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Re: Map-Making Q&A
Posted: Tue Mar 03, 2009 5:42 pm
by the.killing.44
captainwalrus wrote:TaCktiX wrote:Yes. If it's an actual text layer in Photoshop it'll say "T" in the layer palette. Text layers are vector-based, so you can stretch, distort, or change them any way you like without creating pixellation. Likely the files you imported from GIMP don't have that vector-based layering, so Photoshop treats them like they are standard rasterized (pixel-based) layers.
Actualy, I did it the other way around, from Photoshop to GIMP, but I assume it is the same problem.
Yup, because you can't un-rasterize a layer (beyond undo of course).
.44
GIMP Question
Posted: Fri Mar 13, 2009 8:11 pm
by Woodruff
Hello! My wife (the artistic one between us) is creating me a couple of medals to use for my tournaments using GIMP2.
However, we've got an issue. She's created the medallion portion of the image, but it still has a white 'box' around
the medallion. How can she get rid of that white box? The scissors don't seem to do it (cutting around the medallion).
What are we overlooking? Any help would be greatly appreciated. Thanks!
Re: Map-Making Q&A
Posted: Fri Mar 13, 2009 8:48 pm
by TaCktiX
You'll have to delete the background layer if one exists. Otherwise, I don't know what would get rid of it. That, and only PNG files preserve transparency (compared to JPG, GIF, and other compressed formats).
Re: Map-Making Q&A
Posted: Fri Mar 13, 2009 11:14 pm
by the.killing.44
Actually, GIF files support transparency as well. But I suggest PNG, as the fact that JPGs (which you're probably using now) put a white background behind everything.
.44
Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 12:53 am
by Woodruff
the.killing.44 wrote:Actually, GIF files support transparency as well. But I suggest PNG, as the fact that JPGs (which you're probably using now) put a white background behind everything.
.44
I was under the impression that PNG files are fairly large in size...won't I run into size problems trying to get CC to access them?
Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 5:39 am
by TaCktiX
There are several graphics on CC, the map stamps among them, that are PNGs. They aren't larger than JPGs in my experience.
Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 1:18 pm
by the.killing.44
I don't think it's as much they're larger, but the way the file loads reads the transparency so they are harder on a machine. I could easily be wrong, though.
.44
Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 6:08 pm
by Woodruff
the.killing.44 wrote:Actually, GIF files support transparency as well. But I suggest PNG, as the fact that JPGs (which you're probably using now) put a white background behind everything.
.44
First of all, thanks to you and TaCktiX for attempting to help.
Anyway, the file extension we WERE using was a .XCF file. But I went ahead and did a "save as" to .PNG, but the white square surrounding the medal is still there. Were you thinking it would be gone now that I'm using the .PNG or did you mean that now I should be able to remove it? If the latter, how were you thinking I could do it?
Thanks again.
Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 6:26 pm
by the.killing.44
Well we (or at least I) were thinking that if that was your problem (file type), the PNG extension would fix it. But, now that that's wrong, I'm not really sure what it is …
.44
Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 8:00 pm
by bryguy
You have to remove the white bottom layer while in GIMP (on your .XCF), and
then save it as a .PNG

Re: Map-Making Q&A
Posted: Sat Mar 14, 2009 8:58 pm
by Woodruff
bryguy wrote:You have to remove the white bottom layer while in GIMP (on your .XCF), and
then save it as a .PNG

When we go into the .XCF file and select "delete layer", the entire medallion disappears (which is why I believe there is only one layer).
I tried to upload the .XCF file to ImageShack, but it couldn't seem to pass the integrity check (I guess ImageShack doesn't like .XCF files?).
So here's the .PNG file, so you guys can at least see what I'm talking about (you can see how the "white box" cuts off the very edges of the graphic at the N-S-E-W points:
http://img21.imageshack.us/img21/6928/evolutionarytournymedal.png
Re: Map-Making Q&A
Posted: Mon Mar 23, 2009 2:24 pm
by karelpietertje
Hey, I have some questions about the possibilities of XML
At the beginning of a turn, different things happen:
1) you get deployable troops for holding continents and territories;
2) you lose territories to neutral player
3) you can get troops that are auto-deployed (this can be negative like in Dustbowl) to territories.
