VonBeerhofen
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View from different angle Incase you decide to cross: VBH
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View File SuspensionBridgeFix It fixes the 2 missing cables in the stock EAW model TMOD12_H/TMOD13_H.3DZ. The .ZIP contains ALL files relating to the bridge and in most EAW versions it suffices to extract the ZIP directly into your game folder where EAW.EXE resides. Beware if these TMOD slots contain a different object/model as it will be overwritten when present! VonBeerhofen (EAW Launchpad Janitor) Submitter VonBeerhofen Submitted 12/14/2024 Category EAW - European Air War
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Version 1.0.0
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It fixes the 2 missing cables in the stock EAW model TMOD12_H/TMOD13_H.3DZ. The .ZIP contains ALL files relating to the bridge and in most EAW versions it suffices to extract the ZIP directly into your game folder where EAW.EXE resides. Beware if these TMOD slots contain a different object/model as it will be overwritten when present! VonBeerhofen (EAW Launchpad Janitor) -
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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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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Well done Mark, glad you're on the job of figuring this stuff out and I admire your patience. I don't fully understand the different behaviors either but a big problem throughout my research has been the differences between video cards, drivers and how the game assigns various graphics routines to them. So what you see is not necessarily what others see and it's self-evident when people don't experience any problems with their setups or used wrappers, to not further experiment and stick with what's working until they run into problems. VonBeerhofen