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Digitized CHS-RHS maping
Posted: Mon Apr 24, 2006 2:17 am
by CobraAus
after a shocker of weekend ended up with a total new install XP on a new C: hard drive
(original died and 2 new ram chips we are back up an running BUT out of the doom came a new process for the MAPs which will take a lot of work - the first tentative steps we taken this morning in getting the process right and it works
first samples attached
Note One of thinks MAtrix did in the map art which I have always dis liked was the farmland GFX I hope to correct that.
let me know what you think
samples of Aden as it look in real life (Sat)

RE: good from doom
Posted: Mon Apr 24, 2006 2:21 am
by FeurerKrieg
Looks very cool to me! [&o]
RE: good from doom
Posted: Mon Apr 24, 2006 2:39 am
by Drex
Give us more
RE: good from doom
Posted: Mon Apr 24, 2006 3:33 am
by el cid again
Note that the RHS map art was done entirely by Cobra -
I have a theory that he operates at light speed -
or else he has a dungeon full of slaves to do his bidding! You ask Cobra
for something - something vast (like 'review all the ship art in WITP") and
he replies "It will take me about two days" - but it takes only one.
Sid
RE: good from doom
Posted: Mon Apr 24, 2006 4:22 am
by Mike Scholl
ORIGINAL: CobraAus
after a shocker of weekend ended up with a total new install XP on a new C: hard drive
(original died and 2 new ram chips we are back up an running BUT out of the doom came a new process for the MAPs which will take a lot of work - the first tentative steps we taken this morning in getting the process right and it works
first samples attached
Note One of thinks MAtrix did in the map art which I have always dis liked was the farmland GFX I hope to correct that.
let me know what you think
samples of Aden as it look in real life (Sat)
Taken from satellite shots? Only real problem I can see is that East Asia has been the fastest growing part of the world since the 60's. Going to be an awful lot of changes and growth to account for?
RE: good from doom
Posted: Mon Apr 24, 2006 4:43 am
by CobraAus
yep the main time consumer is going to be to a road/rail/track overlay to put back over the new art - man is that going to take time but being an old cable jointer - the old saying stands "1 pair at a time"
RE: good from doom
Posted: Mon Apr 24, 2006 7:40 am
by CobraAus
another small step
Ceylon is done
Cobra Aus

RE: good from doom
Posted: Mon Apr 24, 2006 7:52 am
by DuckofTindalos
Veeeeery cool, Cobra...
RE: good from doom
Posted: Mon Apr 24, 2006 8:21 am
by MarcA
Cobra is a certifiable genius, awesome work.
RE: good from doom
Posted: Mon Apr 24, 2006 8:27 am
by DuckofTindalos
Well, he's a certifiable *something*, that's for sure...[;)]
(just kidding, BTW, he's done more than his share of stuff for me...)[&o]
RE: good from doom
Posted: Mon Apr 24, 2006 11:46 am
by CobraAus
Tasmania is done
The base names have have been moved
Cobra Aus

RE: good from doom
Posted: Mon Apr 24, 2006 3:58 pm
by bradfordkay
It appears that we will now have to use the f-whatever key to check the terrain status for each hex.
While I like the looks of this, I'm not sure that it will improve game play... I really liked what you said earlier about fixing the "cultivated" hex art, Cobra. Unless these pieces of the map you are showing us are all one type of terrain (my game isn't up and running at the moment, but IIRC Tasmania should have both cultivated and rougher terrain, should it not?), then I can't tell the difference at the moment.
RE: good from doom
Posted: Mon Apr 24, 2006 8:33 pm
by Grotius
I also agree that it's important that terrain types be ascertainable at a glance.
Beyond that, do you guys intend to represent oil/resources/factories etc on the map, as Subchaser does on his version of the stock map? I find that information very helpful.
Also, I assume my pipe dream of a higher-resolution map is a non-starter? I gather that would require a code change, not just art changes? I'm playing on a humungous widescreen 30-inch monitor that supports 2560 x 1900 resolution, and WITP now looks (1) fuzzy and (2) stretched horizontally. Sigh.
RE: good from doom
Posted: Mon Apr 24, 2006 8:38 pm
by bradfordkay
" WITP now looks (1) fuzzy and (2) stretched horizontally. Sigh."
I gather that the pin-up loading and info screens aren't quite so appealing this way?
RE: good from doom
Posted: Mon Apr 24, 2006 8:43 pm
by DuckofTindalos
Grotius will have to play in a window...
RE: good from doom
Posted: Mon Apr 24, 2006 8:52 pm
by CobraAus
I really liked what you said earlier about fixing the "cultivated" hex art, Cobra
I have gone right down to ground level in Goolge for Tas with out picking up and cultivated area Tas on map is only small and the ISland is extremly rugged - there were 40 process's in the production of Tas and it was just a resize cut paste then clean up I am working my way down India at the momement and in lot od cases it hex by hex so you wont being losing terran type information by sight
this has now become my work for the Winter while you guys enjoy the summer + its taking my mind of this damn Shingles attack 5 weeks now 5 drills hitting side of head its a Bastard
I will shoot up a partial shot of progress India shortly + its RHS release time
Cobra Aus
RE: Goole mapping for WITP
Posted: Mon Apr 24, 2006 8:59 pm
by CobraAus
work in progress India - Pakistan area
sample 1
now I have to find some grass land
Cobra Aus

RE: Goole mapping for WITP
Posted: Tue Apr 25, 2006 12:08 am
by CobraAus
grass lands and farmlands taking shape
Cobra Aus

RE: Goole mapping for WITP
Posted: Tue Apr 25, 2006 3:57 am
by 33Vyper
okay....I am bloody fascinated by this Cobra.....VERY interesting idea[&o][&o]
RE: Goole mapping for WITP
Posted: Tue Apr 25, 2006 4:00 am
by CobraAus
okay....I am bloody fascinated by this Cobra.....VERY interesting idea
so am I to see if I live long enought to Finish it I estimate about 3 weeks to a month full time each panel thats lets see 19 panels thats 18 months
Cobra Aus