6plus1SMC Posted December 1, 2021 Share Posted December 1, 2021 Hi I am in the proces of making my first scenario to CM in this version. I did make scenarios earlier for ASL and the earlier CM-version. I DL'ed the Official-Briefing-Graphics-Templates-CMFI_3 and I am learning Gimp as I go. But I am having trouble with the briefing graphics. In particular with the operations map - the file IS 702x224 PX but it still looks like this. ( see attached) I have tried to make the picture wider - no luck. I still get the discolored part to the left. Best regards Morten Copenhagen - Denmark 0 Quote Link to comment Share on other sites More sharing options...
BornGinger Posted December 1, 2021 Share Posted December 1, 2021 Maybe try to open the picture in Microsoft Paint and save it again. That could possibly solve the issue. 0 Quote Link to comment Share on other sites More sharing options...
6plus1SMC Posted December 2, 2021 Author Share Posted December 2, 2021 12 hours ago, BornGinger said: Maybe try to open the picture in Microsoft Paint and save it again. That could possibly solve the issue. Thank you BornGinger - that fixed it. Sometimes simple solutions is the way to go Best Regards Morten 0 Quote Link to comment Share on other sites More sharing options...
BornGinger Posted December 2, 2021 Share Posted December 2, 2021 I've had similar things happen to me with .bmp pictures in the editor, so I thought that Microsoft Paint would save the day for you. 0 Quote Link to comment Share on other sites More sharing options...
6plus1SMC Posted December 2, 2021 Author Share Posted December 2, 2021 (edited) @BornGinger Thank you To all: Now - next problem - how to make tactical map usefull to the players? As I am not being at graphic wizard. Or should I just go by text, descriping the situation? Your thoughts are highly valued. And BTW does the equivalent of the old "provingground" still exist somewhere. The place you could get you scenario wetted with some kind (mostly) advice? Best Regards Morten Edited December 2, 2021 by 6plus1SMC 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted December 2, 2021 Share Posted December 2, 2021 "Useful" is: Own force composition and location, including where any reinforcements are arriving. Any known or suspected enemy locations (that you want the player to know about, obviously). The objectives, so that they can be parsed relative to the above A big ol' arrow. Everyone likes arrows. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 2, 2021 Share Posted December 2, 2021 An approximate schedule of VPs is often appreciated as it guides the player in how to allocate his efforts: 1 Quote Link to comment Share on other sites More sharing options...
6plus1SMC Posted December 3, 2021 Author Share Posted December 3, 2021 @domfluff Thank you for the good advice - and I like maps with arrows and positions on as much as the next guy @Sgt.Squarehead That's great inspiration right there - Thank you. Best regards Morten 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted December 3, 2021 Share Posted December 3, 2021 (edited) Windows + G give you a beautiful Print Screen Tool. With an editing program you can make a professional tactical map. Here is a guy who explains C.O.A plans. His website. Gordon Cooke - YouTube Edited December 3, 2021 by chuckdyke 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted December 3, 2021 Share Posted December 3, 2021 Various musings of mine on the subject of briefing graphics of late ... and longer ago. Graphics for soon to be released scenario: 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted December 3, 2021 Share Posted December 3, 2021 Good freebie but you need to play with it. Some learning curb. You can make a Blue vs Red mission anywhere in the world. MilitaryMap - Plan your Mission 0 Quote Link to comment Share on other sites More sharing options...
6plus1SMC Posted December 3, 2021 Author Share Posted December 3, 2021 @Combatintman Thank you - some interesting reads - it's not easy to make everybody happy, it seems. So I think I'll make a breifing in the style I would like to read myself. And have one or two more read it - in case something obvious is forgotten or very unclear. @chuckdyke Thank you for the YT video and the interesting link. 1 Quote Link to comment Share on other sites More sharing options...
BornGinger Posted December 3, 2021 Share Posted December 3, 2021 23 hours ago, 6plus1SMC said: And BTW does the equivalent of the old "provingground" still exist somewhere. The Proving Ground is gone now. What some people do is to ask on the forum for people to playtest their scenario. I'm pretty sure you'd find people who would be glad to volunteer and also would be happy to give you advices on possible changes which might make your battle more interesting. 0 Quote Link to comment Share on other sites More sharing options...
6plus1SMC Posted December 3, 2021 Author Share Posted December 3, 2021 @BornGinger Good advice - I'll risk it when I get a little further down the line in designing. I will not feature it as anything but a HtH scenario - yet - at least. I am hesitent to venture into the scripts aspects and also I feel that some HTH only scenarios is needed. I play HtH 98% of the time and having a hard time to find some good games to be played that way. best regards Morten 0 Quote Link to comment Share on other sites More sharing options...
