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Re: new city hexes test
Posted: Mon Jun 04, 2012 11:18 am
by massi
I supposed this thing ...
Once finished the MOD, should I also change the pzscn files, for special hexagons, right?
Re: new city hexes test
Posted: Mon Jun 04, 2012 11:42 am
by El_Condoro
What would you change them to and why? I can't see any reason to but maybe you can.
Re: new city hexes test
Posted: Mon Jun 04, 2012 12:36 pm
by Chris10
massi wrote:I supposed this thing ...
Once finished the MOD, should I also change the pzscn files, for special hexagons, right?
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...
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
Posted: Mon Jun 04, 2012 12:56 pm
by massi
Re: new city hexes test
Posted: Mon Jun 04, 2012 1:14 pm
by bebro
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.
Re: new city hexes test
Posted: Mon Jun 04, 2012 2:10 pm
by massi
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?

Re: new city hexes test
Posted: Mon Jun 04, 2012 2:34 pm
by bebro
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.
Re: new city hexes test
Posted: Mon Jun 04, 2012 2:42 pm
by Radoye
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.
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.
Re: new city hexes test
Posted: Mon Jun 04, 2012 2:54 pm
by bebro
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.
Re: new city hexes test
Posted: Mon Jun 04, 2012 3:30 pm
by Chris10
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.
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...
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...

Re: new city hexes test
Posted: Mon Jun 04, 2012 3:42 pm
by bebro
I didn't figure it out myself either first, only after rezaf explained it to me

Re: new city hexes test
Posted: Mon Jun 04, 2012 7:33 pm
by massi
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...
Re: new city hexes test
Posted: Mon Jun 04, 2012 8:18 pm
by Chris10
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?
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...
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
Posted: Mon Jun 04, 2012 9:28 pm
by massi
Re: new city hexes test
Posted: Mon Jun 04, 2012 10:07 pm
by El_Condoro
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
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.
Re: new city hexes test
Posted: Mon Jun 04, 2012 10:15 pm
by flakfernrohr
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.
Re: new city hexes test
Posted: Mon Jun 04, 2012 10:17 pm
by El_Condoro
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
Posted: Tue Jun 05, 2012 12:43 am
by massi
modular system fields (beta) (for large areas)
goodnight boys

Re: new city hexes test
Posted: Tue Jun 05, 2012 1:49 am
by flakfernrohr
They are looking exceptional. What about the other fields you made earlier and posted on the thread? Did they get put in the trash?
Re: new city hexes test
Posted: Tue Jun 05, 2012 2:59 am
by VPaulus
These are better, IMO.