Strat edit
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Close Combat Series -> Modding Workshop

#1: Strat edit Author: sweofp PostPosted: Fri Jan 26, 2007 9:56 pm
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Hello, working on a campaign map I have done everything as in the readme, but!
When I start strat edit noting happens? The screen satys grey?
Any ideas?



strat.jpg
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This is how my strat edit folder look like, don´t think I´ve forgot anything?
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#2:  Author: Buck_ComptonLocation: Netherlands PostPosted: Fri Jan 26, 2007 10:17 pm
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hey dude!
U might wanna try 2 hit file -> open this causes strat edit 2 load all the graphs u made.

Cheers,

Buck

#3:  Author: sweofp PostPosted: Fri Jan 26, 2007 11:48 pm
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hehehe! Thanks for the advice,,,,but it wasn´t that.
I had forgotten to open the program via the msdos file instead of the exe file...so problem solved.

Smile

#4:  Author: sweofp PostPosted: Sun Jan 28, 2007 1:05 am
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ok!
Here we go again.
I have managed to import my campaign map to CCV BUT the DESTRATMAP files look like the file on the pic.
Anyone know why?



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#5:  Author: kwp PostPosted: Sun Jan 28, 2007 4:25 am
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Are the new images you created for your new stratmap 16-bit TGAs?

#6:  Author: sweofp PostPosted: Sun Jan 28, 2007 11:07 am
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kwp wrote:
Are the new images you created for your new stratmap 16-bit TGAs?


Yes.

#7:  Author: kwp PostPosted: Sun Jan 28, 2007 2:59 pm
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I'm only aware of two things that might cause this:

Not saving your painted images as an uncompressed 16 bit tga.

Using antialias while painting your mask images.



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#8:  Author: Roel PostPosted: Mon Feb 25, 2008 11:22 pm
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Hi folks,

Was anyone ever able to help on the subject above? I have exactly the same problem (see attached file). Also, when opening the images in the Stratedit tool, the whole color palette of the debrief and scenario editor screens seems to have changed (pink background instead of white, the eGraph picture is no longer recognizable even though the original tga file is perfectly OK outside the tool).

I use Corel Paint Shop Pro XI, I saved my file as uncompressed 16-bit TGA. Didn't do anything about anti-aliasing, because I wouldn't know how to do it...

Any help would be greatly appreciated!!!

Kind regards,

Roel

#9:  Author: yukongoldLocation: Whitehorse,Canada PostPosted: Tue Feb 26, 2008 7:15 am
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Roel, there was a bug regarding 16 bit tga that was introduced in PSP8. From what I could find out it all stemmed from a change in the TGA format that was used in Photoshop 7. Since JASC was essentially building a Photoshop clone the bug got carried over. Adobe did address the issue in Photoshop with a tga plugin. JASC on the other hand claimed to have addressed the issue with their 8.01 patch, but that was not the case. JASC was bought out by COREL shortly after.

I would like to think that COREL's developers would have addressed the bug by version XI, but it is conceiveable that they didn't. Very few applications use 16 bit format anymore. You could try using Mafi's RTB Tool (tga conversion utility added in version 2.13 or later) to convert your images to see if that makes a difference.

http://home.claranet.de/ftf/

The anti-alias feature should be selected while you are painting your strat map segments. Without it you will get a smooth fuzzy edge. With anti-alias you will have a nice crisp pixel edge, which is what you want.

cheers

#10:  Author: Roel PostPosted: Tue Feb 26, 2008 8:55 pm
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yukongold wrote:
Roel, there was a bug regarding 16 bit tga that was introduced in PSP8. From what I could find out it all stemmed from a change in the TGA format that was used in Photoshop 7. Since JASC was essentially building a Photoshop clone the bug got carried over. Adobe did address the issue in Photoshop with a tga plugin. JASC on the other hand claimed to have addressed the issue with their 8.01 patch, but that was not the case. JASC was bought out by COREL shortly after.

I would like to think that COREL's developers would have addressed the bug by version XI, but it is conceiveable that they didn't. Very few applications use 16 bit format anymore. You could try using Mafi's RTB Tool (tga conversion utility added in version 2.13 or later) to convert your images to see if that makes a difference.

http://home.claranet.de/ftf/

The anti-alias feature should be selected while you are painting your strat map segments. Without it you will get a smooth fuzzy edge. With anti-alias you will have a nice crisp pixel edge, which is what you want.

cheers


Thanks very much for your reply!

