Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

New graphic mod, version 2

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> New graphic mod, version 2 Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
New graphic mod, version 2 - 11/20/2007 8:07:17 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Hello everyone, I have almost completed an update of my mod, to be compatible with the graphic engine ...
Here are some screenshots already, until I finished the final adjustments....





Attachment (1)

_____________________________

Nick
Post #: 1
RE: New graphic mod, version 2 - 11/20/2007 8:08:50 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Another screenshot ....




Attachment (1)

_____________________________

Nick

(in reply to NickGen)
Post #: 2
RE: New graphic mod, version 2 - 11/20/2007 8:16:29 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Ok, all scenarios work fine, now......
Yet some adjustments and the mod will be available...

< Message edited by Nick69 -- 11/20/2007 8:25:06 PM >


_____________________________

Nick

(in reply to NickGen)
Post #: 3
RE: New graphic mod, version 2 - 11/20/2007 8:20:39 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yet another screenshot...Winter terrain






Attachment (1)

< Message edited by Nick69 -- 11/20/2007 8:24:08 PM >


_____________________________

Nick

(in reply to NickGen)
Post #: 4
RE: New graphic mod, version 2 - 11/20/2007 8:21:32 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Looks great, Nick, looking forward to giving it a try!

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to NickGen)
Post #: 5
RE: New graphic mod, version 2 - 11/20/2007 8:23:12 PM   
Awac835


Posts: 279
Joined: 7/16/2004
Status: offline
Wow, looks very nice.

(in reply to Erik Rutins)
Post #: 6
RE: New graphic mod, version 2 - 11/20/2007 8:26:16 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
And the last... Mud / rain terrain / weather....




Attachment (1)

_____________________________

Nick

(in reply to Awac835)
Post #: 7
RE: New graphic mod, version 2 - 11/20/2007 8:40:56 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
I see you got it working together with the weather events! congrats! looks really nice. especially the light forest in winter!

I think when more playermade scenarios will appear a lot of them will be using this graphics set.

When your finished dont forget to post your masterfile and graphics in a zip on the scenariobank. I just increased the max zip file size to 8 mb. should do the trick right?

kind regards,
vic

< Message edited by Vic -- 11/20/2007 8:44:15 PM >

(in reply to NickGen)
Post #: 8
RE: New graphic mod, version 2 - 11/20/2007 8:44:58 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Thanks Vic, Everything is not perfect, but it works rather not bad ....
After that, I will work on a 3D Isometric version....

_____________________________

Nick

(in reply to Vic)
Post #: 9
RE: New graphic mod, version 2 - 11/20/2007 9:02:43 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Wow, that looks impressive. Think i´ll use it.
What i don´t like so much are the new fortifications and also the cities.
Can´t see enough difference between and here i prefer the sharp location pics from the original.
But the terrain looks great. Congrats on this work !!

_____________________________


(in reply to NickGen)
Post #: 10
RE: New graphic mod, version 2 - 11/20/2007 9:32:15 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
Status: offline
Nick69,
Gorgeous, kudos for this work !  
But I'm angry that you didn't event tell me you've done all that  ! Now you *must* send it to me !

Re towns/cities : yes I agree they'd need some more differentiation, through maybe a colored symbol or something unique to each type ...


(in reply to seille)
Post #: 11
RE: New graphic mod, version 2 - 11/20/2007 9:41:42 PM   
EricSilver_MatrixForum

 

Posts: 61
Joined: 4/20/2006
Status: offline
Excellent job, Nick, can't wait for the release!

;)

(in reply to PDiFolco)
Post #: 12
RE: New graphic mod, version 2 - 11/20/2007 10:33:15 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
The mod.......
link to download:
http://myfreefilehosting.com/f/825400e647_8.08MB
To install, simply decompress the file in the bin directory.
I created a new version of  three scenarios that you can use directly.
There are 3 files for alternative bases in the directory systemgraphic ...
Enjoy well....  

_____________________________

Nick

(in reply to EricSilver_MatrixForum)
Post #: 13
RE: New graphic mod, version 2 - 11/20/2007 11:57:02 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
hi nick,

i increased max file size to 10mb for the community site's scenario bank.

kind regards,
Vic

(in reply to NickGen)
Post #: 14
RE: New graphic mod, version 2 - 11/21/2007 12:42:56 AM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
ok Vic, thanks,I made it as soon as possible...

_____________________________

Nick

(in reply to Vic)
Post #: 15
RE: New graphic mod, version 2 - 11/21/2007 1:08:13 AM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Vic, i can not upload my file to the advanced tactics community website.... help me...

