@Black_Elk Philippines SZ Placing Nicely. NG as well lol
Screenshot from 2023-07-06 00-25-05.png
progress :) I think lol I will take another crack at the southern boxes.
@Black_Elk does it matter which way I approach this ? Should I roll with your original boxes ? Will that be easier for you to work your relief magic ?
Edit
Boxes doesn’t have the new Pacific fix. I think I kinda see how it goes now. I might be able to do it. Anyway, let me know what works best for you. I’m gonna dick with this some more lol
well erasing still ain’t happening wtf
hmm … guess you have to be to the pixel. Can’t find that anti-aliasing anywhere. wwfit try something else for a while
Finally found that anti-aliasing. Filters/enhance where it at. Still didn’t work tho
Went back to box mode. Wanted some forward progress lol Another done
2nd USA Tank and Timetable left. Wanted to do timetable a little different. More like the Captains
Not quite as deep but one more row . Hate to hack into the map anymore than already though. And, Idk if I can do it lol
Anyway, do 2nd Armored for USA and then start timetable from last russian
Bummer I’m gonna be 100 short for Timetable after 2nd Armored. I guess i’ll add it as overflow. Or I could go back to last LM one and redo the rest. Idk if I have that one anymore though.
Well, w/e, overflow it is lol
Actually might be more. I’ve got 2 full Boxes and then 100 less on third. Just have to see how it breaksdown.
Well f it, I’ll just redo it from last save if i have to
Once you got the stuff blocked in for the baseline, I can paste whatever over the area for the relief. The newer version of GIMP has some of the tool stuff consolidated, so you might have to mouse over to change from one tool to the other within the same family of tools, or double click to see all the specs. Like to untick the antialiasing. Basically all you’re doing for the base is nailing the 1px black line. If it’s simpler to draw it out in paint or another app might be easier if GIMP is being fussy. Long as the overall dimensions for the board are the same should work as normal for the placement picker once you have the new polys added. The relief I can redo once you go the base looking how you want, and go the centers/polygons for any adjustments, I can crop that part of the relief and change it to match whatever you put together. :)
@black_elk Right Arm :muscle: Hope to be done by tomorrow. Unless I go all red bull lol
Thanks
Hmm … I do the new baseline and polys, that takes me back to ground zero ? I’ll lose all the new stuff ? I got 41 boxes and they take me about an hour each. Well, I’ll try it.
yea i’ll just start over with the latest. Won’t have to mess with the southern boxes that way either.
Got the layout figured, so it’ll go faster this time :)
@Black_Elk restarted from scratch. Sadly, I hit a bump. :(
Army Group Centre wont poly at all. AG North and Waffen 4 won’t either, although they have polygons.
I clicked on all the little TTy fragments and the SZs they were in and well … Here’s latest at git if you would take a look.
https://github.com/beelee1/global_40_expansion_uhd_boxes
I’ve gone through it a half a dozen times. Gonna try one more and then try a new one. Box that is lol
I tried to do the German block all in one and then divide so 160 would be done in one whack.
Guess i better do one at a time again. 160 seemed ok. Just divide one at a time after that.
I get one error on centre saying 4354. It should be 4355. Maybe thats messing it up ?
But the two next to it work.
Anyway, if you’d take a look would be appreciated :)
Edit
Here we are in poly mode. Only centre won’t light up.
But AG North and Waffen 4 don’t work either and they are high lighted.
Well next one worked lol
ok got everything but centre to fire
For some reason the xml whacked out and went somewhere else lol
Got russia done. Centre the only problem child so far, so just gonna keep rolling and bring him into line later.
I can see from the highlight in your Polygons step that the baseline boxes you’re trying to add haven’t been emptied of the black pixels from the older base/polygons. Basically it needs to be displaying those boxes filled with white for each rectangle in your base. You can try to stitch those smaller sections together with the shift-click in the poly step like you’ve been doing, and that may appear like it’s giving you what you want, but the actual baseline needs to be modified to ensure that you aren’t assigning duplicates entries or winding up with vestiges of those older lines, like where the polys are overlapping. Right now some stuff from the older image is still in the base, so it’s hanging you up when you go to reassign or change the coordinates for those shapes. The highlight in the polygon grabber is showing stuff based on where your black pixels are located in the base, since that’s how tripleA knows what to grab, like where the borders are. That’s defined by whether the pixel is black, white or something else, in the base image you load up initially.
