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    Posts made by TMTM

    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Stoney229:

      @TMTM:

      @Stoney229:

      @TMTM:

      I’ve finished the first version of my module. Its based on the modules of Funcioneta and Stoney229… what I did was make the map bigger and put all the NO’s on their own chart and the artwork is different as well. Give it a try and let me know of any improvements or fixes it needs… I’m also providing a link to the Paint.net source files… you just need Paint.net which can be found at www.getpaint.net

      You will notice a few differences… like damage… you’ll need to use the damage icon toolpeice to do damage… this is done to prevent overdamaging. Anyway feel free to use the source files and make the artwork/module better or let me know what you’d like changed.

      TMTM’s G40 Alpha2 module http://www.axisandallies.us/T40beta1.zip

      The source files http://www.axisandallies.us/T40gimsourcefiles.zip

      how would there be overdamaging?

      Hey Stoney! A player at AAMC.net who asked me to build this module told me that you can over damage the UK/Scotland with zones 119 and 109. If you put 8 damage in z109 it will do the max damage allowed to the 2 combined but if you also add 2 damage to z119 it ends up damaging you 10 when the limit is 8… thats what I was told

      Hmm I see never noticed that before since Pacific does not have anywhere with 2 convoy zones touching the same territory.  That needs to be fixed, b/c it can happen a few places on the europe map.

      Someone asked me about this again… so I went search for the official answer… and I guess my source is wrong. Read here: http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4964

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @questioneer:

      Having some trouble.  Got the 8.0 edition with TMTM’s AA50 colored map.  My partner can download my maps, but I can’t load up his.  Does the map have to be in the T40 folder or something.  Help. :-(

      they have to have been created with the same module… meaning that each of your module are in the same folder such as “T40.gim” the map file tells abattlemap to open the save map using a specific module found in a specific folder. Also try closing abattlemap and reopening it or rebooting.

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Sgt.:

      I wonder if it’s possible to have the image scroll continuously around the map. Always annoying transferring troops from EUS to WUS.

      that will have to be an idea for a future version of Abattlemap

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Stoney229:

      @Sgt.:

      Just had a thought Stoney. I made some changes to TMTM’s mod using the Sektor Editor inside Battlemap. When I open the sektorinfo text document it still has the old titles. Could that be an issue?

      that won’t be the issue - abattlemap doesn’t actually use the text document.  However, someone should probably make a text document from the .SEK so that it is consistent for anyone who wishes to, say, edit the IPC value locations.
      @Stoney229:

      To use rsek.exe to create a new SektorInfo.txtN file out of an existing SektorInfo.sekL file, type “rsek.exe SektorInfo.sek > SektorInfo.txt” (no quotes).  SektorInfo.sekL will remain in your folder and a new SektorInfo.txtN will appear.  Note that the required “>” between the source and destination files is unique to this tool.

      This is a really good map, and much like the one I was working on but probably better!, and I have had a lot of stuff come up that I’d really prefer to spend my time on so I think I will be abandoning my own module project.  A couple ideas I had that you could incorporate if you wanted to-

      IPC values printed on the map (in a way that looks better and is less tedious than the plain and white-on-blue of the program’s IPC value display option)

      putting the “board” on a “table” with pieces, etc.  This could look really nice if you have all the pieces and stuff spread out on the table, but more importantly it provides a function I’ve always wanted: the ability to put the floating windows on the edge of the big window and “scroll” past the map so that you don’t have to move the floating windows to see the edge of the map.  However, you have this function is almost in your map anyway because you have the dead space in the upper right.  Also, if you made this area black on the sektorinfo.bmp/.MAP, people could use it a like a mobilization zone to plan out their purchases and/or a task force gather zone if they want/like.  You could also do this with the area in the upper-right (if you make it black in the sektorinfo.BMP/.MAP).  if you wanted to do this, it should probably be released with the next module that includes the next official version of the rules/NOs that everyone would be downloading as it would have to be a new module entirely anyway (incompatible with this one).

      example:

      Thats a great idea to have the off board area to set the tool bars so they aren’t covering anything. I hope you won’t abandon your module… I was looking forward to seeing it… I assumed yours would be same size as Func’s and offer something unique… you could offer up the source files and let others forward it. Well you do get a lot of the credit for this module T40.gim… its all based off your work and Func’s.

