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Antietam Terrain Mod

3 years 11 months ago #1 by Jolly

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  • Antietam Terrain Mod was created by Jolly
    'Tis the time to be jolly', with a new graphics overhaul for Antietam on the way!

    :)


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    3 years 11 months ago #2 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Poignant pic whilst on my travels ...


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    3 years 11 months ago #3 by Asid

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  • Replied by Asid on topic Re: Antietam Terrain Mod
    This looks great Jolly.

    Thank you for your work.

    Regards


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    3 years 11 months ago #4 by Martin James

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  • I'd like to echo that. Really nice work Jolly.

    Martin (J)
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    3 years 11 months ago #5 by Bloody Bill

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  • Looking forward to this. Excellent work.
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    3 years 11 months ago #6 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    All subject to change ;)


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    3 years 11 months ago #7 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    More deving delving and digging ...


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    3 years 11 months ago #8 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    I reckon this game still beats the pants off anything like it!

    Another new graphics update grab for Antietam ...




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    3 years 10 months ago #9 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    A few more grabs - still things to try and sort out.








    Happy New Year to all.
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    3 years 10 months ago #10 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    And so on ....




    More soon!
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    3 years 10 months ago #11 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    soon ...


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    3 years 10 months ago - 3 years 10 months ago #12 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Old Man River getting in on the act, also getting some nice field/grass shading.





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    3 years 10 months ago #13 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    A calmer place!


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    3 years 10 months ago - 3 years 10 months ago #14 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Not far off now ;)








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    3 years 10 months ago #15 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Yep, another game grab of this work.
    Sorry it's taking some time, but I keep figuring out new stuff to try and improve things, along with some problems trying to get the building flames to appear!

    Things are not so far off on the environment graphics now though.





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    3 years 10 months ago - 3 years 10 months ago #16 by Crikey

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  • Replied by Crikey on topic Re: Antietam Terrain Mod
    Very nice work again, Jolly.

    While you're at it you might want to check the movement & fatigue rates for fences in the stock Antietam map.csv. If memory serves, one of these was too high and penalised movement excessively. Compare values between GB & Ant to check..

    I may be misremembering of course.

    B)
    Last edit: 3 years 10 months ago by Crikey.
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    3 years 10 months ago #17 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Cornfield carnage ....


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    3 years 10 months ago - 3 years 10 months ago #18 by chemkid

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  • Replied by chemkid on topic Re: Antietam Terrain Mod
    dear jolly, i have to say: great work, mate!!! :)
    could you, if it's not to much, give some insights and/or details of your workflow and tools you use to update these graphics - maybe you have a link to an older post detailing this (i couldn't find anything...)?

    i mean, this looks like 3d content creation still it's mostly the 2d sprites your res-upping, right?
    ...so, i'd guess it's mostly photoshop work but still... :huh:

    when you write about making flames appear are you also tweaking the engine (e.g. coding/scripting)?

    i'd really like to see you work - like a short screen-capture showing you doing your magic! ;)

    thanks for reading, best regards,
    chem!
    Last edit: 3 years 10 months ago by chemkid. Reason: spelling
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    3 years 10 months ago #19 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Thanks for the really nice words chem!

    I do use Photoshop CS5.1 for all the graphics work. Also Max 2012 for any 3d building texture mapping (I've only done building texture mapping on SOW Waterloo though).

    I've upped the res on some of the terrain textures contained in the LSL files, being careful not to increase the file size too much when repacked, which can take a memory hit and crash if too large.

    Regarding the flames issue, that's a bit complex, nothing to do with coding but with file structure/editing within the game (some of these files are in the SDK download which also contains a guide to such things).

    I use LibEdit to extract LSL files and LStudio to configure and re-pack them after working on them in Photoshop.

    I hope this helps a little - you 'just' have to get used to what does what and where it goes!
    That sounds even more confusing! :)

    Cheers,

    David(jolly)
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    3 years 10 months ago #20 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    A country lane ....


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    3 years 10 months ago #21 by RDBoles

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  • Replied by RDBoles on topic Re: Antietam Terrain Mod
    Incredible Beauty, this is truly a work of art.

    Move Forward
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    3 years 10 months ago #22 by Chichetr

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  • Replied by Chichetr on topic Re: Antietam Terrain Mod
    Jolly!

    THANK YOU, THANK YOU, THANK YOU!

    Cannot wait to get my hands on the new updated map! Those screenies are stunning!
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    3 years 10 months ago #23 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Thanks Chichetr, another screen as I'm testing all the Ant maps.
    Getting close now!




