MASSI Hexes and Units
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: new city hexes test
I supposed this thing ...
Once finished the MOD, should I also change the pzscn files, for special hexagons, right?
Once finished the MOD, should I also change the pzscn files, for special hexagons, right?
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El_Condoro
- Panzer Corps Moderator

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Re: new city hexes test
What would you change them to and why? I can't see any reason to but maybe you can.
Re: new city hexes test
no,no,no.....there are default specified strings in order to enable the editor to generate the terrain,roads,rivers near to perfection...better not to mess with this right now...massi wrote:I supposed this thing ...
Once finished the MOD, should I also change the pzscn files, for special hexagons, right?
wait for Afrika Korps..I repeat this once again ...
Right now its not possible to add and define more terrian/lyers whatever cause its not recognized by the engine
There are 0 based text indexes in the game (terrain,movements,countrys,unit classes etc) in order to allow to add more of everything and specify the paths BUT the 0 based indexes for terrain,movement and other things do NOT work right now in 1.05 and they did not got fixed cause there was no new terrain coming. Now with Afrika Korps there are new graphics coming and Alex said he would fix these non working 0 based indexes.
That means that new layers,terrian,movements,unit classes etc could be defined and added to work properly so I would strongly advocat not to distrub the vanilla settings/strings/paths in order to not mess the editor up.
Re: new city hexes test
I have not explained.
I would not change anything. I draw and nothing else.
I will drawing my argument that (very simple)
look at this image:
for panzercorps, these are all the stations? true?
GHILM hexes, all stations are then? and are not obstacles in practice
I just wanted to know this.

however, I relaunch with new hexagons:
deposits

I would not change anything. I draw and nothing else.
I will drawing my argument that (very simple)
look at this image:
for panzercorps, these are all the stations? true?
GHILM hexes, all stations are then? and are not obstacles in practice
I just wanted to know this.

however, I relaunch with new hexagons:
deposits

Re: new city hexes test
If I may chime in here (and hopefully not add further confusion
)
There are basically three things to keep in mind
1. In the scenario editor, you define the terrain type first, like city, forest, hill, etc. This determines any terrain modifiers or penalties for a hex field.
2. The next step is to generate the graphic look for the terrain. The editor will do this automatically when using the "generate tile" command. In this case he will generate the graphic overlays for any terrain type from the layerterrain file.
3. Then the map maker/scn designer can still do manual changes on those gfx. If he wishes, he can place any terrain gfx overlay over any terrain type manually. Furthermore, he can add gfx from layerstations on top of that without changing the terrain type.
So penalties and modifiers are determined by terrain type, but the look of any hex can be totally different from the type of terrain.
There are basically three things to keep in mind
1. In the scenario editor, you define the terrain type first, like city, forest, hill, etc. This determines any terrain modifiers or penalties for a hex field.
2. The next step is to generate the graphic look for the terrain. The editor will do this automatically when using the "generate tile" command. In this case he will generate the graphic overlays for any terrain type from the layerterrain file.
3. Then the map maker/scn designer can still do manual changes on those gfx. If he wishes, he can place any terrain gfx overlay over any terrain type manually. Furthermore, he can add gfx from layerstations on top of that without changing the terrain type.
So penalties and modifiers are determined by terrain type, but the look of any hex can be totally different from the type of terrain.
Re: new city hexes test
sorry. it is true ..
(too much work ... too much beer ... Too many programs hehaha )

I have forgotten, the base map (terrain and terrain features) and after you edit the graphics ... hihi
sorry sorry sorry ..
last question. Strings have the relevant importance?
like if I work with graphics, after I put one strings?
example, on a clear hex, with the gfx I insert a forest, only after I change the strings and place Tich forest or forest?


I have forgotten, the base map (terrain and terrain features) and after you edit the graphics ... hihi
sorry sorry sorry ..
last question. Strings have the relevant importance?
like if I work with graphics, after I put one strings?
example, on a clear hex, with the gfx I insert a forest, only after I change the strings and place Tich forest or forest?

