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-   -   Cross Bridges Mod 2.0 (http://forum.shrapnelgames.com/showthread.php?t=49288)

Cross November 6th, 2012 03:46 PM

Cross Bridges Mod 2.0
 
1 Attachment(s)
EDIT: 23 Nov 2012 - Version 2.0 now released

This mod changes:
  • Wood and stone road bridges
  • Wood and steel rail bridges
  • Paved roads (removes yellow lines)

Full credit and thanks to Rosollia who spent a lot of hours converting my artwork into game shape files; and he also removed the yellow lines from the paved roads to make them more historically accurate for WW2.


Before and After:
http://i46.tinypic.com/2w1w2gz.png

KO’d Bridges
http://i46.tinypic.com/5pejyx.png
http://i49.tinypic.com/2r3e9li.png

Files
This mod replaces 12 icon shape files:

Wood and stone road bridges and paved roads
TER24Z0.shp
TER24Z1.shp
TER24Z2.shp
TER24Z3.shp
TER24Z4.shp
TER24Z5.shp

Wood and steel rail bridges
TER57Z0.shp
TER57Z1.shp
TER57Z2.shp
TER57Z3.shp
TER57Z4.shp
TER57Z5.shp

The mod installs a backup of the original SHP files, so you can easily revert to vanilla bridges and roads.

INSTALLATION
1. Download the attached Cross.Bridges.Mod_2.0.zip file.
2. Unzip to your WinSPWW2 folder, and Replace All.


NB. This mod is not endorsed or supported by Shrapnel Games or The Camo Workshop.


Cross

Rosollia November 7th, 2012 12:14 AM

Re: Bridge Mod
 
You have some method of automating the zoom level creation process? You could use Virtual PC 2007 to install that Win98.

I have played around with the terrain files but I did the zoom levels manualy using Paint.NET. While resizing I used the Resampling method "Nearest Neighbor" to avoid the edge smoothing that the other methods apply.

The standard SHP image size is 89x89 pixels for zoom level Z4. So from that you make the other zoom levels smaller folowing the formula below:
Z4 = 89x89 pixels (100%)
Z3 = 80x80 pixels (90%)
Z2 = 58x58 pixels (65%)
Z1 = 40x40 pixels (45%)
Z0 = 22x22 pixles (25%)

This can ofcourse be a little bit tedious.

DRG November 7th, 2012 08:50 AM

Re: Bridge Mod
 
Quote:

Originally Posted by Rosollia (Post 813440)
The standard SHP image size is 89x89 pixels for zoom level Z4. So from that you make the other zoom levels smaller folowing the formula below:

Z4 = 89x89 pixels (100%)
Z3 = 80x80 pixels (90%)
Z2 = 58x58 pixels (65%)
Z1 = 40x40 pixels (45%)
Z0 = 22x22 pixles (25%)

This can of course be a little bit tedious.


.........especially when you get done and realize you forgot level Z5........


Don

Cross November 7th, 2012 09:04 AM

Re: Bridge Mod
 
Quote:

Originally Posted by Rosollia (Post 813440)
You have some method of automating the zoom level creation process? You could use Virtual PC 2007 to install that Win98.

Apparantly, if you create the zoom 4 SHAPE files, then load them into SP I (in it's normal DOS environment, so Virtual PC 2007 will probably not work) using Win95 or Win98, the game will create Zooms 0-3. But you may have to utter the correct incantation during this process ;)

Zoom 5 would have to be manually created just like zoom 4.

Each bridge zoom has 5 normal icons plus 5 destroyed, so for the wood and stone bridges that's 20 icons. For six zoom levels that's 120 icons, so it would be nice if the game would generate 80 of them and even put them and position them in the shape files.

It could be done manually, but like you said it would be tedious. I think that's why I shelved this project the first time.

