New Maps

Valor & Victory is a fast-playing, easy to learn World War II squad-level game system. Based on the original Valor & Victory board game, the digital edition provides you with an accessible and deep challenge, developed for classic tabletop game lovers.
eddieballgame
Posts: 908
Joined: Wed Jun 29, 2011 2:50 am

New Maps

Post by eddieballgame »

Using 'Tiled' & notepad++ I was able to mod the 'map1' to remove the water & buildings & replace them with 'Woods'.
This is more of an experiment to see what can be done for now, & I thought I would share for those that might be interested.
I created a scenario (in the Scenario section) that utilizes this map.
Simply unzip & place the 'map100' folder in 'assets/maps' folder.
I think it is 'bug free'. [:)]

Here is the link:

https://drive.google.com/file/d/1hlWNK9 ... sp=sharing

New Map:
https://drive.google.com/file/d/1XIoM2D ... sp=sharing



Rosseau
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Joined: Sun Sep 13, 2009 2:20 am

RE: New Map

Post by Rosseau »

Thanks Eddie. All mods for this game are welcome. Hope you are enjoying it!
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

This is very cool thanks Eddie.

I actually was considering modding the maps to look more like the board game version which looks a lot like Squad Leader and Combat Commander style maps. The issue is that each map has a custom map hex layout that it is built from and would be heavily time consuming to mod.

Can you explain what "Tiled" is and how it's used?
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

ORIGINAL: Monkie

This is very cool thanks Eddie.

I actually was considering modding the maps to look more like the board game version which looks a lot like Squad Leader and Combat Commander style maps. The issue is that each map has a custom map hex layout that it is built from and would be heavily time consuming to mod.

Can you explain what "Tiled" is and how it's used?

'Tiled' is a free map editor, which appears to have been used to create the existing maps.
This tool, combined with being able to edit the 'map.tsx' & the 'Tiled' map file as well with 'notepad++' enables me to tweak the existing maps.
Now, creating them from scratch is another matter. [:)]
Monkie
Posts: 289
Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

I need to look into that, thanks.

oh one thing I noticed on your map was that some of the woods tiles have a small smoke type effect, do you know what that is?
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

ORIGINAL: Monkie

I need to look into that, thanks.

oh one thing I noticed on your map was that some of the woods tiles have a small smoke type effect, do you know what that is?

No idea, although I did allow for smoke (5) per the units.
Not sure if that is relevant...still learning this game.
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Ok they are chimney smoke from buildings that you removed. I'm guessing in the xml file there is still coding for that special effect.

It's such a small effect I didn't even notice that some of the buildings had it to begin with, very cool detail.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

ORIGINAL: Monkie

Ok they are chimney smoke from buildings that you removed. I'm guessing in the xml file there is still coding for that special effect.

It's such a small effect I didn't even notice that some of the buildings had it to begin with, very cool detail.

I didn't even notice that.[:)]
Actually, I didn't remove the buildings...I replaced (covered) them with 'Woods' & adjusted the text file to show that.
'Tiled' does have a layering aspect to it per editing the graphics, so I suspect that has something to do with it.
Still learning about that tool, never used it before.
Monkie
Posts: 289
Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Yes it seems that tiled has certain hexes which have a smoke value. I'm trying to get my head wrapped around the tiled program. What file exactly are you editing in the notepad++? is it the ".dat" file, or the ".tsx" file?
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

ORIGINAL: Monkie

Yes it seems that tiled has certain hexes which have a smoke value. I'm trying to get my head wrapped around the tiled program. What file exactly are you editing in the notepad++? is it the ".dat" file, or the ".tsx" file?

The 'map.tsx' file & the 'tiled' map.tmx file.
The 'map.tsx' file has all the data of the hexes that need to be adjusted & the 'Tiled' map.tmx file needs to be edited to show the proper 'source' & 'name' for pathing.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

ORIGINAL: Rosseau

Thanks Eddie. All mods for this game are welcome. Hope you are enjoying it!

Thank you, & I am. [:)]
Monkie
Posts: 289
Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

I edited one of the maps and put down a building in what was a clear hex. The map.tsx file shows this hex as a building ( <property name="Building" type="bool" value="true"/>) however the game doesn't recognize it as a building and only as the clear hex it originally was. Does the game get the info about the hex from the ".DAT" file?
eddieballgame
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RE: New Map

Post by eddieballgame »

There is a 'map.dat' file that has a lot of (all) numbers, which I have no clue what they mean.
I think I read somewhere that someone thought they had to do with 'line of sight'.

Not sure how to identify which hex is which, but if you have... make sure after adding a building & setting it to 'true' that you also edit the;
<property name="OpenGround" type="bool" value="false"/>

I think that will work.[:)]
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

well I found that Tiled actually edited the .TSX file. Once I placed the building it automatically created the entry making the building type true however in the game itself while the map tile was a building it was just treating it like open ground. I would assume that the .dat file would need to somehow be edited as well because many of the map tiles were alter LOS. Any hex tile can be edited as far as what it represents such as which hex sides have walls or even if the hex has the chimney smoke and what location it should show up in.

As far as identifying the map hex, in the TILED program simply hover your mouse over the hex in question on the map and look at the bottom left, the hex ID will show up in the () and this hex corresponds to the entries in the .TSX file.

I was just wanting to change the graphics to create the original board game feel but the tiled program intrigued me enough to mess with it a bit. If there was a way to use that program to edit some of the maps it would be great to learn.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

Good find on the 'hex ID'.
Here is hoping for an, actual, editor at some point...though I suspect the 'devs' priorities lie elsewhere.
Monkie
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Joined: Sun Jun 12, 2005 4:17 pm

RE: New Map

Post by Monkie »

Just a sample of what I was messing with. I have a certain place in my heart for simple old school maps and was trying to see how it would translate here. I don't think it's too bad but I might have to change some of the hues to get it to settle down a bit.


Image
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VVboardmod.jpg
VVboardmod.jpg (142.36 KiB) Viewed 690 times
eddieballgame
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RE: New Map

Post by eddieballgame »

Wow, now that is interesting.
I redid 'map3', so now I have 2 new maps to use for the Scenario Editor.
This is getting a lot easier. [:)]

'map101' image attached
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map101preview.jpg
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eddieballgame
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RE: New Map

Post by eddieballgame »

Here is 'map3' for comparison.
Attachments
map3preview.jpg
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Monkie
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RE: New Map

Post by Monkie »

nice you are learning your way around that editor, very cool.
eddieballgame
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Joined: Wed Jun 29, 2011 2:50 am

RE: New Map

Post by eddieballgame »

Once you pointed out that 'Tiled' was giving me the 'hex IDs'...it has become a breeze. [:)]
Now to try & create some 'real-life' scenarios...at least per the geography.
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