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Antietam Graphics/Terrain - Map1
Posted: Fri Feb 09, 2018 12:23 pm
by Jolly
A graphical reworking of the first SOW Antietam Map (Ant01).
Some glitches to work on before the finished full map pack.
Please - scower around the map and see what you think. Any feedback/help would be great!
IMPORTANT:
You will need to deselect the ChancellorsvilleGraphics_v2 Mod (by me!) and the Chickamauga Mod for this mod to work correctly, otherwise, I'm not sure why, but there is a graphics conflict with these.
There is also the trees-in-the-road issue - hopefully fixed for later updates. Thanks for all the help on this guys, maybe we can work things out from this?
Works fine with Bugles&Flags Mod!
https://www.dropbox.com/s/iy7zp4p7oli14 ... 1.zip?dl=0
David(jolly)
Re: Antietam Graphics/Terrain - Map1
Posted: Fri Feb 09, 2018 1:41 pm
by Davinci
Hmm, You didn't include the following two files, (Ant_1.bmp and the Ant_1.dds).
I have the ones that are for the Antietam_3 and the Antietam_4, not sure how they apply to the map that you are working on.
So, I probably can't help out with the trees in the road considering that I am probably not looking at the same files that you are.
davinci
Re: Antietam Graphics/Terrain - Map1
Posted: Sat Feb 10, 2018 8:52 am
by Jolly
I'm not sure what you mean Davinci. I've not changed the ANT_1.BMP so the original loads from the Base/Maps folder, also what is ANT_1DDS? I can't find any file used in the game by that name/format.
There is no ANT_4 map, they are ANT_1, ANT_1PM, ANT_2 and ANT_3.
Thanks,
David(jolly)
Re: Antietam Graphics/Terrain - Map1
Posted: Sat Feb 10, 2018 9:30 am
by Davinci
"Jolly" - Disregard My previous post, when searching my 2nd HDD for a copy of the Antietam Map I came across the one from the previous game.
It has absolutely nothing to do with this game.
Come to think of it, I'm not even sure that I ever purchased the Antietam Add-On.
Probably why I don't have those two files that I mentioned above.
davinci
Re: Antietam Graphics/Terrain - Map1
Posted: Sat Feb 10, 2018 4:19 pm
by Petrus58
David(Jolly) - I have tried a couple of the Antietam scenarios and a QB. No problems at all. The map is so large that I didn't look at all of it, but there was nothing I thought out of place, other than a few trees on roads. My main observation is that it looks amazing - thank you for all of your efforts.
Re: Antietam Graphics/Terrain - Map1
Posted: Sun Feb 11, 2018 6:52 am
by Bloody Bill
Burnsides bridge scenario has no trees they are all rocks for some reason. All the other scenarios are awesome though.
Re: Antietam Graphics/Terrain - Map1
Posted: Sun Feb 11, 2018 8:49 am
by Jolly
Thannks for the comments guys - I'm so glad somebody's playing this.
Comments keep me going.
Yep the trees/roads are a nuisance, but they don't interfere with the gameplay. I could minimise this but it would meen thinning out the trees around the maps, so it's a bit of a compromise.
The Burnside Bridge scenario uses the Ant_2 map, which is not included in this 'tester', and uses the default graphics. Like you say though, the trees are missing, I'm not sure why. They should all be back with the full mod release.
Cheers
David(jolly)
Re: Antietam Graphics/Terrain - Map1
Posted: Sun Feb 11, 2018 9:12 am
by Bloody Bill
@ Jolly ok sorry man got excited to look at everything. Maps are wonderful.
Re: Antietam Graphics/Terrain - Map1
Posted: Wed Feb 14, 2018 8:03 am
by Jolly
I've removed the huge boulders/rocks from ANT_1 MAP, which I thought were not needed, and looked a bit fake.
Does anyone know if they affect the gameplay in any way (cover bonus etc).
Thanks
David(jolly)
Re: Antietam Graphics/Terrain - Map1
Posted: Wed Feb 14, 2018 9:19 am
by Davinci
Does anyone know if they affect the gameplay in any way (cover bonus etc).
"You" would control this by adjusting the values in the "mapname.csv" file.
Column [ C] - movement
Column [ G] - defensive bonus
Column [ H] - Fatigue
Have you figured out the "Tree \ Road - Problem" ?
davinci