Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » AIMNAS Map Screenshots
Re: AIMNAS Map Screenshots[message #338471] Sat, 20 December 2014 12:17 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
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answer for you is: cyberdyne systems corporation model 101 ... this what is

[Updated on: Sat, 20 December 2014 12:19] by Moderator

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Sergeant Major
Re: AIMNAS Map Screenshots[message #338479] Sat, 20 December 2014 23:50 Go to previous messageGo to next message
Dext3r is currently offline Dext3r

 
Messages:25
Registered:May 2012
Yay, desert warfare! :3

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Private 1st Class
Re: AIMNAS Map Screenshots[message #338514] Mon, 22 December 2014 23:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Not yet finished... hope that I will get it done for XMAS release:

http://oi59.tinypic.com/5ue8bd.jpg

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Lieutenant

Re: AIMNAS Map Screenshots[message #338515] Tue, 23 December 2014 01:04 Go to previous messageGo to next message
cowhide is currently offline cowhide

 
Messages:29
Registered:October 2013
Looks great!!

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Private 1st Class
Re: AIMNAS Map Screenshots[message #338539] Tue, 23 December 2014 23:20 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
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please:it is a posible create maps like cheyne mountain complex?[it is a military base in stargate] ?

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Sergeant Major
Re: AIMNAS Map Screenshots[message #338540] Tue, 23 December 2014 23:25 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It is a real place and apparently you have spent way less time playing this mod than looking for obscure pistols. Hint, hint.

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Captain

Re: AIMNAS Map Screenshots[message #339632 is a reply to message #338540] Mon, 23 February 2015 22:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Adding a new piece of scenery...

Spoiler Alert:


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Lieutenant

Re: AIMNAS Map Screenshots[message #340132 is a reply to message #339632] Wed, 18 March 2015 21:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
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After almost three months of work, finally done with Cambria Hospital:

http://oi60.tinypic.com/4ub2oy.jpg

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Lieutenant

Re: AIMNAS Map Screenshots[message #340134 is a reply to message #340132] Wed, 18 March 2015 21:41 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Holy cow! That's bigger than the whole town on standard maps!


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: AIMNAS Map Screenshots[message #340135 is a reply to message #340132] Wed, 18 March 2015 22:56 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Very, very nice! That map has has flipped me from not being interested in Big Maps at this point, to being -very- interested about BIG Maps right now! Good work, yo!

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Sergeant Major
Re: AIMNAS Map Screenshots[message #340136 is a reply to message #340135] Wed, 18 March 2015 22:58 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Worldmap update (note that due to the image size and my slow i-net connection I had to zip in the pic... it's 15MB and some 20k x 10k pixels huge). It will give a nice impression of what has been done already (though obviously contains spoilers).

http://1drv.ms/1O79O4q

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Lieutenant

Re: AIMNAS Map Screenshots[message #340138 is a reply to message #340136] Thu, 19 March 2015 00:53 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Unfortunately, my 10yr old laptop running the latest Xubuntu couldn't handle the size of that image . . . probably only because I am in serious need of RAM. sigh . . . I'll have to wait a bit, and then play on them to see them.

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Sergeant Major
Re: AIMNAS Map Screenshots[message #340139 is a reply to message #340138] Thu, 19 March 2015 02:26 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Whyyyyyy did you save that as a .jpg

Still, holy crap i can't wait for this mod to be completed! fantastic work!

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Master Sergeant
Re: AIMNAS Map Screenshots[message #341577 is a reply to message #340139] Fri, 03 July 2015 06:13 Go to previous messageGo to next message
ShadowStrike is currently offline ShadowStrike

 
Messages:6
Registered:July 2015
How do you get those complete screenshots of an entire sector? I'm working on some maps (hoping I can contribute to Bigmaps!) and this would be very helpful to better see how my maps look like and which parts need more work.

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Private
Re: AIMNAS Map Screenshots[message #341581 is a reply to message #341577] Fri, 03 July 2015 11:27 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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Press 'i' to get the overview map. Complete big map screens require at least 1680x1050.


Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)

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Captain

Re: AIMNAS Map Screenshots[message #341583 is a reply to message #341581] Fri, 03 July 2015 12:14 Go to previous messageGo to next message
ShadowStrike is currently offline ShadowStrike

 
Messages:6
Registered:July 2015
Thanks, that's neat! In the meantime I improvised by taking a screenshot while generating a Radar Map, but your method is more simple.