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Stoney229:

      @TMTM:

      @Sgt.:

      @TMTM:

      If you made a replace Map.bmp and want to share it with others… I’ll be glad to host it and put it for download in the Skins section.

      I’ve been learning Photoshop for a an A&A set that I’m building and figured I would practice my skills on your Alpha 2 map. I added texture, changed the board colours, redid the top and bottom chart, and messed around with the unit colours.

      You can download it here: http://www.mediafire.com/?nux5db42xbnh827.

      Just paste the contents of this new T40 folder into the existing one. Make sure you change the name of your existing Map.bmp file in case you want to switch back. I didn’t change all of the files, but did update the ToolPieces, BigPieces, and sector info from ABattlemap. I just included the whole T40 folder for ease.

      I’ve also included a version of the map with no terrain in case you find all those beautiful textures distracting  :-)

      And thanks for creating the Alpha 2 mod TMTM! Makes using the new NO’s much easier.

      Holy smokes! This is awesome! I recommend everyone try this out. It’s packed as a complete module… so it will overwrite all the files in T40.gim… if you have already been using this module and have made custom changes to it… you’ll want to back those up first.

      I tried it, and it was the first time I’ve downloaded your T40 module…. it crashes on me after a while.  anyone else have this problem?

      I’ve had no problem with it… when I have abattlemap open more then once… sometimes the 2nd copy open won’t work right… maybe a memory issue.

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Sgt.:

      @TMTM:

      If you made a replace Map.bmp and want to share it with others… I’ll be glad to host it and put it for download in the Skins section.

      I’ve been learning Photoshop for a an A&A set that I’m building and figured I would practice my skills on your Alpha 2 map. I added texture, changed the board colours, redid the top and bottom chart, and messed around with the unit colours.

      You can download it here: http://www.mediafire.com/?nux5db42xbnh827.

      Just paste the contents of this new T40 folder into the existing one. Make sure you change the name of your existing Map.bmp file in case you want to switch back. I didn’t change all of the files, but did update the ToolPieces, BigPieces, and sector info from ABattlemap. I just included the whole T40 folder for ease.

      I’ve also included a version of the map with no terrain in case you find all those beautiful textures distracting  :-)

      And thanks for creating the Alpha 2 mod TMTM! Makes using the new NO’s much easier.

      Holy smokes! This is awesome! I recommend everyone try this out. It’s packed as a complete module… so it will overwrite all the files in T40.gim… if you have already been using this module and have made custom changes to it… you’ll want to back those up first.

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Emperor:

      @TMTM:

      @questioneer:

      Did you use the actual “convoy ship damage” marker on the toolbar???- that is new.

      right… ships themselves dont do the damage like the other module… you need to place the burning transport icon in the seazone and also be set at war on the whos at war chart

      Ok, thanks, that was the problem.

      If you made a replace Map.bmp and want to share it with others… I’ll be glad to host it and put it for download in the Skins section.

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @questioneer:

      Did you use the actual “convoy ship damage” marker on the toolbar???- that is new.

      right… ships themselves dont do the damage like the other module… you need to place the burning transport icon in the seazone and also be set at war on the whos at war chart

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Emperor:

      I applied the new AA50 Colors to the map, which looks great btw, but now it’s not calculating convoy damage, did I miss something?

      Did you only edit the Map.bmp? Maybe you can email it to me… private message me… I’ll take a look at the Map file… which source files did you use? Did you try the new source file that has everything all in one?