4) you can hold the map objective.
-in which sequence do 1) and 2) happen?
for instance could I let somebody get a bonus for holding territory A, and B, but make it that when B is held at beginning of turn, it resets to neutral, or would B be reset before the player would get the bonus?
-can 2) and 3) be dependant on having other territories? so a player get 4 armies auto-deployed to territory A, but only if he also has territory B?
-holding a map objective usually means having territory A, B, and C. Is it possible to include not having D in that? So somebody who owns territories A, B, C, and D would not win?
-Another thing I would like to know, but the answer is probably no: is it possible to make Player 1's territory lose troops at the beginning of Player 2's turn?
greets KP
Re: Map-Making Q&A
Posted: Mon Mar 23, 2009 3:54 pm
by yeti_c
This shows the order... for Auto & Continent & Reinforcements.
2009-03-21 02:07:42 - reahma gets bonus of 2 troops added to ?
2009-03-21 02:07:42 - reahma receives 1 troops for holding ?
2009-03-21 02:07:42 - reahma receives 1 troops for holding ?
2009-03-21 02:07:42 - reahma receives 3 troops for 6 regions
it is
a) Auto Deploy (Probably in order how they come in the XML)
b) Continents
c) Reinforcements.
I am unsure about killer neutrals - I had a look to find a game where this has happened - but didn't find one.
You cannot do "Auto Deploy Continents" - yet - this is the number 1 requested XML upgrade.
Obectives without a territory aren't available.
And no - killer neutrals or decay only happen on the players turn.
C.
Re: Map-Making Q&A
Posted: Tue Mar 24, 2009 4:59 am
by yeti_c
OK - so Killer Neutrals appear to happen first - although I cannot guarantee that as there are no autodeploys in here.
2009-03-22 15:56:27 - oaktown lost Naval Superiority to neutral player
2009-03-22 15:56:27 - oaktown receives 5 troops for holding Chinese Empire
2009-03-22 15:56:27 - oaktown receives 4 troops for holding Oceania
2009-03-22 15:56:27 - oaktown receives 2 troops for holding Japanese Empire
2009-03-22 15:56:27 - oaktown receives 7 troops for 22 regions
To check that - I assume that we need to check for an Arms Race game where someone killed the Blast territory but didn't kill everyone off.
C.
Re: Map-Making Q&A
Posted: Tue Mar 24, 2009 6:35 am
by karelpietertje
2008-09-24 21:33:42 - Kratos2 lost SS-18 MISSLE LAUNCH to neutral player
2008-09-24 21:33:42 - Kratos2 gets bonus of 2 troops added to USSR Bunker 1
2008-09-24 21:33:42 - Kratos2 gets bonus of 2 troops added to USSR Bunker 2
2008-09-24 21:33:42 - Kratos2 receives 3 troops for holding 3 Uranium Processing Plants
2008-09-24 21:33:42 - Kratos2 receives 2 troops for holding USSR Launch Code
2008-09-24 21:33:42 - Kratos2 receives 8 troops for 24 regions
(
Game 3267115)
I've been looking half an hour through a lot of Arms Race games, but finally found one

None of the things I wanted in my map are possible

, but thanks for your reply yeti_c

kp
Re: Map-Making TTT (Tips, Tricks & Tutorials)
Posted: Thu Apr 02, 2009 4:37 pm
by el-presidente
Ok, I've noticed that some maps in the foundery have 88 on some of the territories to try out sizes, I think. Are they in any font or do you have to have the xml done to have them show up? How big are they? I am very confused by them.
< el-presidente >
Re: Map-Making TTT (Tips, Tricks & Tutorials)
Posted: Thu Apr 02, 2009 4:46 pm
by thenobodies80
el-presidente wrote:Ok, I've noticed that some maps in the foundery have 88 on some of the territories to try out sizes, I think. Are they in any font or do you have to have the xml done to have them show up? How big are they? I am very confused by them.