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Private
Re: AIMNAS Map Screenshots[message #341725 is a reply to message #341583] Sun, 12 July 2015 23:52 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
Wow, great work! Can't wait until it's done!!

M16AMachinegun wrote on Thu, 19 March 2015 00:26
Whyyyyyy did you save that as a .jpg

Still, holy crap i can't wait for this mod to be completed! fantastic work!


I agree. PNG would be better.

[Updated on: Sun, 12 July 2015 23:54]

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Master Sergeant
Re: AIMNAS Map Screenshots[message #343803 is a reply to message #341725] Wed, 20 January 2016 22:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
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A south american country without a coffee plantation? Not anymore!

http://i.imgur.com/e59E2Ma.gif

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Lieutenant

Re: AIMNAS Map Screenshots[message #343812 is a reply to message #343803] Thu, 21 January 2016 10:01 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
smeagol wrote on Wed, 20 January 2016 21:53
A south american country without a coffee plantation? Not anymore!

This may actually be owned by a foreign company that brought over its own security guards (new NPC faction) to keep an eye on the locals. A drivable pickup truck in this sector would be great. The truck could belong to the security team so they will start a fight when we steal the truck. Well, I don't even know if this is possible but it would be nice to have more vehicles in game.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: AIMNAS Map Screenshots[message #343813 is a reply to message #343812] Thu, 21 January 2016 18:45 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
This may actually be owned by a foreign company that brought over its own security guards (new NPC faction) to keep an eye on the locals.


That's a good idea -- another 'Doreen' type of operation, different yet the same kind of North American exploitation of Central/South American workers.

Quote:
A drivable pickup truck in this sector would be great. The truck could belong to the security team so they will start a fight when we steal the truck. Well, I don't even know if this is possible but it would be nice to have more vehicles in game.


It would be nice to have a descriptive how-to on making new, or modifying existing, vehicles, if at all possible

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Sergeant Major
Re: AIMNAS Map Screenshots[message #343814 is a reply to message #341725] Thu, 21 January 2016 19:35 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
SharkD wrote on Sun, 12 July 2015 22:52
Wow, great work! Can't wait until it's done!!

M16AMachinegun wrote on Thu, 19 March 2015 00:26
Whyyyyyy did you save that as a .jpg

Still, holy crap i can't wait for this mod to be completed! fantastic work!


I agree. PNG would be better.


Saving something like that as PNG would almost double the size I think, PNG is great for single color icons with transparent backgrounds but the moment you have more busy images you should use JPG

[Updated on: Thu, 21 January 2016 19:36]




Discord

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First Sergeant

Re: AIMNAS Map Screenshots[message #343815 is a reply to message #343814] Thu, 21 January 2016 20:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Adding more vehicles first of all requires new animations. Tedious, boring, and sometimes even difficult work... that's basically what keeps people from adding more vehicles (same as new weapon types, which are even more work to add... think of maces, axes, etc... still dreaming that those will someday be possible... but unless the proper animations are done, no reason to add those items).

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Re: AIMNAS Map Screenshots[message #343816 is a reply to message #343815] Thu, 21 January 2016 22:30 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I understand it is actual hard work to make new animations -- but there might be somebody willing to try if there was a comprehensive and concise how-to available showing how to do it. What is tedious to one person is enthralling to another.

OTOH, adding more of the existing vehicles must be a lot less work, and again, a how-to would be appreciated. I know that I shy away from some things simply because I dread the prospect of the days/weeks long trial and error routine, only to find out at the end it was a very simple thing all the time that, if I had a how-to, I could have finished easily.

For example: let's say I want to add a humvee to the Alma military base, or to the Alma garage (being repaired -- and having to be repaired by the Player if he wants to use). Is it simply modifying the tileset to include the humvee, adding another humvee 'character' to the MercProfiles & related XMLs, and placing it on-map? Or is there something else that needs to be done?

EDIT: And WHERE are the other vehicles? The El Dorado, the Jeep . . . I'm pretty sure I've looked at every map sector in the MapEditor, and I don't think I have ever seen them. Nor have I encountered them in my playing time.

[Updated on: Thu, 21 January 2016 22:33]

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Re: AIMNAS Map Screenshots[message #343817 is a reply to message #343816] Fri, 22 January 2016 04:48 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
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The Hummer and Eldorado is a body type/merc not a tile asset. Find them in the merc tab in the editor.

