No worries! I went through all this trying to figure out how it works too. It’s just not a particularly easy thing to get the head around.
That’s a wild image! I can tell what’s going on though, what happened was that you placed the dark blue reliefTiles I made you for the regular World War II Global map, but must have placed em in the UHD World War II Global maps folder.
Those are different maps with different baselines (different dimensions for the map and different polgyon shapes in the UHD compared to the regular one by Bung). The reliefTiles folder is purely cosmetic and paints on top of the baseTiles. In this case you’re seeing the what it looks like when they’re mismatched hehe.
To use the UHD Global with a similar visual vibe, I’d need to make you some reliefTiles for that one. Here let me do that real quickly just so you can check it out.
Ok here, do the same thing you did before, except this time use these reliefTiles for the UHD. I have them already broken into the tiles, so you’d just need to swap the reliefTiles folder there in the UHD map.
https://drive.google.com/file/d/1YEpjVNHicIl3k-NGiSSkOvaWVpzY2RRP/view?usp=sharing
Should give you something that looks like this…
darkviewUHD.png
darkviewUHDzoom.png
Then you can adjust the National HEX colors to match the darker vibe for the land territory paintjob.
Here is the same relief a reconstructed large image, in case you want to modify it. I might have gone a bit dark for your taste.
https://drive.google.com/file/d/1hphEfxTPstUBgdKYqXLXk88yJPRONhhK/view?usp=sharing
All the colors key off each other, since our perception of color is always relative to the other colors nearby, so the HEX colors for the land paintjob may appear quite different depending on which blue you use for the ocean. Tricky part is usually just finding a color for the border blue that will hold to max zoom out, without too much dancing or the lines disappearing when it scales out to the max.
Going very dark you’ll lose a fair bit of contrast in the mids. What I would do probably is switch the label graphics for the sz zone numbers or convoy graphics to be brighter maybe. Or alternatively you could just play around with the blues till you got one you like.
To carry the color over into the minimap, the image file to adjust is the one called smallMap. It’s basically just a color swatch with a little ice at the top for the unassigned arctic tiles.
You can fine tune it if you want, I usually do this by bringing the baseline and the relief into GIMP, then using the baseline to make selections on the relief by using the color select tool and then switching between layers once the selection is made. Then you can control only the stuff that’s happening in the sea zone tiles, while ignoring the stuff on land. Another thing I might try is to expand just the fade around the continent contours, so it will match the thickness of the sea zone boundaries. So you’ll notice the lighter blue line appears thicker in the ocean, because it’s painting light blue on both sides of a black 1px zone boundaries, whereas the transition from land to sea only paints that blue on one side of the line. Has the effect of making the contour lines for the continents appear thinner when zoomed out. Anyway I can show you how to do that or change the border effect once you know what sort of blue you want, then switch those labels to key off it slightly lighter rather than darker for the sz numbers and such.
ps. the unit graphics for the UHD and regular global are interchangeable, so you can swap them out for either game and should work. The place on the 54px scale units will be a little different if used on the smaller map, they’ll crowd, but you can use the regular 48px unit in the UHD map, upscaled at 125% in the unit view in tripleA 2.6 they will appear somewhat smaller but still works. I haven’t made the rail pattern for it yet, just has the topo, but one could do a different fill if trying to get a different sort of look going. The revised board had a pretty simple pattern for the land TTs, like just a couple graphic design elements, the color fields there were sorta just a uniform color painting over the ground tiles. To achieve something similar you could just collapse the topo completely and have the colors instead pass through like a 50% mat gray at half opacity or something. Then use whatever units you prefer for it.
If you can get the relief that relief to work for you, I can show you a simpler way to control the blues. Basically it’d work by changing the blue in the baseTiles color first and then changing the ocean area in the relief to a semi transparency, so the baseTiles undercolor will show through. Right now it’s quite bright in the basetiles for the default, so I just covered them over completely with the example relief, but basically you could control how light of a blue you want the color pop to be around the sz borders in a few different ways by changing the baseline color which is a single color edit, but you have to use a program like Photoshop GIMP or Paint etc. It’s more just finding the right blue for what you’re after and then kinda keying off those colors to get a more subtle line going in the Relief. Basically just so the 1px baseline doesn’t disappear against a dark background. Once you get something up and running it’s easier to tool around and see how the edits will visualize when you change the colors around. I made a couple sample baselines, this one might work for a revised style baseline color, then we just kinda knock the ocean area into a transparency that lays on top of the darker color.
https://drive.google.com/file/d/1n4SZ8fSesWUm5_hpDkQKVi87R_RYFkY3/view?usp=sharing
You can see it’s a lot darker than the current baseTiles in the UHD, and then I could just make the ocean stuff transparent over that. Currently it’s at full opacity now for the ocean area. Once you know how to run the image tile breaker map creator tool for the reliefTiles and baseTiles it’s easier to switch stuff around I can just send you a base with darker blue and a relief to match that blue and should be simpler to edit.