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Posted: Sun Jun 08, 2014 6:44 am
by chemkid
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RE: Mapart Resolution doubled?

Posted: Sun Jun 08, 2014 11:03 am
by Rising-Sun
All bases would have to be redos if they did. Unfort i couldnt find base infos for postion, so i can move them in correct places. Pretty much that parts is hardcoded. That why i asked if they are willing to make WitP:2 with better graphics and details.

RE: Mapart Resolution doubled?

Posted: Sun Jun 08, 2014 11:05 am
by chemkid
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RE: Mapart Resolution doubled?

Posted: Sun Jun 08, 2014 2:54 pm
by Symon
ORIGINAL: chemkid
Anyway, it’s just me having wet dreams of much more vivid mapart in witp-ae…
So, don’t kill me – I’m just this noob! [8D]
There's lots of us out there that have the same wet dreams; you are not alone. Butt

Beyond the total redo of every database element, there's many, many, places within the game engine, that do time and distance calculations based on a 45nm hex. These propagate throughout all the subroutines. Each subroutine might have a different name for the capture variable. So it's not as simple as 'IF Atrib = 0, then map = 45nm, If Atrib = 1, then map = 22.5nm. A simple expression, but it will have to be evaluated within the context of hundreds of individual subroutines. And then there's the thousands of data entries that are predicated on a 45nm scale.

A beautiful tree to bark up. And God love you for actually doing something about it. But I am afraid there's nothing up there for the forseeable future. I am very sorry to be so discouraging, but ... oh, well. Please, oh please, don't stop trying to make improvements. The strangest things have been known to happen. [:D][:D]

RE: Mapart Resolution doubled?

Posted: Sun Jun 08, 2014 2:59 pm
by witpqs
Slight tweak: in AE the hex is 40 nm aka 46 statute mi.

RE: Mapart Resolution doubled?

Posted: Sun Jun 08, 2014 3:08 pm
by Symon
ORIGINAL: witpqs
Slight tweak: in AE the hex is 40 nm aka 46 statute mi.
Yes, you are correct. A senior moment
Thanks. [:)] John

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Posted: Sun Oct 19, 2014 8:40 am
by chemkid
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RE: Prepare your Engines!

Posted: Sun Oct 19, 2014 11:14 am
by Dili
Yeah hexcale 20nm will great for other scenarios, for example Mediterranean and smaller Pacific scenarios like Guadalcanal. I also think make land combat a bit less constrained.

RE: Prepare your Engines!

Posted: Sun Oct 19, 2014 11:14 am
by btd64
ORIGINAL: chemkid

...because i'm preparing mine! [:D]

i'm going hi-fidelity here!!
i'm preparing my 'soon-to-be' mapart in 3000x3000px per tile! [8D]
proof-of-concept will follow as soon as my workflow is setup. stay tuned.

have a nice one - cheers!
chem!

chemkid, My "Map" is of to you.[:)] Keep up the good work. If you need me to check it out on my computer when your done, Let me knoe. I have a couple of test setups on my computer for AE and would love to help if I can....GP

RE: Prepare your Engines!

Posted: Sun Oct 19, 2014 11:32 am
by chemkid
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RE: Prepare your Engines!

Posted: Sun Oct 19, 2014 2:13 pm
by Symon
ORIGINAL: chemkid
thanks GP! i'll come back to you! [:)]

@Dili - too sad it's only good for your aar or sort of like that.
john already stated that (atm) 20nm (per hex) are not possible WITHIN witp-ae(current version).
Unfortunately, that is too true. The original game engine is very old. It looks for specific art panel sizes to display, and that's it. Think DOS. It cannot be changed. Hurts me as much as you, but no matter how hard people whine, it cannot be changed. And there it is.
i'll release 1500x1500px tiles for the mapartwork to be used with witp-ae and
Chemkid, everything you do is superior. I am awestruck. Keep on trucking on.
keep those 3000x3000px tiles handy for everyones downloading-pleasure, ok?!
who knows when we'll be able to zoom-in on our witp-ae map - for more immersion,
more fine gritty details and the odd palmtop to be cherished... [:D] hint-hint!
You bet your butt, we'll save this. Who knows? Who knows what lurks in the minds of men?
Only the Shadow knows ... bwaahaahaahaa.
chem!