Page 5 of 10
Hill Graphics
Posted: Fri Oct 08, 2021 7:29 pm
by rhinobones
Larry
As always, good AAR, but there appears to be something wrong with the graphics. Seems as though the “hills” don’t work with the rest of the board game graphics. Attached is a set of board game hill graphics. Give them a try and see if you like them better.
Best Regards
RE: Hill Graphics
Posted: Fri Oct 08, 2021 9:09 pm
by larryfulkerson
ORIGINAL: rhinobones
Larry
As always, good AAR, but there appears to be something wrong with the graphics. Seems as though the “hills” don’t work with the rest of the board game graphics. Attached is a set of board game hill graphics. Give them a try and see if you like them better.
Best Regards
I unzipped your three files into "Graphics", "GraphicsOverride", and my special folder "D21_lgf" in the G.O. folder and I'm not sure it's made a difference in the graphics on the image. What else could be wrong?

RE: Hill Graphics
Posted: Fri Oct 08, 2021 10:47 pm
by rhinobones
One possibility is that what I thought were “hill” graphics were not really hills. I did check D21 in my editor and the hills looked good.
Open D21 in the editor and try to edit the hills. If you’re not seeing the new graphics then the files haven’t been placed in the proper folder. When you copied the files into the folders you should have seen the message about copying over and existing file.
Regards
RE: Hill Graphics
Posted: Sat Oct 09, 2021 1:02 am
by Lobster
If I recall there are two hill graphics. One is called overlay. Again, if I recall the original hill graphics were near impossible to see in forest hexes so the overlay was made to solve that. I could be wrong. It's been awhile.
RE: Hill Graphics
Posted: Sat Oct 09, 2021 11:23 am
by rhinobones
ORIGINAL: Lobster
If I recall there are two hill graphics. One is called overlay. Again, if I recall the original hill graphics were near impossible to see in forest hexes so the overlay was made to solve that. I could be wrong. It's been awhile.
I’m not familiar with the overlay but use of the board game tiles has always been a straightforward change. Just looks to me like Larry’s game is using the stock hills tiles instead of the board game alternates. Should be a simple fix in the override folder, or wherever it is he keeps the board game tile set.
Regards
RE: Hill Graphics
Posted: Sat Oct 09, 2021 11:41 am
by Lobster
With overlay:

RE: Hill Graphics
Posted: Sat Oct 09, 2021 11:42 am
by Lobster
Without overlay:

RE: Hill Graphics
Posted: Sat Oct 09, 2021 2:18 pm
by larryfulkerson
ORIGINAL: rhinobones
One possibility is that what I thought were “hill” graphics were not really hills. I did check D21 in my editor and the hills looked good.
Open D21 in the editor and try to edit the hills. If you’re not seeing the new graphics then the files haven’t been placed in the proper folder. When you copied the files into the folders you should have seen the message about copying over an existing file.
Regards
I did load it ( the
D21 scenario ) in the editor and monkey'd around with replacing the "hills" with some other type of terrain ( clear ) and those unsightly areas went away. There's no pallete entry for the "overlay" tile(s) though so I don't know how to provide those on the map. Thanks a lot for the idea though. And, yes, I did get the message about overwriting my existing file when I moved your files to those three places where I put them.
ORIGINAL: Lobster
If I recall there are two hill graphics. One is called overlay. Again, if I recall the original hill graphics were near impossible to see in forest hexes so the overlay was made to solve that. I could be wrong. It's been awhile.
Are the "overlay" hexes an automatic thing the game engine provides? There's no pallette entry for the "overlay" terrain type so how do you get them onto the map? And thank you for your input(s), you are especially helpful most of the time and I appreciate your additions.

RE: Hill Graphics
Posted: Sat Oct 09, 2021 3:32 pm
by Lobster
The overlay graphics are generic. They are there because we complained about not being able to see hills under other terrain like forest.
I was having a problem with some hill graphics I made myself. Sometimes they would dislplay ok. Sometimes not. I just gave up and went with the generic stuff.
RE: Hill Graphics
Posted: Sat Oct 09, 2021 11:02 pm
by larryfulkerson
ORIGINAL: Lobster
The overlay graphics are generic. They are there because we complained about not being able to see hills under other terrain like forest.
I was having a problem with some hill graphics I made myself. Sometimes they would dislplay ok. Sometimes not. I just gave up and went with the generic stuff.
were you working with PNG's or BMP's? I'm not sure it makes a difference, I'm just trying to be helpful to solve your graphics problem(s). What kinds of symptoms were you seeing? Please include *all* relevent details in your answer. The more details the better. For instance did the non-working graphics display as a black spot on the map or something?

