@DessertFox599
Not sure on that one, I haven’t used the tripleA mapskins feature in some time. Like I’m pretty sure the last time I had one of those skins working was about 5 years ago or more. It’s possible there’s some conflict there with the files you’re trying to update, if it’s not the vanilla download of World War II Global but one that has already been modified via a skin. I’ve been using the 2.6 pre-release rather than the 2.5 stable for what seems like a small eternity now hehe.
When I go to grab the mapskin that I think you might be referring to in tripleA 2.6 it won’t display in-game from the launch dropdown cause it doesn’t have the YAML file I think. Still shows up in my downloaded maps folder, but I can’t get at in 2.6.
I’m not a developer for tripleA, just a some sort of map customizer superuser I suppose, so someone else might be able to help you troubleshoot for older versions. In 2.6 some stuff was changed with how maps are parsed. Like the newer map downloads folder needs that YAML file and some other stuff to properly extract and unzip the material, which 2.6 does automatically now upon downloading a map with “download maps” launch button.
I would suggest modifying the stuff in your downloaded maps World War II Global folder directly, rather than via a skin, as that must be where the hangup is?
If I remember correctly, 2.5 would run the downloaded.maps as zipped up and you’d have to manually extract the folders to make changes, but I think 2.6 should automatically extract the mapfolders once downloaded now, so that you can modify what’s inside the map folders without going through that step. I’m guessing you got TripleA 2.5 up? It’s possible that there are some differences there, like where that mapskin just hasn’t been updated perhaps.
I recall hearing something along those lines a while back, about issues with mapskin compatibility. Or perhaps you have more than one map of the same name or something like that. Initially I think the mapskins feature was meant to make it more convenient to mod tripleA games with a 1 click swap, but there where only ever a few mapskins created that way. They must have gone a different direction with it, support for that feature might not have made the cut? So far as I know the only Mapskin for Global was that one that made it look like A Battle Map for the display, back in like 2014 I think? If that is the skin you are using, I see it has several adjustments made to the map.props and possibly the polys/tiles themselves, which would make it not cross compatible. I’m not sure how to mod material within the skins anymore.
Anyway, I would just go with the vanilla Global game or the UHD upscale for Global if you want to tinker around. 2.6 also has many features which 2.5 doesn’t have such as map scaling to 200% and the like. I can show you how to create a relief with those colors, or a similar visual in the relief, but it would be modding those files manually rather than whatever is in the skin. For example, the color coding for that A Battle Map skin in the map.properties reads…
color.Neutral=B7997C
color.Neutral_True=B7997C
color.Neutral_Axis=B7997C
color.Neutral_Allies=B7997C
color.Italians=93936E
color.British=8E7B1C
color.UK_Europe=8E7B1C
color.UK_Pacific=8E7B1C
color.French=1E6BAA
color.Impassable=B7997C
color.Americans=506400
color.Russians=A83F25
color.Germans=536342
color.Japanese=CC5F00
color.Chinese=B5A715
color.ANZAC=8E641B
color.Dutch=5C4FAD
color.Mongolians=B7997C
In the vanilla map it reads like this… So you can just substitute the above in your own map.properties to ballpark it…
color.Neutral=d8ba7c
color.Neutral_True=b88a6c
color.Neutral_Axis=6A5B3D
color.Neutral_Allies=d8ba7c
color.Italians=58360E
color.British=8E6600
color.UK_Europe=8E6600
color.UK_Pacific=8E6600
color.French=10569C
color.Impassable=e7d5b0
color.Americans=026400
color.Russians=940000
color.Germans=3f3f3f
color.Japanese=e19521
color.Chinese=533c69
color.Canada=bf0010
color.ANZAC=4d7f7f
color.Dutch=ff6d00
color.Mongolians=d8ba7c
That mapskin looks like it also uses a pretty different opacity for the reliefTiles, which will change the actual display of the colors being passed through it, so the colors listed above will look different on Bung’s map than they would on that Skin (different reliefTiles).
Anyway, I would just ditch the global mapskin from your downloaded maps folder and redownload the reg Global folder (stow the skin files somewhere else for safekeeping, you can always refer to it if trying to recreate a similar look for your modded version). When you run the regular map sans skin, you should be able to modify the stuff in the normal way by just replacing files or folders manually, for just the things you want changed. Instead of the whole package at once, which was the mapskin approach. They were maybe unbundled at some point it looks like. Probably cause skins end up being quite large, like heavy in the filesize. Depends what all you’re trying to do. Like if it’s just changing the ocean color in the relief that’s pretty light footprint, but if it also changes the txt files baseTiles and reliefTiles and unit graphics etc it gets more involved. I think it’s probably easier to tell what’s going on the step by step way, so you can see how each individual change is tweaking it, rather than the big overhaul at a go.
Hope that helps!
ps. Oh also, for anything that’s in your mapskin and already working, you should be able recreate all that stuff directly in the regular folder. The difference will just be in how it’s applied. So rather than a dropdown ‘switch to a different look’ type feature within a single map (which was I guess the original idea of a convenient map skin, to switch on the fly), basically that’s just how global will look for you by default when you launch it locally. Some files are more essential than others, the Polygons.txt is a big one, since that defines how TripleA is actually drawing the baseline in-game. Changes in that file would need to match what’s going more generally, otherwise it’s basically a different map and you might have issues say joining a game with another opponent using the regular map, unless they have the same file tweaks and such applied. Mapskins I think would get around this by translating the information in those more core files, but essentially all we want to do is get whatever standard to run with an updated cosmetic relief. You can change most things to whatever like substituting unit or label graphics or the colors of the land TTs painted over, but the Polys and the basic structure of the folders within the game folder those need to be on the same page, or it won’t load. It’s probably something simple like is mapskin in the props that tells tripleA what to do for skins, but I can’t recall. Since the mapskin seems to be the issue here, I’d start with seeing if you can get the regular version up to just replace what’s in the reliefTiles folder. If that works then you know you’re playing with a version of the map you can modify and make changes to. Then you can compare the material in that regular folder with what’s inside the other mapskin folder, and see which things you want to include for adjustments. Probably the easiest way to go I think