Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Woah I had no idea!!!:)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> RE: Woah I had no idea!!!:) Page: <<   < prev  1 [2] 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Woah I had no idea!!!:) - 8/26/2006 2:16:00 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
I am using Corel Graphics Suite 11. It's not free, but i don't know the price... let's say i have a key....

But 'Gimp' is a good freeware programm and can do almost everything photoshop or others can do. It's used by Bob Cross in the scenario-BMP tutorial.

_____________________________


(in reply to squidkip)
Post #: 31
RE: Woah I had no idea!!!:) - 8/26/2006 4:29:34 AM   
Dr. Foo


Posts: 666
Joined: 8/31/2004
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Telumar

I am using Corel Graphics Suite 11. It's not free, but i don't know the price... let's say i have a key....



Yes, I went outside and there in the middle of the street was Corel Paint Pro X w/ key...it's the strangest thing.


_____________________________

*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*

(in reply to Telumar)
Post #: 32
RE: Woah I had no idea!!!:) - 8/28/2006 4:40:08 AM   
JMass


Posts: 2364
Joined: 6/3/2006
From: Italy
Status: offline
quote:

ORIGINAL: Telumar
But 'Gimp' is a good freeware programm and can do almost everything photoshop or others can do. It's used by Bob Cross in the scenario-BMP tutorial.


I prefer to use open source applications but The GIMP is not only a obliged choice, it is a real alternative to Photoshop. You can find it (windows version) here: http://gimp-win.sourceforge.net/stable.html


_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection/user/JMass?own=1&subtype=boardgame&ff=1

(in reply to Telumar)
Post #: 33
More mods - 9/3/2006 4:28:35 AM   
Okimaw


Posts: 268
Joined: 4/24/2006
From: Land of the brave, home of the Cree
Status: offline
Here's a link to the mods I use. It's a mix of JMass, GJK, Peter Szabo, Teluterrain and others. If you like the pics in the AAR here's the goods

http://filexoom.com/files/15373/Okimaw%20mods.zip

()

< Message edited by Okimaw -- 9/7/2006 2:45:59 PM >


_____________________________

I have returned

(in reply to JMass)
Post #: 34
RE: More mods - 9/7/2006 10:00:54 AM   
Silvanski


Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline

quote:

ORIGINAL: Okimaw

Here's a link to the mods I use. It's a mix of JMass, GJK, Peter Szabo, Teluterrain and others. If you like the pics in the AAR here's the goods

http://www.strategyzoneonline.com/forums/downloads.php?do=file&id=1239&act=down




I downloaded it Okimaw, but the zipfile appears to be empty.....


_____________________________

The TOAW Redux Dude

(in reply to Okimaw)
Post #: 35
RE: More mods - 9/7/2006 10:42:38 AM   
dirtyharry500


Posts: 94
Joined: 10/29/2004
From: France
Status: offline
actually the file can't be recognized by unrar or unzip

(in reply to Silvanski)
Post #: 36
RE: More mods - 9/7/2006 2:39:44 PM   
Okimaw


Posts: 268
Joined: 4/24/2006
From: Land of the brave, home of the Cree
Status: offline
quote:

ORIGINAL: dirtyharry500

actually the file can't be recognized by unrar or unzip


Hmmm it's a winzip file, it should be good to go. Although I had that same problem with Veers railroad mod and winzip. If you pm me your email addy I'll send you one in pkzip format.

< Message edited by Okimaw -- 9/7/2006 2:49:14 PM >


_____________________________

I have returned

(in reply to dirtyharry500)
Post #: 37
RE: More mods - 9/7/2006 2:47:53 PM   
Okimaw


Posts: 268
Joined: 4/24/2006
From: Land of the brave, home of the Cree
Status: offline

quote:

ORIGINAL: Silvanski


quote:

ORIGINAL: Okimaw

Here's a link to the mods I use. It's a mix of JMass, GJK, Peter Szabo, Teluterrain and others. If you like the pics in the AAR here's the goods

http://www.strategyzoneonline.com/forums/downloads.php?do=file&id=1239&act=down




I downloaded it Okimaw, but the zipfile appears to be empty.....



