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Re: new city hexes test
Posted: Wed Jun 06, 2012 5:44 pm
by massi
THE NEW "MASSI-Ve DESTRUCTION MOD"
THE MOD IS READY TO 99% DO ONLY THE FROZEN AND MUDDY VERSION.
-1volcano
-36 new city ruins (in layer station)
-9 new city hex added and modified and slightly improved
-22 new russian villages: (in layer station)
-10 small and dispersed trees/forests
-1 Submarine Port" with all these bunkers
- many sections of road with houses
-Coal Mine Complex (in layerstation)
-Stalingrad Grain Elevator (in layerstation)
-historical bridges (in roadlayer) arnhem (other bridges tell me that I'm ignorant

)
-hex the industrial area dirty gray 100% (in stationlayer) 12 different additional factory hexes and Tractor Factory included
-anti tank barrier 100% (in layer station)
-dragons teeth (in layerstation)
-Atlantic Wall style gun emplacements
-Oil Fields" tile with shaft towers (in layerstation)
-V2 site (in layerstation)
-harbors industrila / military
-sea mines (balls with the spikes?
-barbed wire.
-new trenches
-tank trenches
-many new fields
-wheat fields-modular
-modualr-bocage
-deposit
-1 new airfield
Re: new city hexes test
Posted: Wed Jun 06, 2012 6:08 pm
by bebro
That is really lotsa stuff for modders. Very nice

Re: new city hexes test
Posted: Wed Jun 06, 2012 8:27 pm
by Chris10
VPaulus wrote:
That's serious, Chris. I had the same problem when I was creating skins for PzC with Photoshop. I had to disable the scroll zoom. Even though, I bought a graphic tablet, a new mouse, a trackball, a wrist donut and a gel mouse pad in order to minimize the damage. The only thing that I didn't try were vertical mouses... After all these months ,it's still not 100%, and I believe it will never be again.
So careful with Carpal Tunnel Syndrome and all its derivatives.
I know...my poblem is on the other end though..
well..I keep the cortison injections coming...just hope to get rid of that crap soon

Re: new city hexes test
Posted: Wed Jun 06, 2012 8:51 pm
by flakfernrohr
chris10 wrote:VPaulus wrote:
That's serious, Chris. I had the same problem when I was creating skins for PzC with Photoshop. I had to disable the scroll zoom. Even though, I bought a graphic tablet, a new mouse, a trackball, a wrist donut and a gel mouse pad in order to minimize the damage. The only thing that I didn't try were vertical mouses... After all these months ,it's still not 100%, and I believe it will never be again.
So careful with Carpal Tunnel Syndrome and all its derivatives.
I know...my poblem is on the other end though..
well..I keep the cortison injections coming...just hope to get rid of that crap soon

Do you think a something like Carpal Tunnel Syndrome would stop or slow down Sgt. Steiner? Nein, only bullets and at least a full magazine!!!!!!!!!!!!!

And only bullets would have stopped Schnurrbart, Krueger, Dietz, Kern or Anselm.
Re: new city hexes test
Posted: Wed Jun 06, 2012 9:00 pm
by flakfernrohr
Re: new city hexes test
Posted: Wed Jun 06, 2012 9:10 pm
by flakfernrohr
massi wrote:Thanks Flak, thanks to all
here is the latest version of the ditch, in wheat field (looks like a canvas of a painting)
...I thought put the ditch in
LayerRiver, what do you think? <-------------------------------------------IMPORTANT!
and with this last picture, I
finished the summer MOD
just now convert the tile in muddy and frozen and the MOD is all ready.
I hope you're happy ...
we test it whole, then we'll see who comes out.
@Chris:
With this expansion you will need a mechanical arm haha: D

Massi, Yes, the river layers will definitely work. Is there any way to put them at the top or beginning of the layer section instead of after all the river layers at the bottom of the list? A large (or small) wheatfield looks like carpet from the air, whether it is sewn by hand or machine. So I like it. I am ecstatic. This mod is going to inspire some wonderful maps and a new way to play the game if someone smart enough to write in the changes in movement for the appropriate hexes steps up and does it. Unfortunately that isn't me or I would give it a try.
I can see maps with smaller scale KM per hex because of the detail available for the maps. This is great because a modder can realistically make very historically accurate scenarios with all appropriate units down even maybe to company level.
Re: new city hexes test
Posted: Wed Jun 06, 2012 9:40 pm
by El_Condoro
Except there is no direct fire greater than a hex.
Re: new city hexes test
Posted: Wed Jun 06, 2012 11:05 pm
by massi
flakfernrohr wrote:
UN magnanimo dono della vera arte per il beneficio di tutti noi. Porgo il mio più pieno e più profonda espressione di gratitudine a voi Massi. D
fantastic
Thanks Dwight (one half of the merit of this mod is your flak!)
Many thanks to all for your moral support and your reference photo.
Re: new city hexes test
Posted: Wed Jun 06, 2012 11:42 pm
by Chris10
flakfernrohr wrote:
Massi, Yes, the river layers will definitely work. Is there any way to put them at the top or beginning of the layer section instead of after all the river layers at the bottom of the list?
heck nooooooooooooooooo...down to the end of the scrolling toilet