I will certainly take a look on Mafi's site.
Alternatively, I have "access" to other photo/picture software as well. Adobe Photoshop should do the trick? Or another suggestion?

For the anti-aliasing feature, I didn't find anything in PSP (not even in the help file or the manual), so I wouldn't know where to look.

Best regards,

Roel

#11:  Author: yukongoldLocation: Whitehorse,Canada PostPosted: Wed Feb 27, 2008 9:46 am
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Hi Roel, Photoshop will work great if you have access to it. In PSP (I'm not sure about XI though) the anti-alias function used to show as a checkbox if you were using the "Selection" or "Text" tools. As long as you use solid colours for the segments on your mask image, and check to make sure the colours haven't blended where they meet you should have no problems.

Good luck with your project and feel free to ask for help if you need it.

cheers

#12:  Author: Roel PostPosted: Wed Feb 27, 2008 2:18 pm
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Hey Yukongold,

I succeeded in converting to tga correctly, using Mafi's (bow to the king Smile ) RTB tool. Again thanks a lot for your help; you just saved a beginning modder's career from an early crash-and-burn! Razz
This will probably not be my last problem, so good to know there are people out there that want to help!

I'll probably install Adobe Photoshop to do the graphical stuff. Didn't seem to have any problems with the anti-aliasing in the mask screen, everything loads correctly in Stratedit.

Cheers,

Roel

#13:  Author: DAK_Legion PostPosted: Mon Mar 10, 2008 6:58 pm
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It is possible to make a new stratmap with only 4 or areas must always have 44 areas?
more thanks a all Wink

#14:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Mar 10, 2008 11:33 pm
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DAK_Legion wrote:
It is possible to make a new stratmap with only 4 or areas must always have 44 areas?
more thanks a all Wink


Yup, possible. The trick is to just make connections for the 4 areas...and graphically 'hide' the rest of the unused maps.
Look at Uberdave's CC5: Khalkin-Gol Stratmap for reference.

#15:  Author: DAK_Legion PostPosted: Tue Mar 11, 2008 3:56 pm
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At the beginning if I manage to make a mask with only 4 areas, I created stratmapareas and their connections but still appearing scenarioedit the 44 diamonds, is there any chance of hide and leave only 4 new diamonds?
thanks Wink

#16:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Mar 11, 2008 5:15 pm
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The diamonds? Just paint them transparent (absolute white)...that should hide them.

#17:  Author: DAK_Legion PostPosted: Tue Mar 11, 2008 7:13 pm
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I just got disorganise diamonds but always leave 44 diamonds and not 4, I would like to be able to hide, I have erased all STRATMAPAREA and STRATARROW and placed new but always appear in the 44 diamonds scenarioeditor



thanks

#18:  Author: squadleader_idLocation: Soerabaja PostPosted: Wed Mar 12, 2008 12:26 am
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Have you tried to edit the Scenario Editor screen using RtBTool?
Replace the diamond gdg (SEMAP_000.TGA) with a transparent "dot"...then move them (X,Y coord) to the bottom left (preferable) or bottom right of the Scenario Editor screen.

Unless the player clicks these extreme bottom right or left of the SE Screen...they will be invisible.

Anyone have a better workaround/alternative to this?

#19:  Author: yukongoldLocation: Whitehorse,Canada PostPosted: Wed Mar 12, 2008 12:58 am
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I would be willing to bet you could remove the unwanted diamonds completely by resetting their location bytes to 00s in the exe. You will probably need to remove those entries from the SEHelp.txt file as well.

cheers

#20:  Author: squadleader_idLocation: Soerabaja PostPosted: Wed Mar 12, 2008 1:25 am
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yukongold wrote:
I would be willing to bet you could remove the unwanted diamonds completely by resetting their location bytes to 00s in the exe. You will probably need to remove those entries from the SEHelp.txt file as well.

cheers


00=Top left? The thing is, the rest of the diamonds series (SEMAP_XXX - ie Supply Depos and control flags) are needed for the scenario editor functions.
It's different to menu buttons which you can remove completely by resetting their locations to 00s.



Close Combat Series -> Modding Workshop


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