I just changed the link directly to the file share site and tested it. I downloaded the zip and all files are there. I'm not sure what hppened there but it seems to work fine now.


_____________________________

I have returned

(in reply to Silvanski)
Post #: 38
RE: More mods - 3/24/2007 10:03:37 AM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
Still looking for ways to better customize my Vietnam scenarios I'm looking into the possibility of adding units insignias to the counters, even though the possible free space on them is very tiny (like 6x9 pixels ). Here's an example with the 1st Cavalry Division patch, turns out quite good despite the very small size. Also, I will probably use square counters in the future, instead of clipped ones, opinions?



_____________________________


(in reply to Okimaw)
Post #: 39
RE: More mods - 3/24/2007 10:07:29 AM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
If you didn't already know that the 1st CAV patch is the black diagonal with a horsehead in the upper right you might not be able to discern what in the world it is.

(in reply to Boonierat)
Post #: 40
RE: More mods - 3/24/2007 12:32:37 PM   
shunwick


Posts: 2426
Joined: 10/15/2006
Status: offline

quote:

ORIGINAL: Boonierat
Also, I will probably use square counters in the future, instead of clipped ones, opinions?


Boonierat,

I love your Vietnam series but if you are going over to square counters please allow the player an option to swap in the lovely rounded ones. I am not sure why but the square counters look so toy town to me. Thanks.

Best wishes,


_____________________________

I love the smell of TOAW in the morning...

(in reply to Boonierat)
Post #: 41
RE: More mods - 3/24/2007 12:59:35 PM   
Silvanski


Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
There's a wee bit more space on the square counters  

_____________________________

The TOAW Redux Dude

(in reply to shunwick)
Post #: 42
RE: More mods - 3/24/2007 1:09:46 PM   
shunwick


Posts: 2426
Joined: 10/15/2006
Status: offline
Agreed. But if it's a straight choice between toy town counters with unit patches I can't distinguish and those lovely rounded counters then the latter win every time.

Just be aware that when it comes to graphics mods, every player has their own idea of what looks good. Scenario designers should not force graphics mods on players. Give players the option if at all possible.

Best wishes,


< Message edited by shunwick -- 3/24/2007 1:10:46 PM >


_____________________________

I love the smell of TOAW in the morning...

(in reply to Silvanski)
Post #: 43
RE: More mods - 3/24/2007 2:01:40 PM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
Here's what I'll do, next volume will have the rounded counter templates and will also include the square ones for people wishing to use them. The mod with units insignia would be too heavy (using nearly 50 different counter templates) and not really usefull, gonna keep it for personnal use only.

< Message edited by Boonierat -- 3/24/2007 2:02:33 PM >


_____________________________


(in reply to shunwick)
Post #: 44
RE: More mods - 3/24/2007 6:30:56 PM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline

quote:

ORIGINAL: Boonierat

Here's what I'll do, next volume will have the rounded counter templates and will also include the square ones for people wishing to use them. The mod with units insignia would be too heavy (using nearly 50 different counter templates) and not really usefull, gonna keep it for personnal use only.

Booniwrat,
You might try expanding the counters by 2 in both direction, and adding an h_ prefix when you save it. Then if they're viewed using the Huge 2D menu option, there should be enough room for the insignia.

Let me know if you have trouble, or if it doesn't work right.

Ralph


_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Boonierat)
Post #: 45
RE: More mods - 3/24/2007 6:50:58 PM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
quote:

ORIGINAL: ralphtrick
Booniwrat,
You might try expanding the counters by 2 in both direction, and adding an h_ prefix when you save it. Then if they're viewed using the Huge 2D menu option, there should be enough room for the insignia.

Let me know if you have trouble, or if it doesn't work right.

Ralph



I could be done but it would be quite some work. To do it properly I would have to redraw every counter symbols, not just resize them x2 (TOAW large 2D counters are 31x31 pixels, and when resizing them to 62x62 with a graphic editor they become blurry). I wonder if somebody had the courage to do huge version of the 110 counter templates already?