Cross

Rosollia November 7th, 2012 09:17 AM

Re: Bridge Mod
 
Quote:

.........especially when you get done and realize you forgot level Z5........
:D
That would be
Z5 = 134x134 pixels (150%)

Quote:

Apparantly, if you create the zoom 4 SHAPE files, then load them into SP I (in it's normal DOS environment, so Virtual PC 2007 will probably not work) using Win95 or Win98, the game will create Zooms 0-3.
Wow! That is crazy! I did not know about that.

Rosollia November 7th, 2012 09:49 AM

Re: Bridge Mod
 
Just tested it with SP1 v.1.21 and DOSBox 0.74 emulator.
Deleted TER files TER00Z0.SHP - TER00Z3.SHP started the game and it created those zoom levels automaticaly from TER00Z4.SHP with header information too. Amazing.

DRG November 7th, 2012 10:39 AM

Re: Bridge Mod
 
Quote:

Originally Posted by Rosollia (Post 813460)
Just tested it with SP1 v.1.21 and DOSBox 0.74 emulator.
Deleted TER files TER00Z0.SHP - TER00Z3.SHP started the game and it created those zoom levels automatically from TER00Z4.SHP with header information too. Amazing.



I have no idea who started the idea you need to use SP1 to do this but it's totally false. SP2 will do it as well but the whole process goes back to the very beginnings of SP so this isn't new or amazing news to anyone who's been working with the game. There has been a few posts on this subject over the years. You just won't be able to do the Z5 level automatically( I have an EXE that will )

Be aware that the game will ONLY create the TER files the map is calling for. In the example above TER00Z0.SHP is basic grass every summer map uses.

The next question is...... did you try and run the game after creating those tiles or did you just look in the SHP folder and see that they were new ? My previous experience with DOSBOx and this process created the files but they were corrupted which is why I build mine from pure DOS on a win95 machine


Don

Rosollia November 7th, 2012 11:42 AM

Re: Bridge Mod
 
Quote:

The next question is...... did you try and run the game after creating those tiles or did you just look in the SHP folder and see that they were new ? My previous experience with DOSBOx and this process created the files but they were corrupted which is why I build mine from pure DOS on a win95 machine
Yes the automaticaly created ter files worked fine for me. Maybe you were using an older version of DOSBox? Even though the version number increments are small DOSBox evolves ALOT in every new release.

Another program I use is Fred´s Unshp/Makshp/Hdshp.
http://www.wargamer.com/Hosted/Chlan...shop/index.htm
With these handy command line programs I can use the existing terrain files to great effect. Just now I compiled the TER24z5.shp by first unpacking it with unshp. Then making modification to the pictures I wanted to change. After that I recompiled it using makshp. And finaly I used hdshp to move all the header info back to the new SHP file. No need for manualy messing around with the headers and very fast too. I only use SHPEdit for small edits and do all the heavy work with unshp.

Problem with 64bit win7 is that unshp/makshp/hdshp are 16 bit programs and do not work in it. So one needs to run them in dosbox. But dosbox also needs this program to be run first:
http://www.wargamer.com/Hosted/Chlan...p/misc/cws.zip

The ShpSym program on Fred´s site is for Windows but it does not include Hdshp yet so I still use that old command line version.

Rosollia November 7th, 2012 12:00 PM

Re: Bridge Mod
 
Cross I took the bridge graphics you posted at SPWAW depot and put them into the TER24Z0-Z5 files.

With Fred´s programs and the automaticaly created zoom levels it took me just two hours. So this is really handy stuff.

I tried to send these to you in a private message but I could not make out how to attach files there. So I attached the files here. I hope this is ok???

Attached are your bridge graphics and all the zoom levels. I also removed the yellow center lines from the paved road graphics. I think this looks better with the new bridges and gives an older look more suitable for ww2?

The automaticaly created zoom levels Z0-Z3 still might need some manual adjustment with the header information, but from quick testing I dont see any major errors.