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @mantlefan:

      I think I downloaded 2 days ago, it says version 1.

      http://www.axisandallies.us/T40v2.zip try this one, some errors still exist… check your list of errors and let me know whic hare still not right. Thanks

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @mantlefan:

      @TMTM:

      @Geist:

      It looks like the map only gives Japan 9 IPC for it’s NO of not being at war with the USA.

      that might be an error, you can fix it yourself for now… click on File and Sektor Editor and then click on the NO box and in the Sektor Editor window… IPC’s All… change the 9 to 10 and click Save and click Save SektorInfo.sek also and then close it. :)

      This didn’t work for me, I tried it both when the game was open and also when it wasn’t. I click on “Oil” but I never see any numbers to change.

      Similar problems exist with
      Germany’s Egypt NO 3 instead of 5
      Soviet’s Berlin 9 instead of 10
      Soviet’s Japan Treaty 9 instead of 12
      Japan’s USA Peace 9 instead of 10 (as was mentioned)
      Japan’s Soviet Treaty 9 instead of 12
      USA’s Continental 9 instead of 10

      when you click New… what version # is your module?

      posted in Software
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @ghr2:

      there is a few glitches with the NO calculations, Iraq’s pro axis flag, and BCO’s IPC value.  That’s what I see wrong straight up.

      This is with Version 2? I just updated it last night… just to make sure. Which NO’s have problems?

      Bco should be worth 1 ipc per the Alpha+ .2 rules: 6. IPC income from West India (2) now goes to Calcutta.
      IPC income from British Columbia now goes to London.
      Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom Europe now makes 28 IPCs

      Confirm you have version 2 and if the problems are still there and give me details on each if you can.

      Edit: I see what you mean about Bco… there is no ipc value text on the map… ok i fix it.

      posted in Software
      T
      TMTM
    • RE: 1939 Map

      I noticed this map is based on the global war variant and that you used solid colors… I recently made a new module for abattlemap for the A&A Global 1940 http://www.axisandallies.org/forums/index.php?topic=22555.0

      In it I used the same color scheme as Axis & Allies Global War, I had to figured out how to do it and I kinda did… so I thought I’d share the process with anyone wanting to do the same:

      How to make the textured colors in Axis & Allies Global War Variant

      Using Paint.net, which can be downloaded at www.GetPaint.net

      First I click New and size the new canvas as 60 x 60 pixels (we are creating an image which we’ll use later to fill the area’s of your map)

      Select the base color and use the paint bucket to fill the new 60 x 60 canvas

      Click on Effects – Noise – Add Noise and just adjust the intensity… I did around 25, but experiment for yourself.

      Click on Effects – Blurs – Average Blur and set the radius at 3

      Now our 60 x 60 image should look like the textured color we desired.

      Save it as mynewcolor.bmp

      Now the area on your map that you want to fill with your new textured color, you’ll need to get a plugin for Paint.net. found here http://www.sapphireonline.com/Downloads/PhotoFloodFillPlugIn.zip and just unzip it to the default C:\Program Files\Paint.NET/Effects folder and close and reopen Paint.net

      Now with your map open, use the Magic wand and select the area you want to fill with the new color. Then click on Effects – Photo Flood Fill and for Photo File name we are going to use the file we just make mynewcolor.bmp and click ok and now your map will be filled with that color.

      How to make waves like in Axis & Allies Global War Variant

      I just used Effect – Object – Drop shadow and settings 0’d the blur and only adjusted widening. You might see waves on the land area… no worry… you need to use layers for each wave and the land color layer should be on top of the wave layers and will cover the waves on the land. I also recommend that on the layer you’ll use to make wave that that layer only have the lines you’d like to add waves to… remove all border lines etc so it doesn’t add waves to those etc.

      Tip: Always use the duplicated layer, so your not adding effects to your outline layer, always save the original outline layer for other effects.