< el-presidente >
if you already did the xml you can use this
XML TOOLIf you want a 88 apply on the map you can simply draw it or try to use these:
http://www.conquerclub.com/forum/viewtopic.php?f=127&t=48259http://www.conquerclub.com/forum/viewtopic.php?t=17823TNBDS
Re: Map-Making Q&A
Posted: Tue Apr 28, 2009 11:02 am
by Blitzaholic
who made the pearl harbor map?????????????????????????????????????????????????????????????????
someone seriously needs to make a REVAMP
this map is so unbalanced and not fair at all
the drops can highly favor an easy win with no skill required at all
I strongly suggest someone tweak it some.
If you need ideas or help I would gladly make some suggestions, I cant speak for incandenza but he may help me with this too. Send me the map link and who wants to step forth on the revamp, I will contribute to help balance the game play to make it more fair.
Re: Map-Making Q&A
Posted: Tue Apr 28, 2009 11:39 am
by dolomite13
Blitzaholic wrote:who made the pearl harbor map?????????????????????????????????????????????????????????????????
There is an official map thread for every map.
viewtopic.php?t=19025=D=
Re: Map-Making Q&A
Posted: Wed May 13, 2009 4:11 pm
by dolomite13
This is a simple xml question.
I want to do the standard random deployment onto 8 territories on my map. I also want those 8 random territories to have 3 starting armies. Is there a way to do that or do they need to start with 1?
Code: Select all
<territory>
<name>Boz</name>
<borders>
<border>Aox</border>
</borders>
<coordinates>
<smallx>203</smallx>
<smally>201</smally>
<largex>272</largex>
<largey>261</largey>
</coordinates>
</territory>
Thanx
--D
Re: Map-Making Q&A
Posted: Wed May 13, 2009 5:52 pm
by thenobodies80
dolomite13 wrote:This is a simple xml question.
I want to do the standard random deployment onto 8 territories on my map. I also want those 8 random territories to have 3 starting armies. Is there a way to do that or do they need to start with 1?
Code: Select all
<territory>
<name>Boz</name>
<borders>
<border>Aox</border>
</borders>
<coordinates>
<smallx>203</smallx>
<smally>201</smally>
<largex>272</largex>
<largey>261</largey>
</coordinates>
</territory>
Thanx
--D
what you wrote means that Boz is a territory that starts with 3 armies (default) and borders with Aox.
Re: Map-Making Q&A
Posted: Wed May 13, 2009 5:56 pm
by dolomite13
thenobodies80 wrote:what you wrote means that Boz is a territory that starts with 3 armies (default) and borders with Aox.
What in that XML denotes 3 starting armies? is that default? and how would I modify the starting armies amount?
Full XML in this post.I know this starts with 1 then autodeploys 3
Code: Select all
<territory>
<name>Brago</name>
<borders>
<border>Bek</border>
</borders>
<coordinates>
<smallx>252</smallx>
<smally>340</smally>
<largex>337</largex>
<largey>446</largey>
</coordinates>
<bonus>3</bonus>
</territory>
and I know this starts with 15 neutral.
Code: Select all
<territory>
<name>Shield - Brago</name>
<borders>
<border>Brago</border>
</borders>
<coordinates>
<smallx>251</smallx>
<smally>360</smally>
<largex>336</largex>
<largey>473</largey>
</coordinates>
<neutral>15</neutral>
</territory>
but I don't know how to make a player starting territory and start with 3 and not get an autodeploy every turn.
---------------------------------------------------------
I actually have 16 starting territories. I want the first 8 to be divided up evenly amongst the players and the second 8 to also be divided up evenly. Is there a way to do that. And what happens in odd number player games.
For instance ... if i used this code...
Code: Select all
<positions>
<position>
<territory>W 1</territory>
</position>
<position>
<territory>W 2</territory>
</position>
<position>
<territory>W 3</territory>
</position>
<position>
<territory>W 4</territory>
</position>
<position>
<territory>W 5</territory>
</position>
<position>
<territory>W 6</territory>
</position>
<position>
<territory>W 7</territory>
</position>
<position>
<territory>W 8</territory>
</position>
<position>
<territory>M 1</territory>
</position>
<position>
<territory>M 2</territory>
</position>
<position>
<territory>M 3</territory>
</position>
<position>
<territory>M 4</territory>
</position>
<position>
<territory>M 5</territory>
</position>
<position>
<territory>M 6</territory>
</position>
<position>
<territory>M 7</territory>
</position>
<position>
<territory>M 8</territory>
</position>
</positions>
Would it drop ?