Those new bridges look beautiful by the way. Great job! :up:

DRG November 7th, 2012 12:13 PM

Re: Bridge Mod
 
All that is well and good but the real showstopper is that base SP1 and SP2 Terrain SHP files....... old or newly created, are NOT COMPATIBLE with any windows version of our games.

The SSI terrain file like Ter00 ( basic grass ) contain 36 SHP's and 5 of those are flat base terrain.

The SPCamo terrain file for Ter00 contain 66 SHP's and 35 of those are flat base terrain.

You CAN get away with this with the road files ( Z5 level excepted ) but not regular terrain because I added all those extra flat tiles to go as far as possible to ensure there were no repetitious patterns appearing in maps


Don

Rosollia November 7th, 2012 12:19 PM

Re: Bridge Mod
 
DRG that is good information. I did understand this already but it is good to point this out to people here who might not be aware of it.

DRG November 7th, 2012 12:20 PM

Re: Bridge Mod
 
I used Unshp/Makshp/Hdshp early in game development but haven't found a need to run them in about 8 years

Don

Rosollia November 7th, 2012 03:43 PM

Re: Bridge Mod
 
Quote:

Originally Posted by DRG (Post 813469)
All that is well and good but the real showstopper is that base SP1 and SP2 Terrain SHP files....... old or newly created, are NOT COMPATIBLE with any windows version of our games.

The SSI terrain file like Ter00 ( basic grass ) contain 36 SHP's and 5 of those are flat base terrain.

The SPCamo terrain file for Ter00 contain 66 SHP's and 35 of those are flat base terrain.

You CAN get away with this with the road files ( Z5 level excepted ) but not regular terrain because I added all those extra flat tiles to go as far as possible to ensure there were no repetitious patterns appearing in maps


Don

Actualy my testing shows that it does not matter if the new TER file has more icons in it. Take TER29 as an example. It has 46 icons for single hex houses in SP1 & SP2 but in SPWW2 it has 100. I deleted TER29z0-z3 and they were recreated with 100 icons and correct header info using SP1 and SP2 games.

Also important to note that when you make the SHP files using SP1 or SP2 remove the CD from the drive or else the game will access the TER files from the CD and not create new ones. Only keep the CD in the drive to start the game but after that eject it. You should have the game installed using the maximum install option.

In the game go to the map editor and select the graphic that uses the TER file you need. For example TER29Z0-3 will be created when you place the single hex houses on map and then zoom out to all the zoom levels. You will see dots "..." appear in the message box to indicate that the game is generating new TER files. It is important that you zoom around all the levels.

Rosollia November 7th, 2012 03:59 PM

Re: Bridge Mod
 
Another thing to note is that SP1/SP2 TER files only go up to TER34. However WinSPWW2/SPMBT have more TER files. So how do you create zoom levels for TER70z4? Well You simply rename it to TER00Z4 and then use SP1 or SP2 to do the other zoom levels and finaly rename the TER00Z files back to TER70.

Cross November 7th, 2012 04:52 PM

Re: Bridge Mod
 
Quote:

Originally Posted by Rosollia (Post 813467)
Cross I took the bridge graphics you posted at SPWAW depot and put them into the TER24Z0-Z5 files.

With Fred´s programs and the automaticaly created zoom levels it took me just two hours. So this is really handy stuff.

I tried to send these to you in a private message but I could not make out how to attach files there. So I attached the files here. I hope this is ok???

Attached are your bridge graphics and all the zoom levels. I also removed the yellow center lines from the paved road graphics. I think this looks better with the new bridges and gives an older look more suitable for ww2?

The automaticaly created zoom levels Z0-Z3 still might need some manual adjustment with the header information, but from quick testing I dont see any major errors.

Those new bridges look beautiful by the way. Great job! :up:


Tested…works great!
Brilliant work Rosollia.
It’s amazing what a bit of cooperation can accomplish. :)

The roads without yellow lines do look better in WW2.

In zoom <3 the diagonal multiple span bridges are slightly offset, but that’s exactly how it is with the originals. Perhaps I’ll fiddle with them some time.

