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Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 2:29 pm
by GJK
As if I shouldn't be playing the game instead of modding it instead (I enjoy modding), here's another WIP. This, obviously is inspired by the old AH game "Blitzkrieg". So if you're feeling nostalgic, this may suit you. ("Blitzkrieg" is a registered trademark of the Avalon Hill Game Company, all rights reserved and all that good stuff).....

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RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 2:38 pm
by Vic
very clean and crisp. and it looks very different. very intriguing to see what the engine will be able to do.

i especially like the rivers.

kind regards,
Vic

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 2:43 pm
by GJK
Yeah, I like this one as well, pink roads and all (staying faithful to the original boardgame). Only 'issue' that I've found is that the cities tile overrides the sea tiles, so the city sticks out into the oceans instead of cropping like the swamp does (for example). Any way to reverse that tile order in a future patch?

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 2:45 pm
by Vic
it is possible to actually set in the editor if a certain landscapetype sprite should overdraw or not. see my other post about making alternate masterfile instead of overwriting the graphics too.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 2:55 pm
by GJK
Thanks Vic. Great game by the way, I'm really enjoying this one.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 3:22 pm
by Arditi
   Wow!  That brings back memories!  Good job!
      Best Regards, Arditi[:)]

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 5:00 pm
by FirstPappy
For those of you who are too young, here's a picture of the entire original gameboard:



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RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 02, 2007 5:48 pm
by beserko
Ahh you just beat me downloading the blitz map!  The overlay feature is neat. Doing the rivers are tougth. No graphic for desert yet. Wish I could fine tune the ocean hexes better. Will work on this later tonight.[/align] [/align]Wonder if I double sized the graphic and put it on a 68 by 170 map (its set for this map at 34 by 85)[/align]

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 4:12 am
by Magpius
@GJK.
Have you finished your Blitzkrieg (AH) mod.
I'm holding my breath on this one.
Love the retro look[8D]


RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 4:56 am
by GJK
I have - and I'm using it now, but the problem is the highlighted hexes (showing where you can move, etc) is very hard if not impossible to see, so I'm trying to figure out what I need to modify to make that visible. I'll zip up the package once I do and let you know.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 10:56 am
by Magpius
thanks

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 11:14 am
by GJK
Vic:

I can't figure out how to change the highlighted hex from "white" to "black". I've modified a masterfile and changed the rulevar associated with hex highlighting from 0 to 1, saved this as a new masterfile and then selected it for a scenario. Verified that the hex highlighting was indeed a "1" (black) but I still can't see the highlighted hexes on my white background in this graphic mod.

I've also tried modifying the "shadedhex.png" graphic in the systemgraphics folder but this also doesn't affect the highlighted hex coloring. Any suggestions?

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 12:08 pm
by cbelva
I have a new scenario I am working on and I too tried to change the highlighted hex color with the rulevar selection. It could be another bug. Vic should take a look to see if it is doing what it should. Also, I need a white hex overlay selection. I have a very dark background and you cannot see the hexes since that overlay is dark. I have not found a way to change that yet.  

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 12:48 pm
by Vic
text in rulevar 302 is the other way around 0=white, 1=black.
also i am adding rulevar 306 in v1.02 so you can set the alpha transperency of the selected hex too.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 2:14 pm
by cbelva
Ok, I went back and checked again. Setting the rulevar to 1 does give a black (or darker) shade for movement hexes. It is transparent so I don't know how that will affect your mod Gary. The shade between white and black is subtle since they are both transparent.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 4:37 pm
by GJK
Thanks cbelva. The change must be very subtle because I can't tell at all, at least not on the off-white background. I'm curious though - and I'll have to go test, but how is hex highlighting done on winter turns when snow tiles are being used? Ah, nevermind, just looked at the original snow tile and I guess that's why it's blue snow (ice) instead of an off-white.

Vic, is there a graphic tile that I can modify in combination with a rulevar to make the shaded hexes appear dark on white?

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 4:39 pm
by Vic
@gjk,
 
try out the v1.02 thats just uploaded. In it you will also be able to set a new rulevar(306). its at 0.3 alpha normally.
Try setting rulevar(302) to black and then setting rulevar(306) to for example 0.5. it should work.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 4:41 pm
by GJK
Cool, will do.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 5:30 pm
by GJK
Maybe someone else can confirm - or more likely it's because of my off-white hexes - but I can only get it to adjust the transparancy of a white colored overlay, whether or not I select Black (1) or White (0) and set the transparancy to .9 or 1 even.

RE: Terrain mod - AH Blitzkrieg style

Posted: Fri Nov 09, 2007 5:47 pm
by cbelva
Ok, I don't have time to check this out on an all white background, but I did check it out on the Pacific map. Itappears that the numbers are reversed: 1 = white and 0 = black. When I change the for rulevar (306) it does indeed darken the transparency.