Oh and normal vehicle tiles, that you cannot interact with (like the Alma Hummers, and farmyard pick-ups) are pretty much like any other tile.

[Updated on: Fri, 22 January 2016 05:33]

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Lieutenant

Re: AIMNAS Map Screenshots[message #343818 is a reply to message #343817] Fri, 22 January 2016 06:00 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
The Hummer and Eldorado is a body type/merc not a tile asset. Find them in the merc tab in the editor.


Now that you mention it -- yes, I've seen them there as I cycle through bodytypes. But, how do you -use- them as vehicles? Do you just place them on the map?

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Sergeant Major
Re: AIMNAS Map Screenshots[message #343826 is a reply to message #343818] Sat, 23 January 2016 05:18 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
The relevant vehicle data is in MercProfiles.xml & Vehicles.xml.


No savegame (just before e bug occurs), no cure.

'Not everything that counts can b counted, n not everything that can b counted counts' - Albert Einstein
I may answer/reply in my old public posts & prefer PM over e former [FUDforum's PM suxx]

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Re: AIMNAS Map Screenshots[message #343828 is a reply to message #307195] Sat, 23 January 2016 11:21 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Some map spoilers of the new J13 coffee plantation map:

Overviewmap:




Closeup:

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Lieutenant

Re: AIMNAS Map Screenshots[message #343829 is a reply to message #343828] Sat, 23 January 2016 13:44 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Good work as always. happy


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: AIMNAS Map Screenshots[message #343830 is a reply to message #343816] Sat, 23 January 2016 14:35 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
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edmortimer wrote on Thu, 21 January 2016 21:30
I understand it is actual hard work to make new animations -- but there might be somebody willing to try if there was a comprehensive and concise how-to available showing how to do it. What is tedious to one person is enthralling to another.


I think there are some mutually reenforcing reasons, a Catch22 situation:
On one hand, there are only four sets of vehicle animations. So there is little incentive for programmers to invest a lot of effort in fleshing out the details in vehicle operations.

On the other hand, the number of vehicle slots is limited to six, four vehicle types already exist. So there is very little potential usage for more vehicle animations, and many people refrain from learning new skills with such limited use. Additionally, vehicles basically differ in just one stat: the number of passengers. They all use the same generic fuel (the Hummer's diesel and the Eldorado gasoline engine) at the same mileage, drive at the same speed over the same roads (except for the Hummers limited off-road capability, which seems hardcoded as it has the same movement type as all the others in the xml), they all have the same sized trunk, need the same amount of maintenance... There is the armour type that can be set, but that does't seem to work, otherwise the Hummer would have the same armour as a tank.
If I want any differences, I can set the Eldorado at 2 passengers, the jeep at 4, the Hummer at 6 and the truck at 8. What gap needs to be filled by new cars?

If there were more aspects to vehicles, I would be willing to create a couple of animations for different types, but why create a container truck if it will have the same storage capacity as an Eldorado? Why a sportscar if it moves at the same speed as the ice cream truck?



Then there is game balance. Any vehicle put in the game can be used by the player. There are no consequences when you requisition any car you find, doing otherwise would need modifications to scripting (such as the Hummer/Dave situation where you are blocked from entering the Hummer unless you pay for it).



Quote:
OTOH, adding more of the existing vehicles must be a lot less work, and again, a how-to would be appreciated. I know that I shy away from some things simply because I dread the prospect of the days/weeks long trial and error routine, only to find out at the end it was a very simple thing all the time that, if I had a how-to, I could have finished easily.


I'm just working on putting some more vehicles into the game (only existing types ATM). If you like, I can translate and tidy up my notes and put them online. Would you review them and check for completeness before I release them?

Quote:
EDIT: And WHERE are the other vehicles? The El Dorado, the Jeep . . . I'm pretty sure I've looked at every map sector in the MapEditor, and I don't think I have ever seen them. Nor have I encountered them in my playing time.


They are in the game resources, but were not included in any map in the vanilla game. WF 6.07 maps seem to have them, the jeep at A10, the Eldorado at Kingpin's place

[Updated on: Sat, 23 January 2016 14:55]




Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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Re: AIMNAS Map Screenshots[message #343831 is a reply to message #343830] Sat, 23 January 2016 14:52 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
"Coffee" plantation. cheeky


1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Sergeant Major
Re: AIMNAS Map Screenshots[message #343832 is a reply to message #343831] Sat, 23 January 2016 15:00 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
Sure. The "other" plantations are around San Mona happy


Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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Re: AIMNAS Map Screenshots[message #343833 is a reply to message #343830] Sat, 23 January 2016 16:42 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Thank you for that detailed response, CVB, I appreciate it.