I think I can see what you’re after. If you’ve already made the entries in the xml for the names and ownership those should still work fine, I’m guessing that’s the time consuming part, since grabbing the poly’s/centers should be pretty fast, unless something is going haywire with your base, which seems to be the issue here. Essentially you just need to create a baseline that’s going to match more or less exactly what you want to see ultimately displayed, so you can see that stuff while within the map creator tools when doing the polygon grabbing step. So that the right stuff is highlighting red/yellow. Shoot me an email or a DM, I’m sure we can this sorted for you.
:)
@black_elk Having a some trouble. The Base had a couple lines that didn’t go all the way through and a couple others that did that shouldn’t. I extended the missing ones and painted white on the others but it throws that “can’t grab common problem anti-aliasing” error.
I manually added some polys and place to get it too fire. I got some other screwed up stuff too as you can see :) I thought I could save a poly batch then go to another. Did all the SZs and Quebec at the end but some worked, some didn’t.
Some of the stuff didn’t have a name. I guess that was just the Arctic part, but I don’t know how to save those or if I need to.
Here’s current where trouble is
Here’s where the lines didn’t get drawn all the way
Heres a couple that I tried to paint over
The one above Scotland, Norway and Finland. Basically I had every thing 100, 200, 300 and 600 sizes. I may have fckd up tho lol
I’ll take a look at 2.6
Also the one at 600 needs to go too. Above Quebec Island
Right Arm :muscle: that new base worked like a Champion @Black_Elk
The only trouble I currently have is trying to get the 113 SZ overflow to show right.
Bessarabia and W UKR I was able to add to the originals like islands. SZs must be different. Idk. I made SZ 113 Flow a separate SZ and was just gonna give it same connections but it’s still showing white.
The name shows up and i haven’t done any connections yet, but for relief purposes it’ll be ocean.
I gave the Timetable to Changer as i didn’t know what else todo. So It’s color is Neutral. Idk if you can maybe use the top half of Captains Box for relief ?
We only go 3 deep. Or maybe an original Elkstar :) background ?
Also are two dead spots I was thinkiing maybe “UHD” and then for the bigger one “Global 40 Expansion” for decoration. Maybe with some Leader dudes in the background ? Underneath or behind or however it goes lol
Anyway gonna reup to git directly be back in a bit
Here’s latest git https://github.com/beelee1/global_40_expansion_uhd_boxes
@Black_Elk heres the two dead spots. Timetable in between
@VictoryFirst I was thinking for the timetable we could go with a round token. E 40 L40 etc… make one plain and one maybe red or not full on fire engine but enough to tell the difference at a glance. I can then trigger the red one to show up for that turn.
Also will need names. I will post a list. You can tell where they go by hovering on box. Army Group probably go all one line. LMs probably stack. Well w/e you can see whats up lol
If you’re up for it. :)
Idk what font we ended up with. Probably just match as best you can or use what you think looks best :)
I gotta do the xml stuff now. That’ll take a bit.
Getting closer though :)
so with the details turned off you can see the lines are correct
I was just buzzing with relief on lol
Looks like that Uboat trying to be sneaky :)
So @Black_Elk just to clarify on timetable, I’m gonna use actual units there as I made them TTys and Changer is Allied to everybody, so we would just need some sorta background. Not the actual units as in Captains example
@VictoryFirst heres the list of Names. I think I’ll change UK TG to UK Tank.
1st Desert
3rd Panzer
3rd Waffen
Army Group South
Army Group Centre
Army Group North
1st Waffen
1st Panzer
2nd Waffen
4th Waffen
2nd Panzer
1st Corps
1st Tank
2nd Corps
2nd Tank
3rd Corps
LM 1
LM 2
LM 3
LM 4
LM 5
LM 6
LM 7
LM 8
LM 9
LM 10
1st Army Group
2nd Army Group
UK Desert
UK TG
USA Desert
1st USA Tank
2nd USA Tank
USA Army Group
Edit
You should be able to Name however you want and then that name can be given these names in the decorations and they’ll show up. (the ones you make) We don’t need names for the timetable as the image will always be present
Edit
Also need Total War for timetable and a Heavy Bombers. Maybe a couple others i can’t remember lol Oh Pacific Ships