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RE: Please post graphics mods here - 1/16/2010 7:43:00 PM   
Telumar


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Feel free to do so. Maybe a bit less saturation for the bridge symbols would fit better to your new mod (maybe even to mine). I also thought about merging them with the actual road tiles as in your screenshot, but i didn't like the look with the road tiles i use (damezzi's).

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RE: Please post graphics mods here - 1/16/2010 8:29:21 PM   
Telumar


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I am currently working on a new own mod (something different from my old ones). The mod uses a mixture of own creations and (modified and unmodified) parts of other mods. Here's a preview:




Attachment (1)

< Message edited by Telumar -- 1/17/2010 12:25:59 AM >


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Post #: 122
Telu Mod III - 3/9/2010 8:41:08 PM   
Telumar


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My new mod - i've been working on this occasionally over the last months. Some graphics are my own creation, some are from other mods and some are from other mods but have been manipulated or adapted by me. Call it 'the last mod before transparency".. I'll continue to work on this when the new patch (someday) will be released.
The zip file actually contains three Mods. The screenshots below are from the basic/default mod and can serve as a basis for the other two mods, called Mod 01 and Mod 02, to use them you can overwrite the files in the default mod with those from the according folder in the zip file (a good part of the graphic tiles are shared by all three mods). I also added some alternative/extras/goodies in the folder ALT in the zip file.
Have fun, combine at will. :)

Download link: http://sites.google.com/site/toawzone/TeluModIII.zip?attredirects=0

Previews:

Standard version:












mod 01:



mod 02:




< Message edited by Telumar -- 3/9/2010 8:43:55 PM >


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RE: Telu Mod III - 3/9/2010 8:49:48 PM   
JMass


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Very nice, Telumar!

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Post #: 124
.PNG Graphic Mod for TOAW 3.4 - 11/30/2010 11:27:18 PM   
Telumar


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I couldn't resist..

Here is my Graphic Mod for TOAW 3.4 - clean and green (for the most part..)



Based mainly on the excellent work of Damezzi. I didn't modify escarpments, badlands, wadi, rivers, fortified line and m-forest. The mod might look best with Damezzi's original .png files (as in the screenshots) or with those from the latest JMass Mod (except maybe m-forests). The Mod also contains some alternative graphic files.


You can download it in two parts from google sites:

Normal and small tiles (10.9 MB): https://sites.google.com/site/toawzone/TeluMod3.4med%26smalltiles.zip?attredirects=0&d=1
and H_tiles (11.7 MB): https://sites.google.com/site/toawzone/TeluMod3.4h_tiles.zip?attredirects=0&d=1


Or the entire package from rapidshare (22.14 MB):

http://rapidshare.com/files/434162494/Telu_Mod_3.4_Full.zip


There's also still an earlier version (call it beta..) available which i posted on the german TOAW forum some months ago:

https://sites.google.com/site/toawzone/plankpngbeta.zip?attredirects=0&d=1

< Message edited by Telumar -- 11/30/2010 11:42:05 PM >


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RE: .PNG Graphic Mod for TOAW 3.4 - 12/4/2010 2:06:40 AM   
PRUSSIAN TOM

 

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TY again Telumar. Great mod. Trying it out with the new beta!

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Post #: 126
RE: .PNG Graphic Mod for TOAW 3.4 - 6/14/2011 11:13:01 PM   
Telumar


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Again... a new version of my TOAW 3.4 Mod. More here: http://thetoawbeachhead.wordpress.com/telu-3-4-graphic-mod-ii/#





< Message edited by Telumar -- 3/13/2012 9:52:52 PM >


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Post #: 127
PNG tiles fix - 7/28/2011 3:55:27 AM   
Curtis Lemay


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We've discovered a minor issue with a few of the png tiles. It applies to the Fortified Line, Escarpment, and Major Escarpment tiles. Small, Normal, and Huge versions are affected. We've devised replacement tiles that fix the problems and they will be attached further down.

First, I'll illustrate the problems via a few screenshots. The first shot is from the CFNA map, with bogus escarpments circled in red:




Attachment (1)

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Post #: 128
RE: PNG tiles fix - 7/28/2011 4:01:06 AM   
Curtis Lemay


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And here is a shot of the same location, but using the new, corrected, png tiles. The bogus escarpments are gone - just as they are when using bmp tiles.




