new graphics - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Tiller Operational Campaigns (https://www.theblitz.club/message_boards/forumdisplay.php?fid=11) +--- Thread: new graphics (/showthread.php?tid=65947) |
RE: new graphics - Jison - 03-07-2014 Oh, I would never dream of disturbing the man upstairs with petty concerns over a mod. It is what it is. Jison RE: new graphics - -72- - 03-07-2014 (03-07-2014, 02:23 AM)Strela Wrote:(03-06-2014, 11:09 PM)Jison Wrote:(03-06-2014, 09:10 PM)trauth116 Wrote:(03-04-2014, 01:09 PM)Ricky B Wrote: The map file is simply an array, 3 dimensional, of the terrain in the hex, with layers describing the terrain type, height, roads, bridges, river hexsides, etc etc. The terrain type points back to the image to display in the actual tiles. I am not sure what may be different to drive the new look however, but I am sure it is fairly similar in structure. Not that it means a lot, just that the map size itself is fixed and minimized in size, while being totally flexible in regard to terrain changes and graphics. I haven't looked at it *that* closely- but I think that is probably correct about the hexsides. I only have time to play around with my own projects when it comes to this sort of thing -and that is down the track a bit. SB has several different terrain types -it can vary a bit by the title - in other words, the graphics' set in Modern War or Falklands is different from the Eastern Front SB titles. The Eastern Front graphics are different again from I think Eagles Strike - but, really I was only talking about the elevations and differentiating those from the hexside graphics- I guess I will have to look at the bmp files- although I guess another point is - if it is in the graphics, and the engine requires coding to read additional lines on what amounts to a master bmp set (for example the bmp file with other hexside information). Ah well - what I am getting at is more about addressing some of the differences as to how the map art looks to be put together. RE: new graphics - Aaron - 03-07-2014 If i remember correct the whole hexside change came along for one because it was hard to see a river going threw a city. and since the change it is 10 times better than before. Easier to distinguish whats going on when you get into a busy part of the map. Aaron RE: new graphics - -72- - 03-08-2014 (03-07-2014, 11:54 PM)tazaaron Wrote: If i remember correct the whole hexside change came along for one because it was hard to see a river going through a city. and since the change it is 10 times better than before. Easier to distinguish whats going on when you get into a busy part of the map. I don't know - as other graphic modders have done (including some that have been lead scenario designers) -like with roads - you just add another different color to the river hex outline (or road) -done... graphic work isn't really that tough to do technically, but it is a lot tougher to do when one starts considering holistic effect. Don't get me wrong though, I am not talking about this from the perspective of theory - but rather one of practice. RE: new graphics - Aaron - 03-08-2014 (03-08-2014, 11:14 AM)trauth116 Wrote:(03-07-2014, 11:54 PM)tazaaron Wrote: If i remember correct the whole hexside change came along for one because it was hard to see a river going through a city. and since the change it is 10 times better than before. Easier to distinguish whats going on when you get into a busy part of the map. I was just referencing what I remember during development and I think I remember an update because of not being able to see hexside graphics and thats when it came along. Aaron |