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Ter82z4 file
Posted: Mon Feb 03, 2003 3:06 am
by tracer
Here's some screenshots:
I did 2 different icons for the 'north-south' orientation so that they would actually sit on the tracks
Found an oddity: if you place your tracks first the hex will display them, but it won't show up as a 'railroad' hex. Also, if you place the tracks, then the icons, and then add more railroads to the map the tracks will vanish under the icons. You can of course re-add them after placing the icons (the hex will then show 'wooden building, railraod').
I'll have the other zoom levels done by tomorrow.
Enjoy
Posted: Mon Feb 03, 2003 8:02 pm
by HauptmannJake
This needed real efforts and it is beautiful, thanks!
Posted: Mon Feb 03, 2003 8:53 pm
by Jim1954
Are you cooking up a Von Ryan's Express scenario?

Posted: Mon Feb 03, 2003 11:43 pm
by tracer
Originally posted by Jim1954
Are you cooking up a Von Ryan's Express scenario?
That's been one of my favorite movies since I was about eight; maybe you might have just planted the bug in a few designer's heads.
I could use a little feedback before I post the rest of the files: the rolling stock in the top picture (horizontal, east-west) is situated against the left border of each hex. Would it be better if they were centered?
I also have a technical question for those familiar with icon design. Every terrain icon (Terxx) has a file for each of the 4 zoom levels, but the unit/vehicle icons appear to only have 1 file associated with them. My current method is to shrink them using Photoshop, but as they get smaller they lose alot of detail, especially the diagonally oriented icons which I have to 'rotate' (90 or 180 degree rotation is OK). Those in file z1 (35% of original size) look down right sloppy IMO. Is there some technique that can minimize or prevent this?
Posted: Tue Feb 04, 2003 7:13 am
by Bing
Jim - I know what you mean about the icon orientation; the detail looks different depending upon which way the unit is facing. All that nice detail gets jaggy or indistinct. When we were doing icon conversions and editing for ModernWAW we just ignored the effect - unlike 2D games which simulate 3D rendering via a four-view isometric process we have just one in WAW, the top-down view.
I've been playng an older (1999) game - Railroad Tycoon 2 - a lot the past couple of weeks. It uses the above mentioned four-view. Detail changes depending upon which way the map is rotated - including for no particular reason (I turned the shadows off) some sides of buildings reflecting sunlight and other sides "in the shade". Scene lighting is something I haven't come to grips with yet - might never, either.
Don't know as there is a lot can be done about this. Some pretty good graphics people work for PopTop and their work shows the same thing. True 3D, that is another story, but so are the system requirements and creating graphics in 3D is infinitely more complex than 2D, even a four-view isometric system.
Suspect it also has something to do with anti-aliasing but the mind has gone soggy and I won't even think about that.
Bing
Posted: Tue Feb 04, 2003 10:45 am
by tracer
Thanks for the info Bing. With Photoshop I
can keep the icons pretty sharp when shrinking them, but unfortunately the process that gives these results (bicubic) does so by using inserting colors that are not in the SPWAW palette.

I guess I'll just 'dance with who I brung' and make the best of it. I'll clean up the icons a little more and post the full set of SHP's tomorrow.
Posted: Tue Feb 04, 2003 9:46 pm
by tracer
Finished. The files can be downloaded here:
http://home.cfl.rr.com/lagoon/upload/ter82.ZIP
Open the Steel Panthers World At War\SHP folder and select Ter82z1.shp-Ter82z4.shp; copy the 4 files and paste them into another folder to back them up. The originals are
unused, empty files, but better to be safe than sorry.

To install the new files just unzip ter82.ZIP into the SHP folder (answering 'yes' to overwrite existing files). To place these icons on a map select 'wooden building' and choose '1' (Use1).
Here is how the icons are ordered in the file:
For those unfamiliar with selecting a specific icon, you hit SHIFT-1 (thats the '1' above the keyboard, not the one on the number pad!), then enter the icon number and hit ENTER.
I've tested these in both v7.1 and H2H and didn't find any problems. If there's any comments, questions or suggestions, feel free to pass them along.
jimnsb@cfl.rr.com
Posted: Wed Feb 05, 2003 4:13 am
by Grenadier
A new icon maker has emerged. So you all want trains that are part of the terrain? Then it gets more complicated to blow them up;)
Posted: Wed Feb 05, 2003 7:41 am
by tracer
Who needs to blow them up? This way you can collapse them with a halftrack

Posted: Wed Feb 05, 2003 7:39 pm
by Bing
Can I do an overrun and if the game engine says I have enough points to carry it out, smash the boxcars? Listen to the cargo squeal while in progress?
Or will they be next to indestructible a la superhuman mortar crews?
Running over railroad cras and smashing them is VERY appealing. Now ... where is the good scenario to test this when the tiles are in place???
Bing
Posted: Wed Feb 05, 2003 7:47 pm
by Jim1954
Bing, didn't somebody post a scenario while back that had a moving train in it, IIRC? That would be an interesting collision!

Posted: Wed Feb 05, 2003 7:51 pm
by Jim1954
I think this is the link, but I never got around to playing it.
showthread.php?s=&threadid=21656&highlight=train

Posted: Wed Feb 05, 2003 8:18 pm
by tracer
Originally posted by Bing
Can I do an overrun and if the game engine says I have enough points to carry it out, smash the boxcars? Listen to the cargo squeal while in progress?
If you're looking for a good vehicle to use, try the German Schwimmwagen. I ran a test last summer and posted the results...in
ONE turn I was able to collapse 21 stone buildings with a single unit. Not too shabby considering schwimmwagens are built on a VW Beetle chassis...guess I should also mention that 'you shouldn't try this at home kids'.