I’ll edit my OP and attach the mod there later today.

Cross

Cross November 7th, 2012 04:56 PM

Re: Bridge Mod
 
Don,

When making this mod I noticed that if you destroy the wooden vertical bridge icons:

Icons 43 and 44

The game doesn’t show the KO’d bridge icons (51 and 52) but continues to show the bridges intact. When you mouse hover over the ‘KO’d’ bridges it does show the underlying terrain, so they are destroyed but don’t use the destroyed bridge icons.

This isn’t a case of corrupted files, I checked this on my vanilla version. The stone bridges are fine.

Cross

DRG November 7th, 2012 08:38 PM

Re: Cross Bridges Mod 1.0
 
I'll put this on the list to investigate. First time the issue has been raised that I'm aware of

Don

Warwick November 8th, 2012 06:27 PM

Re: Cross Bridges Mod 1.0
 
I seem to recall this on the Prokhorovka scenario released with the latest patch, unfortunately I do not have a saved game that could help.

Rosollia November 9th, 2012 10:52 AM

Re: Cross Bridges Mod 1.0
 
Adding some water and then a vertical wooden bridge in the map editor. Applied damage to it and the bridge gets destroyed but a graphic of an intact bridge remains.

Just for fun tested SP2 and the same issue was there too so it is an ancient little "bug".

I have never noticed it in gameplay since vertical bridges are rare and it´s even rarer to see one get blown up.

DRG November 9th, 2012 11:09 AM

Re: Cross Bridges Mod 1.0
 
There are no N-S (vertical )wooden bridges in that scenario.

There ARE however, stone bridges placed OVER wooden bridges which report as wooden bridges. When the bridge is destroyed the destroyed wooden bridge cannot be seen because the "stone" bridge image covers it.

This is a map making error. You CANNOT place one bridge type over another. If you wish to make a stone bridge connecting secondary roads if there is already a wooden bridge there it MUST BE deleted first then the stone bridge put in place. That should have been caught during developmental playtesting. I've noted this down to correct in that sceanrio and to check the Kursk Campaign

The problem in that scenario is not related to the N-S wooden bridge issue

Don

DRG November 9th, 2012 11:27 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Rosollia (Post 813553)

Just for fun tested SP2 and the same issue was there too so it is an ancient little "bug".


Thank you, that saves me running the same test. I suspected this was an old one simply because, as noted, they are very, very rare. For the record, it's impossible to build a "vertical" N-S bridge in SP1.

Don

Cross November 16th, 2012 11:40 AM

Re: Cross Bridges Mod 1.0
 
I'm working on the rail bridges:

http://i46.tinypic.com/65bqk4.png

But it may be a while before I can get all 20 rail icons finished.

Cross

Rosollia November 16th, 2012 01:19 PM

Re: Cross Bridges Mod 1.0
 
2 Attachment(s)
I like the wooden bridge especialy.

The stone or iron bridge looks a little bit too similar to the wooden one in my oppinion.

I played around with the graphics abit and came up with a truss bridge desing.

Cross November 16th, 2012 03:40 PM

Re: Cross Bridges Mod 1.0
 
Looks cool. I did make a truss version myself, just to see what it would look like alongside other ideas, but when you move a vehicle onto the bridge it will probably appear to be sitting on top of the trusses.

I could try adjusting the metal rail bridge, but they probably only look similar when right next to each other, which would be highly unlikely on most maps.

Cross

Cross November 16th, 2012 04:30 PM

Re: Cross Bridges Mod 1.0
 
Here was my experiment. I didn't bother putting shadows in because of the vehicle issue.

http://i48.tinypic.com/w7y53m.png


Cross

Rosollia November 17th, 2012 04:25 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Looks cool. I did make a truss version myself, just to see what it would look like alongside other ideas, but when you move a vehicle onto the bridge it will probably appear to be sitting on top of the trusses.
Well vehicles look silly ontop any bridge in the game so I would not worry much about it. It is abstracted anyway.

