About This Club
Support, Discussions, and Development of EAWPRO and EAW in general.
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View from different angle Incase you decide to cross: VBH
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Proof of concept on a multipart model, the design will probably still get some more improvements later and the center part will follow after. VonBeerhofen (Launchpad Janitor)
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An error I made working on the city districts drew my attention to the COSTCT tile which only shows a staggering 6 times in the entire EAW world. I'm pretty sure there are hundreds of coastal towns and seaside resorts in Europe, one of which is the one I live in. So I feel I have a choice to make, add more to the EAW coasts or free the tile to be turned into a new city tile to add more diversity to the limited set in use. Personally I think that a village or city tile one coastal tile away from shore will work just as well, after all the entire coast and beach are merely app. 1 or 2 KM deep. The question though is what is a better use in a 64 small tileset? Furthermore with a universal tile border there is also a much better use for the river city tiles as they can now also function outside the cities and add more diversity, as was done with other nature's in EAWPRO. Besides that industries predominantly happen on river banks, so it adds to realism too. Vice versa there's also no reason not to use other bridges inside cities like London when borders are uniform, which had 5 at the time of the blitz. EAWPRO already uses dozens of instances of the unused stock rail bridge and a much higher number of any other bridge. They're even used as piers on coastal tiles too, making fun targets to destroy! Here's Londen Thames with added bridges, of course the fake crossing can be removed now too. VonBeerhofen
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or bringing order to the chaos. I've applied a previously described algorithm of grouping tiles on the Italian cities which forms them more into what one might call 'districts', i.e. more organized then what was shown in the previous thread. The fractal algorithm can create many different layouts using various parameters, one of which is determined by looking at an entire region and the neighboring tiles surrounding a particular tile. It then randomizes smaller groups it creates and adds an occasional seed between them so the group isn't just echoing a certain tile. In the below calculation groups are created from the outside inward, taking the city's shape into account, after all the surrounding tiles influence the outcome of the calculation. As part of the fun 1/2 of the tile map uses an inverted calculation as can be seen in the last 3 pictures which is Munich, hence it's border and center differs from the other pictures shown. The other 5 are London. You heard it first in www.combatace.com VonBeerhofen
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Italian cities now fully randomised
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Updated pictures! (Refresh page) Sofar 11 new tiles have been created, which is more then the stock game can handle. However in EAWPRO tiles can be borrowed from other nature's when required by changing the EAW.TM at will. These tiles can also be thrown in freely if one doesn't like how it looks by overwriting one or more of the Alcty tiles or the borrowed ones with something else. VBH- 4 replies
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Italian cities now fully randomised
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Update: After a few failed experiments I think I'm heading in the right direction now. Sofar I've used 2 different tiles and two earlier versions of these in a flipped state to get the right impression and have a few more ideas for future creations. VonBeerhofen- 4 replies
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Italian cities now fully randomised
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
Using my new resource I've started a new batch of village tiles to complement the new city tiles I'm working on. Can't get enough of them as they're an easy way to change our online games at the EAW Launchpad. VonBeerhofen- 4 replies
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A minor issue popped up, thx to MarkEAW who identified a problem where EAWPRO's muzzle flash may use the stock birds animation from v1.2 instead of the intended muzzle fire. In EAWPRO this animation was moved to another file and installs failed to remove the EXTRA.SPT which reside outside the SPRITES.CDF in v1.2 installs. This has no further effect on the game other then showing the birds instead of the muzzle fire and it suffices to delete the EXTRA.SPT from the game folder to restore full functionality. Mark replaced his download with a new version which is no longer subject to this bug. It will now look for a file named FXTRA.SPT instead and completely ignore the EXTRA.SPT. Updated files available here: direct download https://rabartel.home.xs4all.nl/MembersLP/EAWPRO1.0_Basic.zip mirror and list of changes at Mark EAW's helpsite https://eaw.neocities.org/fxexe-patches Sorry for the inconvenience, VonBeerhofen P S. EAWPRO installs over any official EAW version. Simply extract the .ZIP into the game folder where the EAW.EXE resides and allow overwrites. From there follow instructions regarding wrappers on Mark EAW's helpsite if necessary.