Re: new city hexes test
The first time you use auto-generate tiles the editor will place strings that fit to the terrain type, unless you enter your own, for example to name cities or rivers.
Aside from this strings you enter yourself only "name" the hex, they don't change anything else, like the type of terrain, or the gfx shown for a hex. As far as I know it does plays no role whether you put manually gfx first, or strings.
Aside from this strings you enter yourself only "name" the hex, they don't change anything else, like the type of terrain, or the gfx shown for a hex. As far as I know it does plays no role whether you put manually gfx first, or strings.
Re: new city hexes test
I have successfully managed to add nations to the Indexes and can access them through the editor. Right now i got 42 flags / 41 nations and it's working - it doesn't display the nation names in the editor correctly but the scenarios created do work in the game without any issues i detected so far.chris10 wrote:Right now its not possible to add and define more terrian/lyers whatever cause its not recognized by the engine
There are 0 based text indexes in the game (terrain,movements,countrys,unit classes etc) in order to allow to add more of everything and specify the paths BUT the 0 based indexes for terrain,movement and other things do NOT work right now in 1.05 and they did not got fixed cause there was no new terrain coming. Now with Afrika Korps there are new graphics coming and Alex said he would fix these non working 0 based indexes.
That means that new layers,terrian,movements,unit classes etc could be defined and added to work properly so I would strongly advocat not to distrub the vanilla settings/strings/paths in order to not mess the editor up.
So some actually might work, it is worth of a test.
Just be sure to keep a backup of the vanilla version so you can have something to go back to if you mess things up.
Re: new city hexes test
Adding nations and layers works indeed. But it can be a bit tricky. Probs arise mostly if the editor files in the UI folder or the data/strings file aren't edited or edited correctly to reflect the changes.
I get Japan, USMC etc, displayed in the editor, having them as additional entries (so not just using vanilla nations for them). I also have a custom terrain layer working fine.
I get Japan, USMC etc, displayed in the editor, having them as additional entries (so not just using vanilla nations for them). I also have a custom terrain layer working fine.
Re: new city hexes test
The 0 based nations index indeed works and you can get up to nations name displayed in editor...you have to amend all the html files for the editor as well but it works...Radoye wrote: I have successfully managed to add nations to the Indexes and can access them through the editor. Right now i got 42 flags / 41 nations and it's working - it doesn't display the nation names in the editor correctly but the scenarios created do work in the game without any issues i detected so far.
So some actually might work, it is worth of a test.
Just be sure to keep a backup of the vanilla version so you can have something to go back to if you mess things up.
Adding new terrain,movement,unitclasses and other indexes do not work as intended and Alex confirmed this. I have not tested every index but since this was confirmed from the devs why should I ?..waste of time as with Africa everything regarding indexes is sort of obsolete anyway and we all have to look what Africa brings on new stuff and then work from there...
@Bernd..thanks for explaining the editor thingi...I elaborated badly and caused even more confusion...
Last edited by Chris10 on Mon Jun 04, 2012 3:42 pm, edited 1 time in total.
Re: new city hexes test
I didn't figure it out myself either first, only after rezaf explained it to me 
Re: new city hexes test
in practice (for now, waiting patch 1.6), we need to work exclusively with the terrain (base) tiles.
When Isure to 100%, I must generated tiles, and then change with the gfx.
is that correct?

This is the only way to go for now...
to work done, if I want to add some new hexagon, I always do "generated tiles"? erasing any graphic work done previously.
cool
just know it: D...
When Isure to 100%, I must generated tiles, and then change with the gfx.
is that correct?

This is the only way to go for now...
to work done, if I want to add some new hexagon, I always do "generated tiles"? erasing any graphic work done previously.
cool
just know it: D...
Last edited by massi on Mon Jun 04, 2012 9:31 pm, edited 1 time in total.
Re: new city hexes test
yes..correct...and this is very very annoying..especially for bigger maps...for every basic terrain change we have to use generate tile but this deletes ALL layers revert back to the default basic terrain...massi wrote:in practice (for now, waiting patch 6.1), we need to work exclusively with the terrain (base) tiles.
When Isure to 100%, I must generated tiles, and then change with the gfx.
is that correct?
for now a map has to be 100% finished before adding layers and station layer as it is impossible to change anything later...very frustrating to work like this
I requested for the new editor that every layer, including the basic terrain tiles, work independtely in order to avoid reverting finished things or layers...
I ask for the new editor to come with these new functions

Re: new city hexes test
This would not be bad


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El_Condoro
- Panzer Corps Moderator

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Re: new city hexes test
That's not quite right - you can manually change both the underlying terrain and/or any of the graphics manually. Just don't press 'G'! It's a complete pain, I know, but it is possible to change things.chris10 wrote:for now a map has to be 100% finished before adding layers and station layer as it is impossible to change anything later
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flakfernrohr
- Colonel - Ju 88A

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Re: new city hexes test
All I know is that I have lost many many hours of hard work on maps by hitting the generate tiles key. I NEVER touch it now. It has caused me more frustration and misery than anything else in Panzer Corp. I have had people tell me how to use the command, but I do not trust anything that has the power to dump everything in one little keystroke. In my opinion with the way it functions in map making, it ought to be completely removed.
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
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El_Condoro
- Panzer Corps Moderator

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Re: new city hexes test
My rule is simple when using the 'G' key to generate the tiles - save the scenario first! You can always go back to it if the tiles get ruined.
Re: new city hexes test
modular system fields (beta) (for large areas)
goodnight boys

goodnight boys

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flakfernrohr
- Colonel - Ju 88A

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Re: new city hexes test
They are looking exceptional. What about the other fields you made earlier and posted on the thread? Did they get put in the trash?
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
Re: new city hexes test
These are better, IMO.