RE: Hill Graphics
Posted: Sat Oct 09, 2021 11:58 pm
by Lobster
You have to use .png files. The game hasn't used .bmp for terrain for years. I'm not worried about it. Generic works fine.
RE: Hill Graphics
Posted: Sun Oct 10, 2021 12:01 am
by Lobster
Somebody needs some tweezers. [:D]
ORIGINAL: larryfulkerson
RE: Hill Graphics
Posted: Sun Oct 10, 2021 12:27 pm
by larryfulkerson
Here's the
T27 view of
Sevastopol right now. I've repaired the rails all the way to the front lines in this
AO and now I'm repairing the rail leading north out of the bottleneck on the east side. I'm pushing hard on the port but so far there's been very little progress. I need more arty down here. I've flown all my Stukas down here to try to sink some more of those Soviet ships. As you may already know I'm in a hurry to capture the port by
04Dec1941 so I can receive the services of the Bulgarians.

RE: Hill Graphics
Posted: Sun Oct 10, 2021 11:38 pm
by sPzAbt653
This is the Hill graphic that I like best, but it doesn't show in all hexes. For example, mousing over hexes, like the one circled red, will display 'Hills' in the Info Bar as seen at bottom, but the hex is obviously appearing as Clear.

RE: Hill Graphics
Posted: Sun Oct 10, 2021 11:53 pm
by sPzAbt653
Its been years since I messed with the Hill Graphic, so I can't recall the particulars other than the Hill Graphic is weird. I've got the one I like labeled as 'tiles_hills_overlay', while the regular Hills Graphic is also in the folder but is not used.

T29 events
Posted: Fri Oct 15, 2021 12:09 pm
by larryfulkerson
This is the
Leningrad area early in
T29 and it shows the progress I've made over the last two turns. I'm adjacent to the city but the Soviets have turned it into a fortress. I'm going to need a lot of arty to break through all that equipment. About half my aircraft are resting but the supply situation is great over the length of the front lines because I've been busy repairing rails all over the place to make sure it's up to the front lines everywhere. We're almost into the mud season and I need to get prepaired for that.

RE: T30 events
Posted: Sun Oct 17, 2021 8:16 am
by larryfulkerson
It's
T30 now and here's what it looks like around
Rostov right now. I can't overrun an enemy airfield with a unit that is yellow or else I would have moved adjacent to the city at the very least.
I doubt that it's actually empty as it shows on the map because my theater recon level isn't all that high and there could be a huge stack of Soviet Tank Divisions parked there. You can see my units to the west of
Rostov that are slowly pushing the Soviet defenders to the east.
As you can see the rails are repaired almost all the way down to
Rostov and as a result the supply levels are great. The mud turns will start in a couple of turns and I'd like to be as far as the advance can go before that happens because the Movement Points of the units is cut in half during the mud turns.
According to the Inventory I have
19.4K HRS's still assigned, I've lost
34.9K HRS's and there are only
309 HRS's on hand. I'm too low in my comfortable "HRS's assigned level" by a significant amount so on the other hand, instead of continuing operations I might ought to give the troops enough time to fatten up with HRS's and get their strength back. That sounds like it might take a month or more in game time.

RE: T30 events
Posted: Sun Oct 17, 2021 2:09 pm
by larryfulkerson
Here's the front lines down south right now.

RE: T30 events
Posted: Sun Oct 17, 2021 2:24 pm
by larryfulkerson
Here's what it looks like around
Moscow right now. Because of the high losses I'm going to have to put a moratorem on all the attacking that's going on in this
AO except for a small probe toward
Tula to see how hard it would be to capture that city. I'm entering the areas in Russia where most of the major industry is parked. I need to do an inventory on the Russian industry centers and see where they are and develop some kind of plan to capture them all if it's possible at all.

RE: T33 events
Posted: Tue Oct 19, 2021 3:49 pm
by larryfulkerson
Here's what it looks like early in
T33 around
Leningrad right now. I've been moving units, about a dozen of them, and I'm on the edge of getting into the city and I expect to get there either this turn or the next. The supply level has decreased to
zero at the tip of the spear and I'll have to wait until a future turn to keep my operations going. Half of my aircraft are in reorg and the last turn ended early because I failed a force proficiency check immediately after the first combat round. The MP's of all my units has been cut in half, I suppose because of this being the first mud turn. The shock level of both sides has decreased to
75, again, I suppose because of this being the first mud turn.