That experiment version looks very good! It probably won´t look too bad even with a vehicle on top of it.

Cross November 17th, 2012 08:56 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Rosollia (Post 814048)
Well vehicles look silly ontop any bridge in the game so I would not worry much about it. It is abstracted anyway.

That experiment version looks very good! It probably won´t look too bad even with a vehicle on top of it.


I thought about it later and I think you're right, AFVs sit on other map features and look fine.

I came up with another steel bridge version, later today I'll post it here along with an improved truss bridge, so you can tell me which you prefer.


Cross

Rosollia November 17th, 2012 09:09 AM

Re: Cross Bridges Mod 1.0
 
Quote:

I came up with another steel bridge version, later today I'll post it here along with an improved truss bridge, so you can tell me which you prefer.
I look forward to seeing those.

If you want I can compile the shp files for you? I have a fast routine for doing that so it should not take more than a few hours. And I currently have the free time.

Btw. Some things I noticed with the bridge graphics ingame:
1. You can not make vertical rail bridges.
2. The wooden rail bridges do not show a damaged graphic.

Cross November 17th, 2012 05:19 PM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Rosollia (Post 814062)
I look forward to seeing those.

If you want I can compile the shp files for you? I have a fast routine for doing that so it should not take more than a few hours. And I currently have the free time.

Btw. Some things I noticed with the bridge graphics ingame:
1. You can not make vertical rail bridges.
2. The wooden rail bridges do not show a damaged graphic.


That would be very helpful if you could do the shps.

Here's what I've got so far. No.2 is what I posted earlier.
No.3 is slightly changed to help distinguish it from the wood bridge.

http://i49.tinypic.com/2mchkc9.png

If anyone has opinion, feel free to speak out.

Cross

Rosollia November 18th, 2012 03:25 AM

Re: Cross Bridges Mod 1.0
 
No.4 is definitely my favorite. :up:
It looks like this:
http://www.historicbridges.org/truss...oeWayne488.JPG

Rosollia November 18th, 2012 05:54 AM

Re: Cross Bridges Mod 1.0
 
Ok, I went ahead and created a set of SHP files based on No.3 and No.4 bridges so they can be tested ingame. (I made the damaged bridges myself so they might not look so good.)

The No.3 bridge set does have the advantage in-game that vehicles look better on top of it.

It´s a tough choise between the two. I kinda like No.4 more from a visual standpoint but No.3 is more practical.

What do you think?

DRG November 18th, 2012 08:32 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Rosollia (Post 814062)


2. The wooden rail bridges do not show a damaged graphic.

Under what circumstances ? They show just fine in my game.

Don

Rosollia November 18th, 2012 09:14 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by DRG (Post 814104)
Quote:

Originally Posted by Rosollia (Post 814062)


2. The wooden rail bridges do not show a damaged graphic.

Under what circumstances ? They show just fine in my game.

Don

Sorry my bad. :o I had made the wooden bridges by laying two stone rail road bridges ontop of eachother. Instead I should have used the tramline to create a proper wooden bridge. I dont know what I was thinking. :doh: The wooden bridges work fine.

Double_Deuce November 18th, 2012 09:57 AM

Re: Cross Bridges Mod 1.0
 
Does this work with WinSPMBT also?

Rosollia November 18th, 2012 01:13 PM

Re: Cross Bridges Mod 1.0
 
Quote:

Does this work with WinSPMBT also?
Technicaly yes, but I think the graphics are made with WW2 in mind.

Cross November 18th, 2012 05:06 PM

Re: Cross Bridges Mod 1.0
 
Here's some in-game screen shots:

No.3 Bridge without vehicles
http://i46.tinypic.com/213ak5.png

No.3 Bridge with vehicles
http://i47.tinypic.com/2u63h36.png

No.4 Bridge without vehicles
http://i46.tinypic.com/jhd56h.png

No.4 Bridge with vehicles
http://i47.tinypic.com/11qia2b.png



I don't know :dk:

The bridge with trusses looks better without any units on it, and the bridge without trusses looks better with units on it.