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Italian cities now fully randomised
VonBeerhofen replied to VonBeerhofen's topic in EAWPRO's Discussions
I created a bonus tile since it's such a therapeutic happening, and because it's always nice to have a choice. Of course this isn't the last one, :) VBH- 4 replies
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Goob113870 joined the club
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No more repetitive borders or center tiles and more different villages. With this randomization all village and city tiles can be used at will where ever in the game in any possible rotational state, and it's a lot less mapping work. I already showed the idea some time ago but not with the Harvest City Set. There is still some work to be done to narrow some borders and create the right impression I'm after but I think it's slowly getting there. Here's a few screen shots, as an experiment a few village tiles were replaced with breaker field tiles and two different city/village layouts were tried, which means that the randomization for each layout is entirely different while the cities and village sizes and positions weren't changed. You heard it first on combatace.com VonBeerhofen
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updated pictures. A few more pictures of the latest tiles will replace the above at a later date. VBH
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Here's a compilation of the 12 latest tiles for the 'Harvest' set. I created a temporary map where all other tiles were removed from and randomly filled the EAW world with these 12 tiles only. 12 screen shots were taken of which 6 are displayed now. The remaining 6 will replace these pictures at a later date as I may not have captured all 12 tiles in these screenies and to safe on page loading times . VonBeerhofen
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EAWPRO v1.0 Basic DWnd Profile Settings Download
MarkEAW replied to MarkEAW's topic in EAWPRO's Discussions
Folks, how goes EAWPRO with the wrapper for you? Are you using the right version of the DxWnd wrapper with the profile i've provided? I found that the programmer rearranges somethings in the users interface sometimes, so so settings may change or be removed when importing into a different version of the wrapper that I used to export the settings. -
EAWPRO v1.0 Basic DWnd Profile Settings Download
MarkEAW replied to MarkEAW's topic in EAWPRO's Discussions
Here's the newest of the profiles: https://eaw.neocities.org/files-my-downloads.html -
Can't remember if I activated this myself or not but I had this happen twice now in the past month. I made a note though to give it a random chance to bounce off with an appropriate sound. Pretty sure they didn't always completely wreck a plane when hit. Pretty scary though to see this massive thing suddenly fill up your whole screen, made me actually duck for cover as has happened many times when colliding head on with enemies. VonBeerhofen
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I couldn't remember if the drop tanks did damaging properties in the default game? For some reason I always seem to fly through them un harmed...IDK, not sure. :P
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No, that's not my X-mas wish to all of you but what happened in a recent on line mission in the EAW Launchpad. As my squadron approached the enemy I decided to do my usual head on attack trying to come in from a little lower. As if controlled by a single entity all enemies released their tanks just as I pulled up from underneath and bombarded me with a hailstorm of drop tanks. One of the tanks came at me so fast that it filled my whole view area in just a second and entered my front windscreen. Well there's the result of this happening which ended my career before it had even started. Behind me you can still see a few tanks which barely missed me. Anyway, perhaps a bit early but before I forget, I hope you guys have few festive holidays coming before the year is out! VonBeerhofen
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Almost forgot, the garden underneath is an old separate shadow model which can be swapped with any other I've created so far. VBH
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Added a few more bits to the backside of the model which I believe to be a manhole to an air raid shelter and a toolbox or something. I'm thinking of adding semi transparent glass to the windows, plenty of room for that in the model but this is it for now: VonBeerhofen
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Another experiment with connecting orchards on two tile corners. Notice how various tile rotations create various shapes when two or more orchard drawings connect. Nothing new really but fun to experiment with. Made a minor mistake though by putting the two orchards on a single side of the tile, I think it's better when the sides are opposite of each other, less in line. I'll rectify that later. Of course these two orchards can be on separate tiles too but this one fits the agricultural division of the terrain in EAWPRO better and it's less work too, :) VonBeerhofen
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A few more examples of the Overcast possibilities: clearing up a bit: and with the 3D clouds activated: VonBeerhofen
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Showing how much pastel colors can contribute to the game's atmosphere with EAWPRO's all transparent cloud layers: As you can see the effect is still very overcasty but with the additional layers multiple stunning effects can be generated as all layers are fully interchangeable with each other as well as with other sets created for EAWPRO. VonBeerhofen
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Updated and nearly finished, :) (may need a page refresh due to previous cached picture) VonBeerhofen
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The obligatory teaser with the adapted wall texture derived from the photograph: More to come! VonBeerhofen
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A new control tower for my Suez addon derived from the one in the Habbiya area. Sofar this is just a mock up for testing and if all goes well it will end up looking like the B/W photo on the right. You heard it first at https://combatace.com More of my creations at https://rabartel.home.xs4all.nl/test/Gallery/image/ VonBeerhofen (Launchpad Janitor)
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