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Re: new city hexes test

Posted: Fri Jun 01, 2012 11:01 pm
by massi
chris10 wrote:The "Deathscroll" :mrgreen:
and this is only the first part :D
not counting the layerterrain ...

Re: new city hexes test

Posted: Sat Jun 02, 2012 12:17 am
by massi
trench system beta... :oops: still too big ...
still too big ...
I want to make tiny: D
But I think on the right way

Image

Re: new city hexes test

Posted: Sat Jun 02, 2012 1:01 am
by VPaulus
Yes, you're right. Smaller will be better. But you're in the right way.

Re: new city hexes test

Posted: Sat Jun 02, 2012 4:32 am
by Radoye

Re: new city hexes test

Posted: Sat Jun 02, 2012 9:54 am
by massi
very very useful! thanks Radoye
the next tile trench will have a powerful graphics ... I think ...

Re: new city hexes test

Posted: Sun Jun 03, 2012 12:56 am
by massi
improved trench system

Image

Re: new city hexes test

Posted: Sun Jun 03, 2012 4:30 pm
by bebro
Keep up the good work. But don't forget eating & sleeping ;)

Re: new city hexes test

Posted: Sun Jun 03, 2012 4:58 pm
by Chris10
bebro wrote:eating & sleeping
Cooporative answer : this maybe the most overrated things in human history... :lol: :lol: :lol:

Re: new city hexes test

Posted: Sun Jun 03, 2012 5:01 pm
by VPaulus
chris10 wrote:
bebro wrote:eating & sleeping
Cooporative answer : this maybe the most overrated things in human history... :lol: :lol: :lol:
Indeed. :mrgreen:

Re: new city hexes test

Posted: Sun Jun 03, 2012 6:01 pm
by massi
to eat no problem ..
to sleep ... there are problems.
may at this point here is

the ultimate modular trench system

Image

http://www.pbs.org/greatwar/images/ch1_trenches_top.jpg

a reference photo

Image

Re: new city hexes test

Posted: Sun Jun 03, 2012 6:19 pm
by VPaulus
Masterpiece! :)

Re: new city hexes test

Posted: Sun Jun 03, 2012 6:29 pm
by Radoye
I like the previous revision better, it looks more like WW2 trenches (see reference links i posted)

The first version and this last one are perfect for WW1 trench systems, which is what your reference image describes.

Good work, looks nice, and i hope one day someone makes a full WW1 mod so we can put this work to good use, but it is not what WW2 trenches looked like.

(Sorry for this criticism, and thank you for your efforts to make the game so much better!)

Re: new city hexes test

Posted: Sun Jun 03, 2012 9:55 pm
by flakfernrohr
Massi, these trenches are great. If they are modular, they can be used as both WWII and WWI trenches, depending on how a map maker puts them on the hexes. Will you leave some of the "larger" trenches in modular form for Anti-Tank ditches?If you will do that, the game can be improved to a more challenging battlefield. Thanks for the great work you do for all of us. Flak

Re: new city hexes test

Posted: Sun Jun 03, 2012 9:58 pm
by flakfernrohr
massi wrote:trench system beta... :oops: still too big ...
still too big ...
I want to make tiny: D
But I think on the right way

Image
Massi Destruction, IF you could make these types of bigger wider trenches just in a straight line (without 90 degree angles) in modular form to join from hex to hex, then they would be perfect Anti-Tank ditches for defensive positions.

Re: new city hexes test

Posted: Sun Jun 03, 2012 10:26 pm
by massi
Radoye wrote:I like the previous revision better, it looks more like WW2 trenches (see reference links i posted)
The first version and this last one are perfect for WW1 trench systems, which is what your reference image describes.
Good work, looks nice, and i hope one day someone makes a full WW1 mod so we can put this work to good use, but it is not what WW2 trenches looked like.
(Sorry for this criticism, and thank you for your efforts to make the game so much better!)
Image
I tried to keep the same format ... with graphics to match the mod ... unfortunately you have to compromise: realism or gameplay? :oops:

(flakfernrohr, I will do my best. I plan to make the cultivated fields and deposits, then close the MOD)
a couple of questions.
the trenches are currently on layerroads.
which layer they have to put these trenches? on layerstation or layerterrain (in place of the old)?
second question: the game, such as identifying the difference between a hex trench or a mountain or a city?

Re: new city hexes test

Posted: Sun Jun 03, 2012 10:56 pm
by El_Condoro
If the designer wants the trenches WITH other terrain e.g. hills or forest these must go in the layerstation file. Otherwise, there can only be one or the other, not both. Vanilla has them in layerterrain which means you have to choose - you can have the underlying terrain as trench and have another terrain overlay but that is not ideal IMO.

Re: new city hexes test

Posted: Mon Jun 04, 2012 2:36 am
by flakfernrohr
Thank you Massi. Would not need more that four or five Anti Tank ditch hexes, two curved (one left & one right), the others just straight trenches, wide and deep looking.

El Condoro is the master, I go with his suggestions and advice all the way.

Re: new city hexes test

Posted: Mon Jun 04, 2012 10:36 am
by massi
El_Condoro wrote:If the designer wants the trenches WITH other terrain e.g. hills or forest these must go in the layerstation file. Otherwise, there can only be one or the other, not both. Vanilla has them in layerterrain which means you have to choose - you can have the underlying terrain as trench and have another terrain overlay but that is not ideal IMO.
ok done deal. I put them in layerstation. and this is resolved (in part)

I want to understand this.
I wonder how the game gives bonuses or penalties depending on the hexagons walked?
For example:
a hill hexagon will give the bonus to infantry in defense?
a city hexagon, give the penalty to a tank?
a mountain hexagon can be climbed only by special troops. true?

Another example: if I wanted to create a new hexagon mountain and I put this in layerstation. the game, how does he know that the hexagon will be a mountain?
maybe it's a question a bit stupid but I'm missing this detail ... (I've worked too hard to mod and I played too little .. yes .. yes ..) :oops:

Re: new city hexes test

Posted: Mon Jun 04, 2012 10:51 am
by VPaulus
massi wrote:(I've worked too hard to mod and I played too little .. yes .. yes ..) :oops:
You're not alone, massi. :wink:

Re: new city hexes test

Posted: Mon Jun 04, 2012 10:57 am
by Chris10
massi wrote: Another example: if I wanted to create a new hexagon mountain and I put this in layerstation. the game, how does he know that the hexagon will be a mountain?
easy..if you place a layerstation over a hex the editor writes additional info in the .pzscn file...
a simple example of how it could work theoretically, first the programmer defines strings and corresponding values in exe.
Now on hitting generate tile the following happens
hex number: 45/89
terrain mountain= 4 (this tells the engine the internal calculation for game mechanics over certain terrain)
default layer terrain= 5
default layer mountain hex number = 16 (counting from top left to bottom right, 0 based open index)
and you get the feault design..
the info in the pzscn file reads as follows:
hex number 45/89 = 4516 = terrain mountain,layer 5,hex 16 > graphic engine displays
now you use the editor to change an overlay from station layer:

layer station = 7
layer station hex number = 32 (counting from top left to bottom right, 0 based open index,knowing each square is 136 x 136 pixel)
the editor adds this info to the existing info regarding that particular hex
you save the file and play it...

now for the engine the info in the pzscn is the following
hex number 45/89 = 4516732 with these values the engine knows from where to drag the tile and display it.
Not saying that it actually works like this. Its just a simple scheme for better understanding :)

as per your question..the game doesnt know if it is mountain or not...everything in layersation is just graphic..the terrain is defined by the tiles you put down in the editor and the ingaem view is only overlay