BornGinger Posted December 3, 2021 Share Posted December 3, 2021 The AI-scripting isn't that difficult if you plan for it. One thing that helps is to take screenshots of your 2D-scenario map and copy-paste them into one picture which can be used as the image overlay picture. On this new image overlay picture you can write down the moves and actions of the AI-groups which will make the AI scripting a bit quicker and easier as you will see that info when you do the scripting. Below is an image which shows an example of what the new image overlay picture can look like. 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 3, 2021 Share Posted December 3, 2021 What did you use to make that? 0 Quote Link to comment Share on other sites More sharing options...
BornGinger Posted December 3, 2021 Share Posted December 3, 2021 (edited) If you are asking me I used IrfanView for the screenshot, Microsoft Paint to draw and write on the screenshot and imgbb.com to upload the picture. Edited December 3, 2021 by BornGinger 1 Quote Link to comment Share on other sites More sharing options...
benpark Posted December 3, 2021 Share Posted December 3, 2021 (edited) That's the system I used for the AI stuff in FR. It is my most reliable method for planning coordinated AI attacks - the castle attack in the German campaign is a good example of the AI exhibiting some sense of order while attacking due to being able to see all orders. It's akin to BornGinger's image, but with additional color-coding based upon movement lines, and additional unit symbols. The rest is very similar. I have a Photoshop template I can upload for my version of the method, if people are interested. The map is desaturated, as I just needed the terrain context for the orders. You could certainly do this with other programs, and just save it as an .bmp Overlay. The main thing you need is Layers, for moving all of the graphic stuff around, at will. The ideal solution from my perspective (with the Editor as it currently exists, without an insane amount of retooling) would be a toggle that would show all AI Plan orders on-screen at once. Color coded by AI order. No spoilers below, this is a discarded AI Plan - the Castle scenario overlay. Triggers are the lines. Edited December 5, 2021 by benpark 2 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 3, 2021 Share Posted December 3, 2021 2 hours ago, benpark said: The ideal solution from my perspective (with the Editor as it currently exists, without an insane amount of retooling) would be a toggle that would show all AI Plan orders on-screen at once. Color coded by AI order. That would be awesome. TBH the ability to see both sides' units simultaneously in a 3d Preview Mode would be great too. 0 Quote Link to comment Share on other sites More sharing options...
BornGinger Posted December 4, 2021 Share Posted December 4, 2021 3 hours ago, benpark said: Triggers are the lines. Oh, yes. I forgot to draw trigger lines on my picture in the previous post. Something that also can be of help is to mark or write down height differences on certain positions in the special editor overlay picture (called image overlay in my post above) which will be of help when one wants to have an AI-group to move to a location, like a hill, where it can have some concealment from the player's troops. This way it isn't necessary to use the E-key so much. So when one wants to see those AI movements and actions it's as easy as to use the O-key to make the overlay picture become visible below the 2D-scenario map in the editor's AI-tab. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted December 5, 2021 Share Posted December 5, 2021 Yeah I use a similar method as well - screen grab the map - annotate it in powerpoint - copy the whole lot into paint and save at as a .bmp and then bung it in the Z folder as the Scenario Editor Overlay. It saves heaps of time for the AI plan process. 0 Quote Link to comment Share on other sites More sharing options...
Double Deuce Posted December 5, 2021 Share Posted December 5, 2021 Holy Crap! It never dawned on me to add the AI/trigger information to the actual .bmp overlay, then use that for actually building everything out. You guys are genius! 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted December 5, 2021 Share Posted December 5, 2021 (edited) Slight spoiler for RT:FR German campaign below.... * * * * I call this system P.A.I.N. - "Planning Artificial Intelligence Navigator". The image above was actually the first iteration. This is more how it ended up, with missing elements like "Wait For" Trigger links added, with linkages showing in green icons (these should also have green lines between the linked forces). The 6,7,8,9 (spare order numbers) at the top show the method - each graphic element is on its own Photoshop Layer, and is drag-able across the map to wherever needed. Movement orders are drawn on (holding Shift - always a renders a straight line between two points). The Trigger graphic also had the color changed from Yellow (in the legend) to Orange, as it was getting lost in the general area the move orders occupy (the yellow areas). Numbers are the Order number. Designations with a letter and number in yellow are the AI Groups. These are placed on every move, so that it easy to see who is where, when. The yellow areas are move destinations. Now, I just use the AI Group number, as it is less visual clutter. I will probably redo this, a bit - as it would be good to have the branch symbol (NATO) displayed throughout their movement to better track who is where concurrently. Red numbers are approximate Exit times. You could also add what formation belongs to which AI order on the Unit Overlay, as it can get complex with mixed, large forces where the AI assignments are maxed out (though I/we could certainly handle another 16 AI Groups!). This system requires a knowledge of Adobe Photoshop, and use of Layers in particular. It is a good deal of work in Photoshop (less, with the template), but less work TABing through the Editor with everything relatively clear in the Image Overlay. Example (not the one above), as seen in the Editor Overlay. This example is lacking a good deal of what is seen above. Edited December 5, 2021 by benpark 2 Quote Link to comment Share on other sites More sharing options...
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