Personally, I don't like to stop vehicles on a bridge if I can help it, because they're too vulnerable. But in some battles this is unavoidable.


Cross

Rosollia November 19th, 2012 09:31 AM

Re: Cross Bridges Mod 1.0
 
I think No.3 is the way to go after all. No.4 does look pretty but it stands out too much from the general look of the game and the other bridges.

Cross November 19th, 2012 12:55 PM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Rosollia (Post 814174)
I think No.3 is the way to go after all. No.4 does look pretty but it stands out too much from the general look of the game and the other bridges.

I agree.

Battles are often fought over bridges, and the trusses may be a distraction.

I can work on the damaged bridges if you want, or we can stick with your work which looks great.

After seeing the rail bridges in-game, a slight improvement may be to darken the post tops on the wood bridge, and make the top rail a little darker on the steel bridge.

Like this:

http://i48.tinypic.com/4gntig.png


Cross

codman November 19th, 2012 01:07 PM

Re: Cross Bridges Mod 1.0
 
Nice work on the bridges Cross and it's good to see folks are thinking about these things as they DO add some neat features to the game. That said, I'd suggest that you have mods for both bridges available and let each user decide which they prefer. Just make sure your graphics can go forward with future OS's.

Steve

Rosollia November 20th, 2012 08:48 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Cross
I can work on the damaged bridges if you want, or we can stick with your work which looks great.

When I made the damaged bridges I just copy pasted the damage graphics from the original bridge graphics and did a little tweaking to make them fit. So I did not put so much effort into them but they seem to look fine in the game. I was just thinking that maybe you had already started to created more unique graphics for the damaged bridges but if not then it´s ok.

Quote:

Originally Posted by Cross
After seeing the rail bridges in-game, a slight improvement may be to darken the post tops on the wood bridge, and make the top rail a little darker on the steel bridge.

Ok I will use these 1a & 3a revisions and build a new set of SHP´s.

Cross November 20th, 2012 09:09 AM

Re: Cross Bridges Mod 1.0
 
Quote:

Originally Posted by Rosollia (Post 814220)
When I made the damaged bridges I just copy pasted the damage graphics from the original bridge graphics and did a little tweaking to make them fit. So I did not put so much effort into them but they seem to look fine in the game. I was just thinking that maybe you had already started to created more unique graphics for the damaged bridges but if not then it´s ok.

Ok I will use these 1a & 3a revisions and build a new set of SHP´s.

It's up to you. If you think the improvement is worth the work, then go ahead, or they can be left as they are.

I can make a damaged wood and steel rail bridge, but I might need a couple of days as the Thanksgiving Holiday is upon us here in the US and I'll be a bit busy with family and some traveling.

I really only need to make one of each damaged bridge, and then their orientation can be changed for the diagonal bridges.

I'll make them and then we can decide if they're enough of an improvement over your orignals to switch them.


Cross

Rosollia November 20th, 2012 11:46 AM

Re: Cross Bridges Mod 1.0
 
Roger that I shall wait.

Cross November 21st, 2012 10:21 AM

Re: Cross Bridges Mod 1.0
 
These are the KO'd bridges I have so far.

http://i48.tinypic.com/2qnmm3a.png


Cross

Rosollia November 23rd, 2012 03:14 PM

Re: Cross Bridges Mod 1.0
 
Ok here is the "final" version of the rail road bridges. These have the new damage graphics and fixes to positioning. Also had to manualy correct some of the rail road graphics in higher zoom levels. (the automatic zoom level creation using SP2 lost some detail).

Cross November 23rd, 2012 04:11 PM

Re: Cross Bridges Mod 1.0
 
Thank you for your hard work Rosollia.

They look fantastic.

I'll update the OP with new pics and a version 2.0 mod download.

cheers,
Cross


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