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How to: Create tactical map images

11 Nov 2013, 22:18 PM
#1
avatar of OnkelSam
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Posts: 1582 | Subs: 4

How to: Create a tactical map image (video tutorial)


tactical map image example


In this tutorial you will learn how to create a tactical map image, which has the same style as the ones on stock maps.
The video tutorial will show you how to create this image using photoshop. The nomenclature of files you have to save is shown below.

The template.psd file that is used in the video tutorial can be downloaded here. It has been created using an original file from one of the stock maps, which has been extracted from the game and reformated for your use.


video-tutorial


In the video tutorial you learned how to create the tactical map image for a square map. The dimensions of the image are 768 x 768 pixels.
For rectangular maps the longest side will remain with 768 px and the shorter side will be scaled accordingly. You will have to crop the image template to the size of your original mapname_mm.tga, which is also noted in the mapname.options file.

Three files have to be saved from the tactical map image and have to be put into your map folder before exporting the map package.

1.
The tactical map image as it has been created in the video tutorial has to be saved as a 24bit/pixel .tga file under
Code
...\scenarios\MP\mapfolder\mapname_mm_preview.tga


2. and 3.
Create two copies of the previous file. Save the duplicates under
Code
...\scenarios\MP\mapfolder\mapname_mm_high.tga

and
Code
...\scenarios\MP\mapfolder\mapname_mm.tga


4.
Another copy has to be resized. Go to Image -> Image Size and make sure that "Constrain Propotions" is checked and "Pixel Dimensions" are measured in pixels. Choose the larger side with 768 px length and reduce it to 360 px. The other dimension should scale accordingly. Confirm the rescaling by hitting "OK".
The rescaled copy has to be saved under
Code
...\scenarios\MP\mapfolder\mapname_mm_low.tga


That's it. You can now re-open your map in Worldbuilder and export the map as .sga using "File -> Export Package"
12 Nov 2013, 18:40 PM
#2
avatar of OnkelSam
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Seb
12 Nov 2013, 19:42 PM
#3
avatar of Seb
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Posts: 3709 | Subs: 2

This is still such a pain to create... :( Thanks for sharing and explaining !
13 Nov 2013, 00:59 AM
#4
avatar of WhiteFlash
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14 Nov 2013, 23:35 PM
#5
avatar of Skajellafetty

Posts: 59

OK I figured it out after I just now (doh) saw the "Worldbuidler BASIC information" thread.. lol ... it was the nomenclature in the step by step on THIS thread that didn't have (in the example) the "_mm" in the low/high file names.... I guess coh2 was then looking to the bigger file for the minimap and therefore was off.... so to be clear, you must have the _mm in there for low/high files, and then make sure you do check inside the "options" file with notepad (in your project scenario (sgb) folder) after you create all your images & make sure the minimap pixel size is correct to that of the pixel size of the "_mm_low" .tga file... which is to say the bigger of the 2 dimensions is 360 & whatever photoshop made the other one.
15 Nov 2013, 06:16 AM
#6
avatar of OnkelSam
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i am sorry i forgot the _mm in the nomenclature. fixed now
15 Nov 2013, 10:43 AM
#7
avatar of Ztormi

Posts: 249

Where did you get the summer/winter backgrounds? Shopped yourself?
15 Nov 2013, 16:24 PM
#8
avatar of OnkelSam
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Posts: 1582 | Subs: 4

as it says in the tutorial, i extracted them from Relic stock maps. Not done by myself. I only deliver the instructions.
15 Nov 2013, 20:04 PM
#9
avatar of Skajellafetty

Posts: 59

i am sorry i forgot the _mm in the nomenclature. fixed now


Oh now now, my good man Sam! No worries! You've done waaaay more than enough to help with this. (but keep it up ... lol)
14 Dec 2013, 08:36 AM
#10
avatar of OnkelSam
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Updated the first post to account for the recent changes regarding image orientation.
15 Dec 2013, 03:51 AM
#11
avatar of Srinidhalaya

Posts: 357

Updated the first post to account for the recent changes regarding image orientation.


The rescaled flipped copy has to be saved under


This should no longer be considered flipped, correct?
15 Dec 2013, 11:27 AM
#12
avatar of OnkelSam
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Posts: 1582 | Subs: 4

missed that one, thanks
26 Dec 2013, 16:24 PM
#13
avatar of KawwaK

Posts: 4

My preview image works right in game but it is flipped in the workshop page. Any clue why?
27 Dec 2013, 09:41 AM
#14
avatar of OnkelSam
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Posts: 1582 | Subs: 4

the workshop is probably not updated, yet. ingame is what counts.
27 Dec 2013, 15:45 PM
#15
avatar of Qvazar

Posts: 881

What is the reason behind having 3 copies of the same image, _mm, _preview and _high?
Are they used in different places? Where?
28 Dec 2013, 18:55 PM
#16
avatar of Brummbær

Posts: 59

jump backJump back to quoted post27 Dec 2013, 15:45 PMQvazar
What is the reason behind having 3 copies of the same image, _mm, _preview and _high?
Are they used in different places? Where?


If you don't add those the game will use the standard map for all purposes. I wonder why I should create them. They only inflate the sga-file.
8 Jan 2014, 19:02 PM
#17
avatar of DrunkinGambit

Posts: 150

Thank you very much for this tutorial. I found it very easy to follow your instructions. Knowing PS well also helps.
11 Jan 2014, 21:19 PM
#18
12 Jan 2014, 08:08 AM
#19
avatar of Asman

Posts: 192

Hey guys Photoshop It's obligatory for Create The Tactical image ?
12 Jan 2014, 16:12 PM
#20
avatar of Brummbær

Posts: 59

Gimp is a free alternative.
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