I am aware of game balance issues regarding available assets, and I agree with your assessment on the absence of distinctions between the vehicles. In Arulco Vacations I am seeking a different game balance than the 'traditional' JA2 style -- less linear, more open, less game-like, more realistic. That said, I am also aware that v1.05 needs more balancing. There will be balance issues addressed in the next patch, as well as bug/glitch fixes (and new features). As for vehicles -- short of making new quests the additional vehicles will need to be more difficult to obtain. That said, at the moment I'm thinking that means the sectors where they will be found will be more difficult to occupy and maintain than they are now. I'd love to get into scripting, but that is another area with very limited information available so I haven't done anything with that yet.

Yes, I'll review your notes on vehicles before you put them online -- no problem, yo, I'll use them to add the El Dorado & Jeep.

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Aw: Re: AIMNAS Map Screenshots[message #343835 is a reply to message #343833] Sat, 23 January 2016 19:46 Go to previous messageGo to next message
ATigersClaw is currently offline ATigersClaw

 
Messages:209
Registered:October 2014
Maybe an extra thread on the vehicle topic would be more helpful for future changes and the addition of vehicles, plus it helps to keep smeagol's screenshot thread from getting too offtopic.

[Updated on: Sat, 23 January 2016 19:47]

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Sergeant 1st Class
Re: Aw: Re: AIMNAS Map Screenshots[message #343836 is a reply to message #343835] Sat, 23 January 2016 19:55 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
Completely correct. My apologies to Smeagol, @edmortimer: pm sent, and we will take this somewhere else. Again, sorry


Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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Re: Aw: Re: AIMNAS Map Screenshots[message #347957 is a reply to message #343836] Sun, 01 January 2017 16:39 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
(not complaining, just asking:) I read in an earlier update, that while many of the sectors have been finished, they contain no loot as of yet. Is this still the case?

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Re: Aw: Re: AIMNAS Map Screenshots[message #348602 is a reply to message #347957] Tue, 31 January 2017 12:00 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Yes.

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Re: Aw: Re: AIMNAS Map Screenshots[message #349310 is a reply to message #348602] Sun, 19 March 2017 19:26 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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From concept to (almost) finished map... a short illustrated guide on how to build a JA2 bigmap.

Grumm Industrial site (sector H2):

I usually start with a rough road layout and an idea where the sector#s main facility should be:

http://i.imgur.com/aGLFEF8.gif

Next thing is to define the perimeter a bit better:

http://i.imgur.com/xkimSsw.gif

The map needs a few more places of interest (in this case an A.C.A building [big building in the NW] and Manny's bar [big building in the NE]):

http://i.imgur.com/8nRFfOt.gif

Time to add in a couple more buildings :

http://i.imgur.com/e2sPCZM.gif

A town needs more buildings, right?

http://i.imgur.com/boSPEie.gif

The industrial area could also use a couple more buildings:

http://i.imgur.com/it2blN3.gif

Now this looks like a good foundation for a future big map:

http://i.imgur.com/yqLpCrc.gif

Now the tedious part begins... actually filling the buildigns with life. Note that the location of the A.C.A. building changed (not the last change the map will go through):

http://i.imgur.com/r0CuthY.gif


I'm currently quite a bit further with building this map. Note that it took quite a while to get here (first screenshot was from 27th of Feb... and the map is still not finished). The map is still far from being finished, it will take at least 2-3 more weekends.




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Re: Aw: Re: AIMNAS Map Screenshots[message #349311 is a reply to message #349310] Sun, 19 March 2017 19:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Also make sure to blend in the sector with the surrounding sectors as good as possible:

http://i.imgur.com/y0RImzL.gif

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Re: Aw: Re: AIMNAS Map Screenshots[message #349312 is a reply to message #349311] Sun, 19 March 2017 21:11 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Looking good so far. happy

Do you have an up-to-date list/image of all maps done so far?

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Re: Aw: Re: AIMNAS Map Screenshots[message #350561 is a reply to message #349312] Sat, 12 August 2017 05:09 Go to previous messageGo to previous message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
In 50 years someone will start an Even Bigger Maps project for yet bigger maps! ;)

[Updated on: Sat, 12 August 2017 05:10]




http://isometricland.net

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