< Message edited by Boonierat -- 3/24/2007 6:53:26 PM >


_____________________________


(in reply to ralphtricky)
Post #: 46
RE: More mods - 3/24/2007 8:12:03 PM   
Veers


Posts: 1324
Joined: 6/6/2006
Status: offline
quote:

If you didn't already know that the 1st CAV patch is the black diagonal with a horsehead in the upper right you might not be able to discern what in the world it is.

This is probably true, but a quick explination regarding the fact that Boonie has altered the graphics and added the unit patches means the players that are interested will look up the unit patches, and those that aren't interested won't worry about it.

quote:

Here's what I'll do, next volume will have the rounded counter templates and will also include the square ones for people wishing to use them. The mod with units insignia would be too heavy (using nearly 50 different counter templates) and not really usefull, gonna keep it for personnal use only.


Good plan. I too am one that loves the profesional look that the rounded counters brings to the game, over the 'I just cut these out' look of the squared counters.

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to Boonierat)
Post #: 47
RE: More mods - 3/24/2007 8:23:22 PM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline
Here are the counter color edits that I'll be using for my update to my "Killer Angels 1863" scenario. The colors were picked from actual Civil War uniform photos. Those of you working on Civil War scenarios might be interested.

http://img58.imageshack.us/my.php?image=units1blue0ty1.png

http://img66.imageshack.us/my.php?image=units1gray4sg9.png

http://img79.imageshack.us/my.php?image=sunits1blue0rs0.png

http://img79.imageshack.us/my.php?image=sunits1gray4yx3.png

This also requires the Numbers.bmp file to be edited in a similar fashion. Lines 1 and 9 have been changed:

http://img79.imageshack.us/my.php?image=numbersbl7.png

I also edited the flags files to replace the flag of Chile with the "Stars & Bars":

http://img79.imageshack.us/my.php?image=flagsqk0.png

http://img79.imageshack.us/my.php?image=sflagsmn1.png

< Message edited by Curtis Lemay -- 3/24/2007 8:26:17 PM >

(in reply to Veers)
Post #: 48
RE: More mods - 3/29/2007 8:38:07 PM   
m5000.2006


Posts: 168
Joined: 11/10/2006
Status: offline
if i'm not mistaken, all the graphics used in the game is 8-bit, any chance that this will be changed in the future patches, to e.g. 24-bit?

_____________________________

"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC

(in reply to Curtis Lemay)
Post #: 49
RE: More mods - 3/29/2007 9:34:49 PM   
JAMiAM

 

Posts: 6165
Joined: 2/8/2004
Status: offline

quote:

ORIGINAL: m5000.2006

if i'm not mistaken, all the graphics used in the game is 8-bit, any chance that this will be changed in the future patches, to e.g. 24-bit?

I don't see why anyone would ever need more than 8 bits of color, or 640K of system memory either, for that matter...

On a more serious note, I don't really think that the color depth is an issue. The original graphics may have been created with 8-bit limits, but as far as I know, the engine simply calls for a bmp file, and doesn't concern itself with the color depth that the file was originally created under.

In short, if you want to mod your own graphics, go ahead. However, to recreate all of the pre-existing graphics just to give them a little more color, would be more trouble than they're worth, IMO.

(in reply to m5000.2006)
Post #: 50
RE: More mods - 3/29/2007 10:14:33 PM   
JMass


Posts: 2364
Joined: 6/3/2006
From: Italy
Status: offline
quote:

ORIGINAL: JAMiAM
However, to recreate all of the pre-existing graphics just to give them a little more color, would be more trouble than they're worth, IMO.


Yes, I have done some tests but differences are minimal.


_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection/user/JMass?own=1&subtype=boardgame&ff=1

(in reply to JAMiAM)
Post #: 51
RE: More mods - 3/30/2007 9:57:08 AM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
The graphic mods I'm making for my scenarios are all saved in 24-bits, and they work perfectly with the game. The only interest to save them in 8-bits would be to reduce file size but with today's internet broadband and huge computer HD space that's not an issue anymore.