      I use these in my recent module for A&A Global 1940 module at http://www.axisandallies.org/forums/index.php?topic=22555.0 where I have the source files for download and you can see how I used them.

      posted in Global War
      T
      TMTM
    • RE: Global War 1940/41

      I recently made a new module for abattlemap for the A&A Global 1940 http://www.axisandallies.org/forums/index.php?topic=22555.0

      In it I used the same color scheme as Axis & Allies Global War, I had to figured out how to do it and I kinda did… so I thought I’d share the process with anyone wanting to do the same:

      How to make the textured colors in Axis & Allies Global War Variant

      Using Paint.net, which can be downloaded at www.GetPaint.net

      First I click New and size the new canvas as 60 x 60 pixels (we are creating an image which we’ll use later to fill the area’s of your map)

      Select the base color and use the paint bucket to fill the new 60 x 60 canvas

      Click on Effects – Noise – Add Noise and just adjust the intensity… I did around 25, but experiment for yourself.

      Click on Effects – Blurs – Average Blur and set the radius at 3

      Now our 60 x 60 image should look like the textured color we desired.

      Save it as mynewcolor.bmp

      Now the area on your map that you want to fill with your new textured color, you’ll need to get a plugin for Paint.net. found here http://www.sapphireonline.com/Downloads/PhotoFloodFillPlugIn.zip and just unzip it to the default C:\Program Files\Paint.NET/Effects folder and close and reopen Paint.net

      Now with your map open, use the Magic wand and select the area you want to fill with the new color. Then click on Effects – Photo Flood Fill and for Photo File name we are going to use the file we just make mynewcolor.bmp and click ok and now your map will be filled with that color.

      How to make waves like in Axis & Allies Global War Variant

      I just used Effect – Object – Drop shadow and settings 0’d the blur and only adjusted widening. You might see waves on the land area… no worry… you need to use layers for each wave and the land color layer should be on top of the wave layers and will cover the waves on the land. I also recommend that on the layer you’ll use to make wave that that layer only have the lines you’d like to add waves to… remove all border lines etc so it doesn’t add waves to those etc.

      Tip: Always use the duplicated layer, so your not adding effects to your outline layer, always save the original outline layer for other effects.

      I use these in my recent module for A&A Global 1940 module at http://www.axisandallies.org/forums/index.php?topic=22555.0 where I have the source files for download and you can see how I used them.

      posted in Global War
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      How I make the textured colors in Map.bmp

      Using Paint.net, which can be downloaded at www.GetPaint.net

      First I click New and size the new canvas as 60 x 60 pixels (we are creating an image which we’ll use later to fill the area’s of your map)

      Select the base color and use the paint bucket to fill the new 60 x 60 canvas

      Click on Effects – Noise – Add Noise and just adjust the intensity… I did around 25, but experiment for yourself.

      Click on Effects – Blurs – Average Blur and set the radius at 3

      Now our 60 x 60 image should look like the textured color we desired.

      Save it as mynewcolor.bmp

      Now the area on your map that you want to fill with your new textured color, you’ll need to get a plugin for Paint.net. found here http://www.sapphireonline.com/Downloads/PhotoFloodFillPlugIn.zip and just unzip it to the default C:\Program Files\Paint.NET/Effects folder and close and reopen Paint.net

      Now with your map open, use the Magic wand and select the area you want to fill with the new color. Then click on Effects – Photo Flood Fill and for Photo File name we are going to use the file we just make mynewcolor.bmp and click ok and now your map will be filled with that color.

      How to make waves like in Axis & Allies Global War Variant

      I just used Effect – Object – Drop shadow and settings 0’d the blur and only adjusted widening. You might see waves on the land area… no worry… you need to use layers for each wave and the land color layer should be on top of the wave layers and will cover the waves on the land. I also recommend that on the layer you’ll use to make wave that that layer only have the lines you’d like to add waves to… remove all border lines etc so it doesn’t add waves to those etc.

      Tip: Always use the duplicated layer, so your not adding effects to your outline layer, always save the original outline layer for other effects.

