set the sprite of plains also to your green grass so no single winter color shows through.
That would mean your masterfile would be fully compatible with all scenarios.
Yes no nice winter colours with your set, but you cant have it all. Maybe a next new scenario could be specifically build with your graphics and possible winter wheater... tom weber (tweber) might be interested for his WaW scenario for example.
Kind regards,
vic