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    3 years 10 months ago #24 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    It's all just about there on all four maps now.




    It's just down now to some conflict issues with some csv files.

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    3 years 10 months ago - 3 years 10 months ago #25 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    I'm a bit stuck at the moment. I originally made the decision to utilise the Terrain_Effects.dds from Chickamauga, and the CV_1.dds, CV_2.dds from Chancellorsville 'templates' for this mod, which cause unfortunate anomilies on the maps - eg trees on roads/areas, no building fire etc.

    I wonder if any one could help regarding any possible csv entry fixes?
    I can send the files needed.

    Cheers

    David(jolly)
    Last edit: 3 years 10 months ago by Jolly.

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    3 years 10 months ago #26 by Davinci

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  • Replied by Davinci on topic Re: Antietam Terrain Mod
    "Jolly" - It sounds like the problem could be with the "mapname.csv" file that is causing the problems.

    I don't think that it really matters what files you choose to use from different mods, the only file that can tell them where to put anything is the "mapname.csv" file.

    As you know, a lot of the maps will use the same grey-scale codes in the "mapname.csv" file, such as Light Woods = 35, Heavy Woods = 45, etc...

    Check to make sure that the colors that you are using are correct. Tree"s appearing on the roads can be a result of listing ( Trees ) in the mapname.csv under "Open".

    Tree's appearing on the roads can also be due to putting roads and woods too close together in the "mapname.bmp" file.

    Hope this Helps!

    davinci

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    3 years 10 months ago - 3 years 10 months ago #27 by Saddletank

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  • Replied by Saddletank on topic Re: Antietam Terrain Mod
    That last comment is especially helpful. I think an area defined in the greyscale as woods will have a certain "fade out" zone against whatever area its adjacent to. I presume this is to stop a hard plantation-like edge appearing at the edges of woodland, but if you have a road too close, these "outlying" tree sprites can then appear on the road greyscale.

    The same happens with scrub and brush greyscales - I often get dense weeds growing along my trails!

    As DaV suggests, move the woodland greyscale border further away from the road edge.

    I am not sure about the fire sprite. Is it showing but just out of position? Or is it not showing at all? I assume you've done the obvious things like ensuring its co-ords are identical to the files you're drawing from and the building model that is supposed to be burning is also in an identical location? ... and that the fire sprite is being called correctly from the graphics file?

    HITS & Couriers - a different and realistic way to play SoW MP.
    Last edit: 3 years 10 months ago by Saddletank.
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    3 years 10 months ago #28 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    Thanks for the really valid pointers chaps, I can't get this sorted though.
    It seems that the data in the CVEAST.CSV, when renamed to ANT_1.CSV causes the problems as described.

    Lot's of different entries, which I can't figure out how to make work correctly for the Ant maps.
    It's a pity, but I think I'll have to re-design things, using the Ant Terrain_Effects dds template instead of the two Chancellorsville ones.

    Back to the drawing board - the LSL files are still good though, just the trees/terrain to redo.

    Cheers

    David(jolly)

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    3 years 10 months ago - 3 years 10 months ago #29 by Davinci

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  • Replied by Davinci on topic Re: Antietam Terrain Mod

    It seems that the data in the CVEAST.CSV, when renamed to ANT_1.CSV causes the problems as described.


    The problem is that the files are "NOT" using the same values.

    Example:
    CVEast
    110 DirtRoad
    120 SunkenRoad
    130 RR

    Ant1
    110 DirtRoad
    120 TurnPike
    130 SunkenRoad

    This is just a few of the different values that "Will Not Match" the mapname.bmp file. This is why certain objects will appear in the wrong locations.

    Ant Terrain_Effects dds template instead of the two Chancellorsville ones.

    This file has a "PList" file that goes along with it, therefore changing the name will probably not work unless you also change the names in the "PList" file also.

    davinci

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    Last edit: 3 years 10 months ago by Davinci.
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    3 years 10 months ago - 3 years 10 months ago #30 by Jolly

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  • Replied by Jolly on topic Re: Antietam Terrain Mod
    All may not be lost then!

    So, is there a chance of making a working ANT_1.CSV file for this?
    The Terrain_Effects.dds is from the Chickamauga mod and just utilises the wall/fires/smoke etc textures, not the trees/grass sprites, which are pulled from the CV1.DDS and CV2.DDS texture files.

    Thanks again Davinci, I bow to your knowledge on this.
    Last edit: 3 years 10 months ago by Jolly.

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