_____________________________

Nick

(in reply to NickGen)
Post #: 16
RE: New graphic mod, version 2 - 11/21/2007 3:59:01 AM   
Artmiser


Posts: 179
Joined: 12/4/2006
Status: offline
in case you didnt know if you want to use this mod on all your scenarios just save your orignal generic.ptmaster file in the scenarios folder to a safe spot, I just made a folder called orginals and moved it there,  delete the original. Then rename the real2.ptmaster file to generic.ptmaster file and thats it.


Art


_____________________________

Former Marine
Retired Deputy Sheriff
Wargamer untill I die

(in reply to NickGen)
Post #: 17
RE: New graphic mod, version 2 - 11/21/2007 9:50:59 AM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yes, sorry for the lack of information I forgot to mention that possibility ... but personally, I prefer to keep both ptmaster ... so I can move from one to another

_____________________________

Nick

(in reply to Artmiser)
Post #: 18
RE: New graphic mod, version 2 - 11/21/2007 10:47:34 AM   
MrMox

 

Posts: 42
Joined: 6/7/2006
From: Denmark
Status: offline
quote:

ORIGINAL: seille
What i don´t like so much are the new fortifications and also the cities.
Can´t see enough difference between and here i prefer the sharp location pics from the original.


Wouldn't replacing the new graphics for cities and fortifications with the original graphics work?

(in reply to seille)
Post #: 19
RE: New graphic mod, version 2 - 11/21/2007 10:56:23 AM   
MrMox

 

Posts: 42
Joined: 6/7/2006
From: Denmark
Status: offline
Just trying to figure out how to use the new graphics in my own scenarios:

If I want to use the mod in a home made scenario, I would go to the Settings screen in the editor and specify Real2.ptmaster as the master file?

However as shown in SCC101 there can be a need to disconnect the master file since it may otherwise overwrite some settings.

So if I first change to the new master file and the disconnect the master file altogether I would get the new graphics but not my settings overwritten?


(in reply to MrMox)
Post #: 20
RE: New graphic mod, version 2 - 11/21/2007 11:32:17 AM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yes, I think that's true...

_____________________________

Nick

(in reply to MrMox)
Post #: 21
RE: New graphic mod, version 2 - 11/21/2007 11:41:44 AM   
Hentzau


Posts: 161
Joined: 8/31/2004
Status: offline
Great work, looking forward to using it in the game!

(in reply to NickGen)
Post #: 22
RE: New graphic mod, version 2 - 11/21/2007 12:40:58 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Vic, I can not upload to the community site's, here is the error message I get...
Please,




Attachment (1)

_____________________________

Nick

(in reply to Vic)
Post #: 23
RE: New graphic mod, version 2 - 11/21/2007 2:24:38 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
@nick,

strange. it works fine with me.
i put it up for you!


(in reply to NickGen)
Post #: 24
RE: New graphic mod, version 2 - 11/21/2007 2:35:07 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
thanks Vic

_____________________________

Nick

(in reply to Vic)
Post #: 25
RE: New graphic mod, version 2 - 11/21/2007 7:06:57 PM   
Max 86


Posts: 699
Joined: 11/6/2007
Status: offline
Thanks for all of the hard work.

I have tweaked some of your files a tad to my personal liking just because I found out how! Too much fun!






Attachment (1)

(in reply to NickGen)
Post #: 26
RE: New graphic mod, version 2 - 11/22/2007 5:09:17 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
Hi,
can I use part of your work (map terrain graphic) in my mod (Fall Grün) ?

thanks

Arkady

_____________________________


(in reply to NickGen)
Post #: 27
RE: New graphic mod, version 2 - 11/22/2007 5:15:10 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yes of course, the mod is free .... It would be nice for me just mention in the credits

_____________________________

Nick

(in reply to Arkady)
Post #: 28
RE: New graphic mod, version 2 - 11/22/2007 6:08:49 PM   
GBS

 

Posts: 903
Joined: 7/3/2002
From: Southeastern USA
Status: offline
I exstracted the download file into bin file as instructed but the graphics don't show up in the game. Is there anything further I should do? Thanks.

(in reply to NickGen)
Post #: 29
RE: New graphic mod, version 2 - 11/22/2007 6:41:30 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yes, you must edit a scenario, and replace the masterfile by mine (realmod2.ptmaster) ...
And then save the scenario under another name ....
For some scenarios using climate events, other manipulations may be necessary.
For random scenario, simply replace masterfile by mine....

_____________________________

Nick

(in reply to GBS)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> New graphic mod, version 2 Page: [1] 2 3   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

3.609