< Message edited by Boonierat -- 3/30/2007 9:58:01 AM >


_____________________________


(in reply to JMass)
Post #: 52
RE: More mods - 3/30/2007 7:05:05 PM   
m5000.2006


Posts: 168
Joined: 11/10/2006
Status: offline
sorry if i taint this thread posting such things, but it seems an appropriate place


could someone explain what these symbols are usedfor, they are from 'Tiles_misc.bmp'







i don't remember seeing them in any of my games...

Attachment (1)

< Message edited by m5000.2006 -- 3/30/2007 7:06:23 PM >


_____________________________

"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC

(in reply to Boonierat)
Post #: 53
RE: More mods - 3/30/2007 7:16:44 PM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
The concentric circles are for the little animation that happens when a battle is resolved I believe and the two R are used when setting an hex for rebuild units to reenter game. Forgot what the little bridge is for.

_____________________________


(in reply to m5000.2006)
Post #: 54
RE: More mods - 3/30/2007 7:17:20 PM   
Veers


Posts: 1324
Joined: 6/6/2006
Status: offline
When a combat happens, you'll see the little circles over the hex.
The different Rs are to denote the general reconstitution hex that you set (only visible in editor).
I don't know what the others are.

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to m5000.2006)
Post #: 55
where to get - 4/6/2007 11:31:07 PM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
Status: offline

I'd like to get the graphics mod that GJK posted in this thread, but the link listed doesnt seem to work (in fact many of the lnks in this thread seem to be broke).

Are these mods still availble (particularly the one posted by GJK).

Also the response on changing graphics looked like it just allowed you to choose between the classic look and the look that shipped with TOAW III, is it easy to substiture these other graphic looks?

I'm looking at ordering and downloading this today or tommorrow, but wanted to make sure I could still get these graphic mods first.

Thanks,
Rick

(in reply to ralphtricky)
Post #: 56
RE: where to get - 4/6/2007 11:48:47 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
This is due to the repeated renaming of Strategy Zone Online to Xtreme Gamer and then to Gamesquad (argh! beat DonMaddox for that). Here's the link to the GS toaw misc downloads. You may have to create an account to be able to download.

http://www.gamesquad.com/forums/downloads.php?do=cat&id=38

The GJK mod is on page 2.


_____________________________


(in reply to rickier65)
Post #: 57
RE: where to get - 4/7/2007 12:22:12 AM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
Status: offline
Hey - Great

Thanks for the new link. In fact, I was also just trying to get to xtreme amer fourm and found it gone too. Now maybe I can find my CM forums again.

Thanks again. I plan to order TOAWIII today or tommorrow. I bought TOAW I and TOAW -WOTY way back when, but I got a little bent out of shape when they put out COW 3-4 weeks after I bought the WOTY, and my wallet just couldnt give in to another TOAW purchase then.

But thats been quiet a few years, so I guess I can feed the monkey now.

Thanks,
Rick

(in reply to Telumar)
Post #: 58
RE: Woah I had no idea!!!:) - 5/14/2007 10:18:47 AM   
a white rabbit


Posts: 2366
Joined: 4/27/2002
From: ..under deconstruction..6N124E..
Status: offline
..justa graphics clarification, for the hard-of-thinking, please..

..if i put graphics in the alt-graph file, toaw'l use these for all scens ? but if i put them in a scen file then they'l only be used for that scen?

_____________________________

..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,

(in reply to squidkip)
Post #: 59
RE: Woah I had no idea!!!:) - 5/14/2007 10:35:29 AM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline

quote:

ORIGINAL: a white rabbit

..justa graphics clarification, for the hard-of-thinking, please..

..if i put graphics in the alt-graph file, toaw'l use these for all scens ? but if i put them in a scen file then they'l only be used for that scen?


If there are simply in the alt graphic folder then yes, it will override the standard ones. The best is to put scenario-specific graphics in a folder of their own named with the exact same name as the scenario file. That folder can be located either in the alt graphics or graphics folders (even in the scenario folder I believe, not sure)


_____________________________


(in reply to a white rabbit)
Post #: 60
Page:   <<   < prev  1 [2] 3 4 5   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> RE: Woah I had no idea!!!:) Page: <<   < prev  1 [2] 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.797