      I use these in my recent module for A&A Global 1940 module at http://www.axisandallies.org/forums/index.php?topic=22555.0 where I have the source files for download and you can see how I used them.

      posted in Software
      T
      TMTM
    • RE: Global War 1940/41

      Cancel that - I found the rules in Pacific about China, sorry

      @Deaths:

      @TMTM:

      How does China work? The ipc values… who gets the ipc money and how are Chinese units built and how many etc?

      The US Collects it $9 at game start.
      Chinese Units are built x2 from the Factory and 1 inf. on the Burma rd.

      Thats how we play it.

      :-o :-o :-D :evil: :mrgreen:

      Wow this thread has been Pinned.  Cool
      thanks

      Thanks, So Szechwan is the factory? and can build x2 the ipc value of Szechwan and 1 inf on the Burma road. Do you take cash from the USA to build the units in Szechwan and do you mean you get 1 free inf if the burma road is open? Sorry to keep asking questions :)

      posted in Global War
      T
      TMTM
    • RE: Sgt. Wonko's & TMTM's 1940 Global Module for Abattlemap

      @Geist:

      It looks like the map only gives Japan 9 IPC for it’s NO of not being at war with the USA.

      that might be an error, you can fix it yourself for now… click on File and Sektor Editor and then click on the NO box and in the Sektor Editor window… IPC’s All… change the 9 to 10 and click Save and click Save SektorInfo.sek also and then close it. :)

      posted in Software
      T
      TMTM
    • RE: Funcioneta's 1940 Global module

      @Cmdr:

      I wish I hadn’t written over the 1941 Anniversary and 1942 Anniversary start files……/sigh

      just ask someone who you know has the copy you wanted to email it to you :)

      posted in Software
      T
      TMTM
    • RE: Tutorial for Creating ABattleMap Modules v1.0

      Is there already a post/forum for discussing future idea’s for abattlemap development? Any I always think of idea’s while laying in bed at night hehe.

      How about being able to make different sized units on the same toolbar… of course they’d all be the same height, 9 pixels… but be able to adjust the length for ships would be cool… make it all adjustable from the UnitStats.txt by adding another set of digits for abattlemap to read when it loads the module… each unit would have a size setting.

      How about having Zoom in/ Zoom out… being able to adjust the view of the map… not sure if it can be done but sounds cool.

      How about adding tabs to the map file… so you can save a whole game into one file and be able to click thru the turns.

      How about able to add an info sting to the InfoView, I would add Cash… and on my cash/sektors on the map I would program it to show the cash on the InfoView as well so you don’t have to scroll back to go see… just look at the Infoview.

      How about a text tool to add text or text boxes to the module or notes to the map file

      We have Toolpeices and BigPeices, how about adding a 3rd CustomPeices: Have a CustomPeices.txt which is where the module maker edits its specs… so we can make larger and longer toolpeices of multiple size on one toolbar

      How about a dice roller inside the program and saves the uneditable results to the AAM file… it could work… as long as no one gets pretty and edits the source code to give themselves favorable results hehe

      Able to move a whole stack of units with one click etc or partial stack.

      We now have the Sektor Editor… how about a tool to edit the area of the sektor and saves it to the SektorInfo.map file for quit fixes etc… like a paint brush… just paint where you want the sektor to be.

      A hilighter tool… kinda like paint brush… maybe it would work like a layer that can be delete once the other user/s review what the other player hilighted.

      emailer, be able to add players emails to the abattlemap and from the top… like next to View… would be Email… it would auto attach the map file and have a message box and send button… and the option to add multiple receivers (emails)

      How about a Fleet peice… that you can stack units on… and all you have to do is move the Fleet peice to move all the navy units in one seazone… maybe also for land units?

      I’ll add more later

      posted in TripleA Support
      T
      TMTM
    • RE: Tutorial for Creating ABattleMap Modules v1.0

      Section Q: The hexadecimal number system

      I was just browsing through to see whats new… reading up on the how Hexadecimal works… too much for my brain hehe So I went looking for a converter:
      http://www.ascii.cl/conversion.htm

      posted in TripleA Support
      T
      TMTM
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