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RE: JM's TOAW III mod

 
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RE: JM's TOAW III mod - 8/28/2007 9:53:25 PM   
SpaceKnight


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Thank you, JMass.

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RE: JM's TOAW III mod - 9/9/2007 5:03:39 PM   
JMass


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This zipped file contains the my mod's tiles for destroyed bridges (TOAW III patched 3.2.29.26) and a new version of clear terrain.

Download from GameSquad

Download from ZShare

Download from Net Wargaming Italia





Attachment (1)

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Post #: 122
RE: JM's TOAW III mod - 12/14/2007 4:19:42 PM   
JMass


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I hope to release the new version of my mod before Christmas, here's one screenshot:





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Post #: 123
RE: JM's TOAW III mod - 12/14/2007 4:54:14 PM   
marcusm

 

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Just one question JMass. What is the current definite terrain file? It seems not all versions contain everything.
If I want to be sure of getting the latest changes, what file(s) would I download?

marcus

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Post #: 124
RE: JM's TOAW III mod - 12/14/2007 5:00:52 PM   
JMass


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quote:

ORIGINAL: marcusm
If I want to be sure of getting the latest changes, what file(s) would I download?


The file I'm currently working on, I am including in it all the latest changes.

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Post #: 125
RE: JM's TOAW III mod - 12/14/2007 5:14:58 PM   
marcusm

 

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Ok, looking forward to that. I think I got it all right now.

I like the flat squared counters best. Always disliked the rounded counters of the original.

marcus



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Post #: 126
RE: JM's TOAW III mod - 12/14/2007 8:05:51 PM   
Silvanski


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Always nice terrain mods JMass.
square counters rule



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Post #: 127
RE: JM's TOAW III mod - 12/14/2007 8:11:14 PM   
secadegas

 

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quote:

ORIGINAL: Silvanski


square counters rule





Heretic...





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Post #: 128
RE: JM's TOAW III mod - 12/14/2007 11:22:16 PM   
desert


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quote:


quote:

ORIGINAL: Silvanski


square counters rule





Heretic...

Blasphemous indeed.

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Post #: 129
RE: JM's TOAW III mod - 12/15/2007 4:19:45 AM   
Jeff Norton


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quote:

ORIGINAL: desert
quote:


quote:
ORIGINAL: Silvanski
square counters rule

Heretic...

Blasphemous indeed.

I'm looking for 3-dimensional polygons, but I'm a Luddie for the 'wargaming traditional'...

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Post #: 130
RE: JM's TOAW III mod - 12/21/2007 2:47:21 AM   
JMass


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quote:

ORIGINAL: JMass

I hope to release the new version of my mod before Christmas



Version 3.0 is ready, Merry Christmas!

http://www.matrixgames.com/forums/fb.asp?m=1179502

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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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Post #: 131
RE: JM's TOAW III mod - 12/21/2007 4:26:21 AM   
marcusm

 

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Great. Downloading asap.

Wow. This mod makes TOAW3 the best looking wargame ever in my book. At least one of them.
Should be part of the standard install imho.

marcus

< Message edited by marcusm -- 12/21/2007 4:38:11 AM >

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Post #: 132
RE: JM's TOAW III mod - 12/21/2007 1:19:37 PM   
OTZ

 

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Great work - looks beautiful!

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Post #: 133
RE: JM's TOAW III mod - 12/22/2007 8:04:16 AM   
cesteman


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Bless you! Great Christmas present! Too bad I can't use it until after Cday. Cheers and see you on the battlefield!

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Post #: 134
RE: JM's TOAW III mod - 12/22/2007 3:26:26 PM   
PaulWRoberts

 

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Thank you, JMass!  The map looks great.

However, I notice that I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle.  In the zip and in my "alt graphics" directory I see that you've used a photo of two tanks for this picture (cwtitle.bmp), but I don't see them.

(I have also installed the rounded tiles file, but I can't imagine that this is the problem.)

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Post #: 135
RE: JM's TOAW III mod - 12/23/2007 3:21:34 PM   
JMass


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quote:

ORIGINAL: Paul Roberts
I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle.


I have tested my mod without notice your problem, please be sure your cwtitle.bmp is not corrupted, you can also delete it from AltGraphics to use the original file from Graphics.


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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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

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Post #: 136
RE: JM's TOAW III mod - 12/23/2007 5:12:43 PM   
Heldenkaiser

 

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quote:

ORIGINAL: Boonierat

By the way Telu, do you know why german Gliederungen are read from right to left?


The reason would most likely be that the right flank is the position of honour. Hence, a unit on parade would always have the lowest-numbering (i.e. highest precedence) sub-element on the right. For instance a German regiment, first company on the right, twelfth on the left. Hence, a schematic graphical representation follows the same logic, it portrays the unit as if arrayed on parade - the lowest number on the right, highest on the left.

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Post #: 137
RE: JM's TOAW III mod - 12/27/2007 10:03:05 PM   
DeadInThrench

 

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I recently DLed your set and in general find it superior (the terrain set that is) to what was there before. However, some comments for what they are worth.

I preferred the snow-covered alpine, so that these impassable hexes stick out clearly (so, I just renamed the impassable.bmp file to .bm and, voila).

Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers. Now, on this one just renaming the misc.bmp to .bm will lose me your clear terrain which I definately preferred so, played around with the classic graphics and ended up using misc.bmp from the classic terrain set (yeah, have to put up with the circled Bs for the port symbols).

I also perferred the water and roads from the current set though this is a minor thing. I had a problem sometimes differentiating between the improved roads and the railroads and with your railroads the roads are thiner and thus no problem now. But, your roads are a bit wider and thus not as good, for me.

The nice thing is with the TOAW3 set, the classic set, and your set, one can always mix and match to suit their own taste.

As far as the gui set, I checked much of that out and, well, I prefer the brass colors <g>. However, the borders set, was major as previously much of the time I could not see the borders and now no problem.

As far as the counters are concerned, I prefer the thicker numbers. But, I kinda like your yellow better. So, I can always rename the numbers bmp file to bm and take another look and, add what I like.

Yeah, IMO some of the counter color combinations in TOAW are hard to see or are quite garish... and could definately use some work... mainly with more pleasing color combinations.

In any case, now I have much better hills, mountains, forests, urban, dense urban, rocky, marsh, railroads, etc.... and all from your set!

Many thanks!

DiT

< Message edited by DeadInThrench -- 12/27/2007 10:08:57 PM >

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Post #: 138
RE: JM's TOAW III mod - 12/28/2007 1:00:34 AM   
JMass


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quote:

ORIGINAL: DeadInThrench

Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers.


Thanks for your comments, remove the numbers from tiles_misc is very easy so tomorrow I'll upload one version with the original grids and one version with smaller numbers.




Added: screenshot of two new versions, with small numbers or with reversed grid, download them from the post below:




Attachment (1)

< Message edited by JMass -- 12/28/2007 3:30:09 PM >


_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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

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Post #: 139
RE: JM's TOAW III mod - 12/28/2007 4:11:42 AM   
DeadInThrench

 

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What you might consider, if you want to be able to diferentiate betweed the two exclusion zones, is meshes going in different directions. NE to SW for one and maybe NW to SE for the other. Just an idea.

DiT

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Post #: 140
RE: JM's TOAW III mod - 12/28/2007 3:01:17 PM   
PaulWRoberts

 

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quote:

ORIGINAL: Paul Roberts

Thank you, JMass! The map looks great.

However, I notice that I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle. In the zip and in my "alt graphics" directory I see that you've used a photo of two tanks for this picture (cwtitle.bmp), but I don't see them.

(I have also installed the rounded tiles file, but I can't imagine that this is the problem.)



Fixed. It seems to be the "Text Contrast" setting that's the problem. Setting it high obscures that image.

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Post #: 141
RE: JM's TOAW III mod - 12/28/2007 3:24:40 PM   
JMass


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Here's the new version of tiles_misc with smaller numbers (please remove the suffix ".txt"):



Attachment (1)

< Message edited by JMass -- 12/28/2007 3:25:57 PM >


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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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

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Post #: 142
RE: JM's TOAW III mod - 12/28/2007 3:27:06 PM   
JMass


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And now the version of tiles_misc without numbers (please remove the suffix ".txt"):

Attachment (1)

_____________________________

"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 JMass)
Post #: 143
RE: JM's TOAW III mod - 4/17/2008 4:31:48 PM   
gre81


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Has there been a MOD posted somewhere that has the counters on the 3d map? The pics look great and I would love to play the game with this.

< Message edited by gre81 -- 4/17/2008 5:26:28 PM >

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Post #: 144
RE: JM's TOAW III mod - 4/17/2008 8:27:22 PM   
rocketman71

 

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I just downloaded the mod and put the unzipped files in the Altgraphics folder. This might be a stupid question, but do I need to activate the graphics in-game somehow to get it started or delete the regular graphics? Oh, by the way, there was already a zip-file in the AltGraphics folder called "Patch 4 Graphics" - should I unzip that as well?

Regards

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Post #: 145
RE: JM's TOAW III mod - 4/17/2008 9:05:35 PM   
JMass


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quote:

ORIGINAL: rocketboy

do I need to activate the graphics in-game somehow to get it started or delete the regular graphics?


No, files in AltGraphics override those in Graphics.


quote:

there was already a zip-file in the AltGraphics folder called "Patch 4 Graphics" - should I unzip that as well?


No if you prefer to use my mod.


_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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

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Post #: 146
RE: JM's TOAW III mod - 4/17/2008 9:06:59 PM   
JMass


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quote:

ORIGINAL: gre81

Has there been a MOD posted somewhere that has the counters on the 3d map?


No, I'm sorry.

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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

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Post #: 147
RE: JM's TOAW III mod - 4/17/2008 9:41:23 PM   
rocketman71

 

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Now I got it, by mistake I created a new AltGraphics inside the old one - deleted it and it works. Looks great! Finally I can see those blown bridges.

Great work JMass!

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Post #: 148
RE: JM's TOAW III mod - 8/26/2008 5:14:44 PM   
cesteman


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Alright I know I'm dumb but for some reason I can not get the attached misc file. Do I have to rename it say by clicking save target as? Thx!

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Post #: 149
RE: JM's TOAW III mod - 8/26/2008 5:40:40 PM   
JMass


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You must rename files replacing the suffix "txt" with "zip" (in this forum it is not possible to upload zip files).

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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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

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Post #: 150
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