Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » All about modding JA2 » Questions about Map-Editor and XML-Tilesets
Questions about Map-Editor and XML-Tilesets[message #359905] Sun, 03 May 2020 10:30 Go to next message
Zaphod

 
Messages:18
Registered:April 2017
Location: Hessen Germany
Hello at all,

The mod sog69, the new possibilities and the new aggressive AI from sevenfm have inspired me the last day to tackle a intelligence operations based mod within the vietnam war. Flanked by struggles between us-army (militia) and vietcong (enemy).
How far I get will be seen. I want to start first. A lot of maps haunt my head and want to be drawn.
I am currently using the Mapeditor 8776.
First of all: What map material would you recommend when you build a new mod? Vanilla, WF?
Or all use the same tileset's?

I played a little with the map editor and noticed that the tileset's are the limiting part. And it's not good to jump back and forth between the tilesets.
Can I assemble my own tilesets from the different tilesets and what do I have to watch out for, or could I use the xml-tilesets to avoid this? And if so how?

How can i place cow's on the map? I can't find them under merc's. Neither civilians nor creature included them.

What option do you use to test your new maps and the processes and simulations they contain?

Greetings
Re: Questions about Map-Editor and XML-Tilesets[message #359906 is a reply to message #359905] Sun, 03 May 2020 11:35 Go to previous messageGo to next message
Hawkeye

 
Messages:2204
Registered:October 2005
Location: Australia
Using the XML tilesets is the way to go, it frees you from the limitation of the old JA2SetDat. Basically you can have a unique tileset for each and every map, if you wish.

Probably good to start off a stable base, have a bit of experimentation and then see if it encourages for you to go further or try something more ambitious. Vanilla has plenty of scope, but even 1.13 has some further expansions and you will probably want your mod or map set to be compatible with 1.13. Expanded tiles from UB will also provide more of a lushness in-keeping with Vietnam's jungle, though Vanilla had palm and bamboo tiles.

Cows are placed using the Civilian tab, or at least they are in the editor I use. You need to check 'appearance' and choose the 'Domestic Cow' bodytpe.


Re: Questions about Map-Editor and XML-Tilesets[message #359907 is a reply to message #359905] Sun, 03 May 2020 13:28 Go to previous messageGo to next message
Scheinworld

 
Messages:973
Registered:December 2007
Location: Baltic Sea, Germany
Hello Zaphod,

if you would like to build a v1.13 mod in the Vietnam era I would start "playing" with SOG-1.13 itself:

https://tinyurl.com/yaoepcml

You could use these tilesets as base for your personal Vietnam campaign.


Btw some map makers of the past already improved some of the parts like maps of the original Vietnam-SOG'69 UB campaign. Maybe you want to check this out:

https://storage.rcs-rds.ro/links/4729f8d6-f44b-42b7-aa3e-e0ddc6deead6?path=%2FJA_UB%2FMods%2FVietnam_SOG69

Good luck for your project! Everything begins with a first step.


Best regards,

Schein...



JA2 archive | JA2 (v1.13) Wiki & friends
"a mod is never finished, only releasable"

.- Will Gates


Re: Questions about Map-Editor and XML-Tilesets[message #359908 is a reply to message #359906] Sun, 03 May 2020 14:47 Go to previous messageGo to next message
edmortimer

 
Messages:1361
Registered:January 2015
Location: Home Free
Quote:

Using the XML tilesets is the way to go, it frees you from the limitation of the old JA2SetDat. Basically you can have a unique tileset for each and every map, if you wish.
I must be missing something when I try to mod the XML tilesets - the game always chokes and refuses to load. Can you point me to instructions?






Re: Questions about Map-Editor and XML-Tilesets[message #359910 is a reply to message #359908] Sun, 03 May 2020 15:33 Go to previous messageGo to next message
Hawkeye

 
Messages:2204
Registered:October 2005
Location: Australia
Look here Ed. Though I've used the xml file to define tilesets I haven't expanded them like others have more recently where they can use a unique tileset for every map. Stavian and Kitty have;

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24312&goto=359001#msg_359001

[Updated on: Sun, 03 May 2020 15:33]



Re: Questions about Map-Editor and XML-Tilesets[message #359912 is a reply to message #359910] Sun, 03 May 2020 18:48 Go to previous messageGo to next message
Zaphod

 
Messages:18
Registered:April 2017
Location: Hessen Germany
Ui, I didn't expect so many answers so quickly. Thank you very much, I have a lot to look at and test.

In any case, the mod should be playable with 1.13. But I'll take a closer look at SOG69-1.13. I only know the SOG69 now.
Re: Questions about Map-Editor and XML-Tilesets[message #359915 is a reply to message #359912] Mon, 04 May 2020 10:28 Go to previous messageGo to next message
Zaphod

 
Messages:18
Registered:April 2017
Location: Hessen Germany
@Hawkeye: Yep, i found the cow under civilians. Like the other bodytypes, it was hidden in a place among civilians that I hadn't expected.
Re: Questions about Map-Editor and XML-Tilesets[message #359950 is a reply to message #359915] Thu, 07 May 2020 16:01 Go to previous message
Zaphod

 
Messages:18
Registered:April 2017
Location: Hessen Germany
Despite the very good instructions, I unsuccessfully tried the last few days to get the mod working. If I got a part up and running, it crashed at the next point. that brings nothing
Previous Topic: Been a long while, Cosplay mod?
Next Topic: Russian JSD Editor
Goto Forum:
  


Current Time: Mon Nov 30 19:09:42 EET 2020

Total time taken to generate the page: 0.01156 seconds