8 player - 8 random drops on W, 8 random drops on M.
or
Would it drop ?
8 player - 16 random drops on W and M combined.
and what happens below 8 players.
Would it drop ?
7 player - 7 random drops on W, 7 random drops on M.
or
7 player - 7 random drops on W, 7 random drops on the remaining W and the remaining M.
or
Would it drop ?
7 player - 14 random drops on W and M combined.
----------------------------------------------------------------
Sorry for the questions but this is a little confusing, maybe what i would like to do it isn't possible.
--D
Re: Map-Making Q&A
Posted: Wed May 13, 2009 6:21 pm
by thenobodies80
dolomite13 wrote:thenobodies80 wrote:what you wrote means that Boz is a territory that starts with 3 armies (default) and borders with Aox.
What in that XML denotes 3 starting armies? is that default? and how would I modify the starting armies amount?
Full XML in this post.I know this starts with 1 then autodeploys 3
Code: Select all
<territory>
<name>Brago</name>
<borders>
<border>Bek</border>
</borders>
<coordinates>
<smallx>252</smallx>
<smally>340</smally>
<largex>337</largex>
<largey>446</largey>
</coordinates>
<bonus>3</bonus>
</territory>
and I know this starts with 15 neutral.
Code: Select all
<territory>
<name>Shield - Brago</name>
<borders>
<border>Brago</border>
</borders>
<coordinates>
<smallx>251</smallx>
<smally>360</smally>
<largex>336</largex>
<largey>473</largey>
</coordinates>
<neutral>15</neutral>
</territory>
but I don't know how to make a player starting territory and start with 3 and not get an autodeploy every turn.
---------------------------------------------------------
I actually have 16 starting territories. I want the first 8 to be divided up evenly amongst the players and the second 8 to also be divided up evenly. Is there a way to do that. And what happens in odd number player games.
For instance ... if i used this code...
Code: Select all
<positions>
<position>
<territory>W 1</territory>
</position>
<position>
<territory>W 2</territory>
</position>
<position>
<territory>W 3</territory>
</position>
<position>
<territory>W 4</territory>
</position>
<position>
<territory>W 5</territory>
</position>
<position>
<territory>W 6</territory>
</position>
<position>
<territory>W 7</territory>
</position>
<position>
<territory>W 8</territory>
</position>
<position>
<territory>M 1</territory>
</position>
<position>
<territory>M 2</territory>
</position>
<position>
<territory>M 3</territory>
</position>
<position>
<territory>M 4</territory>
</position>
<position>
<territory>M 5</territory>
</position>
<position>
<territory>M 6</territory>
</position>
<position>
<territory>M 7</territory>
</position>
<position>
<territory>M 8</territory>
</position>
</positions>
Would it drop ?
8 player - 8 random drops on W, 8 random drops on M.
or
Would it drop ?
8 player - 16 random drops on W and M combined.
and what happens below 8 players.
Would it drop ?
7 player - 7 random drops on W, 7 random drops on M.
or
7 player - 7 random drops on W, 7 random drops on the remaining W and the remaining M.
or
Would it drop ?
7 player - 14 random drops on W and M combined.
----------------------------------------------------------------
Sorry for the questions but this is a little confusing, maybe what i would like to do it isn't possible.
--D
Solved via PM

Re: Map-Making Q&A
Posted: Wed May 13, 2009 6:23 pm
by dolomite13
Thanx thenobodies80
=)
Re: Map-Making Q&A
Posted: Thu May 14, 2009 3:39 am
by MrBenn
dolomite13 wrote:I actually have 16 starting territories. I want the first 8 to be divided up evenly amongst the players and the second 8 to also be divided up evenly. Is there a way to do that. And what happens in odd number player games.
There's a detailed explanation of how the starting positions work in this thread:
viewtopic.php?f=127&t=68154