...but seriously that not gonna work cause the editor is using the river layer to create the rivers on the terrain and the positions of the different modules are preset...Iam pretty convinced you would screw the rivers totally up when touching the beginning of the layer and changing positions...however adding at the end will not hurt anything
Re: new city hexes test
Posted: Thu Jun 07, 2012 1:23 am
by flakfernrohr
Well Chris, I really loathe the rivers files. I have almost gone blind and beserk scrolling them to find a "fit" and then lost all those hours when I pressed generate tiles. I guess this mod must accept the tail end of the rivers, but at least I will know where they are. Spasibo for pointing this out. I think I am going to buy a 'Bamboo' tablet to work on my maps and train a couple of hamsters to do the scrolling for me.
Re: new city hexes test
Posted: Thu Jun 07, 2012 6:58 am
by Chris10
flakfernrohr wrote:Well Chris, I really loathe the rivers files. I have almost gone blind and beserk scrolling them to find a "fit" and then lost all those hours when I pressed generate tiles. I guess this mod must accept the tail end of the rivers, but at least I will know where they are. Spasibo for pointing this out. I think I am going to buy a 'Bamboo' tablet to work on my maps and train a couple of hamsters to do the scrolling for me.
You name it Flak...do you know how many rivers are there between Berlin and the Ural and between middle of Finnland down to Baku ?
I changed them ALL manually to the river layer with the trees at the side of the riverbanks and scrolled my arm to death...so I have a slight idea about the bersek thingi and my tendonitis is witness of the agony I have gone thru
Maybe Massi can put the ditches at the end of the road layer (not the beginning for the same obvious reason) but the road layer is a lot shorter
Re: new city hexes test
Posted: Thu Jun 07, 2012 9:00 am
by massi
chris10 wrote:
Maybe Massi can put the ditches at the end of the road layer (not the beginning for the same obvious reason) but the road layer is a lot shorter
Then the Ditches, are considered as a road?
or is it just gfx
another question, anti-tank obstacles, how they are used, such as rivers or fortification?
Re: new city hexes test
Posted: Thu Jun 07, 2012 11:17 am
by massi
improved forest
I swear I stop making new hexagons ..
I finish some details, and I swear I'll stop ..

Re: new city hexes test
Posted: Thu Jun 07, 2012 11:49 am
by Chris10
massi wrote:
Then the Ditches, are considered as a road?
or is it just gfx
just gfx on transparent background but they cant be together with a road in the same hex then...just sayin...Flak?
no matter what you do there is a max number of gfx which can be featured at the same time on the same hex without overwriting each other
1. 1x Background color
2. 1x Terrain layer
3. 1x Road
4. 1x Rail
5. 1x River
6. 1x Stationlayer
massi wrote:
I swear I stop making new hexagons ..
I finish some details, and I swear I'll stop ..
sure...tomorrow you stop

Re: new city hexes test
Posted: Thu Jun 07, 2012 12:17 pm
by massi
chris10 wrote:
sure...tomorrow you stop

I'm afraid of ending up this graphic for the mod ...
I feel like a drug addict ... I need it ... please do not let me stop ...
then I move the anti-tank ditches and trenches on the layer of roads ok?<---------------question
Re: new city hexes test
Posted: Thu Jun 07, 2012 12:55 pm
by massi
aerial reconnaissance

Re: new city hexes test
Posted: Thu Jun 07, 2012 1:13 pm
by VPaulus
Re: new city hexes test
Posted: Thu Jun 07, 2012 1:26 pm
by massi
haha
now my arm is so

Re: new city hexes test
Posted: Thu Jun 07, 2012 2:48 pm
by flakfernrohr
massi wrote:haha
now my arm is so

Hi Massi,
Forest tiles look excellent too. Thank you. I leave it to you and Chris (Mozart) to solve the dilemma on where to put the Anti Tank and trenches, etc.
He did
MORE MAPPING than me and I did 22 "final" maps (from Belarus to the Volga and Urals, about 66,000 hexes), only God knows how many maps went to the trash. So I have some idea of the work (and scrolling) he has done.
As for the robot arm, at least you will not have to worry about blisters, mashed fingertips, your hand going to sleep with the mouse in it, etc.

Re: new city hexes test
Posted: Thu Jun 07, 2012 3:03 pm
by massi
tree-lined streets and bridges finished
I'm afraid to make a frozen version and muddy ....