Thanks to everyone for the great advice so faron my learning VASSAL by
doing a REDS! module, and to Mark Simonitch for the kick-butt
graphics!  The map is just too cool! (See the screenshot on the
Modules page.)  I'm putting a very, very early version up, in the
hopes that some of you can pull it down and comment on it so far.  A
few things I'm interested in hearing about:

- In the Pieces menu, under AFSR, there are two different styles of
counter art.  One, such as the Kornilov piece, is a graphic taken from
an earlier Cyberboard module by a different author.  The other, like
the 1 Don piece, is a scaled image taken from the original game art
(thanks again, Mark!)  I'm concerned about the blurriness, but still
think the overall look is better with the real art.  You may notice,
with say the 1 Garrison piece, that I could do a text label that shows
up on the mouse over viewer to help with IDing pieces.  Any thoughts?

- I did the map grid and all the little turn tracks and holding boxes
with a multi-zone map.  Does it look like I did this the right way?
Should I cut out the graphics for those tracks, make another map for
them as Brent suggested?

- Any structural no-no's I'm committing without realizing it?

Thanks in advance for all your advice and help!

Randy...

On 7/10/06, Brent Easton <[EMAIL PROTECTED]> wrote:
>
> >Here's a sample of what I'd likely ask: There are a number of holding boxes
> >and tracks on the map, most of which is covered in a hex grid. But I'm
> >having little luck figuring out how to make the boxes on the tracks into
> >cells into which counters "snap" as they do in the hexes, and how to make
> >the holding boxes "free-form" areas where things can be arranged as players
> >see fit.
>
> Hi Randy,
>
> There are several ways to handle this:
>
> 1. Move all of the holding boxes/turn track off the map and into their own 
> windows, you can then set a rectangular grid specifically for each window.
>
> 2. Leave them on the map, but use a Multi-zoned grid and Zones with sub-grids 
> to give each track/box it's own grid. Create a multi-zoned grid on your map 
> instead of a hex grid. Then, under the multi-zoned grid, define your hex 
> grid. This defined the default grid for the map. Then, for each track/box, 
> create a zone and draw the zone over the top of the track/box. Then, under 
> each zone, define a new grid (or no grid for free-form movement) that applies 
> just to that zone. Move the Zone above the default grid in the list of 
> components and it will take precedence over the default grid. You can also 
> draw a large zone with no grid that masks off all of the offmap areas and 
> name it 'Offboard' or 'Offmap' and hav it as the last zone before the default 
> grid.
>
> NOTE - with this approach, you should not use VASSAL to actually draw any 
> grid lines, it becomes too innefficient - merge grid lines into your map 
> images.
>
> 3. A combination of the two. Personally, I always move turn tracks to a 
> seperate window where they are easy to access and I can have full control. 
> Otherwise, you have to scroll all over the place all the time to move things 
> around. Holding boxes I sometimes leave on the map, but usually move to a 
> seperate window. Depends on how much time I have to do the mod (extra time on 
> preparing the artwork etc). You could even move all of the holding boxes to a 
> single 'Holding Box' window. Or use the new Tabbed Maps feature upcoming in 
> Version 2.7 to have them all under one single button.
>
> Regards,
> Brent.
> ____________________________________________________________
> Brent Easton
> Analyst/Programmer
> University of Western Sydney
> Email: [EMAIL PROTECTED]
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>


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