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Post #: 129
RE: PNG tiles fix - 7/28/2011 4:04:00 AM   
Curtis Lemay


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And here is a shot from Gotterdamerung showing bogus Fortified Lines using the old png tiles:




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Post #: 130
RE: PNG tiles fix - 7/28/2011 4:06:19 AM   
Curtis Lemay


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Finally, here is a shot of the same location using the corrected png tiles:




Attachment (1)

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Post #: 131
RE: PNG tiles fix - 7/28/2011 4:13:35 AM   
Curtis Lemay


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Now I'll post the corrected tiles. Unfortunately, due to the board's attachment size limits, I have to post them in four separate zip files. The first zip is attached to this post.

Once you have all the tiles, I recommend putting them in the Altgraphics sub-folder. You can put them in the Graphics sub-folder if you wish, but that will overwrite the originals, making it hard to go back, if that ever becomes necessary.

These tiles will be included in the next update, whenever that occurs, but we thought folks might like to get the fix now.

Let's thank Bill Lott for making the corrections. I was stumped because of the alpha channel.

Attachment (1)

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Post #: 132
RE: PNG tiles fix - 7/28/2011 4:15:38 AM   
Curtis Lemay


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Here's the second zip file.

Attachment (1)

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Post #: 133
RE: PNG tiles fix - 7/28/2011 4:18:02 AM   
Curtis Lemay


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And here's the third zip.

Attachment (1)

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Post #: 134
RE: PNG tiles fix - 7/28/2011 4:20:27 AM   
Curtis Lemay


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And here's the fourth zip.

Once you have all four zips, you should have nine png tiles.

Attachment (1)

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Post #: 135
RE: PNG tiles fix - 7/28/2011 6:31:42 AM   
BigDuke66


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Thanks!

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RE: Please post graphics mods here - 8/15/2011 2:24:51 AM   
tcarusil

 

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quote:

ORIGINAL: Silvanski

Grey interface available , pm me



[/quote

I am new to TOAW and I am having difficulting easily reading text with the standard graphics behind them. I think the grey background would help me out. Anyone know where I can get this mod.

Thanks

TomC

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Post #: 137
RE: Please post graphics mods here - 8/15/2011 7:49:03 PM   
Silvanski


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quote:

ORIGINAL: tcarusil

I am new to TOAW and I am having difficulting easily reading text with the standard graphics behind them. I think the grey background would help me out. Anyone know where I can get this mod.

Thanks

TomC


you can download it here
http://sites.google.com/site/toawredux/Home/graphics


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Post #: 138
RE: Please post graphics mods here - 8/16/2011 1:37:49 AM   
tcarusil

 

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Perfect. Thank you very much.

TomC

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Post #: 139
RE: Please post graphics mods here - 8/16/2011 3:34:04 PM   
Curtis Lemay


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An alternate solution, of course, is to switch to "Maximum Text Contrast" in the "Options" pull-down. The background becomes black in that mode.

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Post #: 140
RE: road tiles problem - resolved - 9/14/2011 8:53:39 PM   
ogar

 

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I'm having trouble seeing the default road graphics against a light (snow, or sand, or pale brown) background. In huge map view, the double sided road is clear enough, but usually I'm trying to see where to go, and the 8 or so hexes available per screen in huge view works against that. Which means I'm looking for a mod to work in large view or small view.

I've done some looking through the mods I have (Telumar's, JMass's, Damezzi's ) but I am not finding anything. Of course that might be my poor searching as well.

Soooo, can anyone direct me to a mod that has set of darker road graphics ?
(I think if the colors in the default are reversed -- which would give a black road with a pale brown edge -- that would make the graphic stand out against the paler backgrounds.)

Or, if there's a simpler way for clumsy people to mod the colors, I'd appreciate advice on that.

Thanks.

EDIT/UPDATE
I have a working solution - I found in Telu's Complete Pack (available at his site or at GS), a version of the road tile labelled road_tile YELLOW. (This is the png graphic, which is what I'm mostly using these days.)
I copied this and pasted it into the graphics folder of the scenario where I was having problems and I pasted a copy into my archived version of the scenario plus graphics plus documents (I keep a copy of what I download). I went back to the GRAPHICS>SCENARIO folder and renamed the file "road_tile" (without quotes). Saved everything; started up a .sal and it worked ! I can see roads -- more importantly, I can where there aint no roads.

I tested this in a couple of other light-background scenarios -- and it works against snow, against light brown roughlands, against dusty brown/light tan. Even I do not think the bright yellow against light tan or bluish white is a wonderful color contrast, but it works. Thanks, Telumar.


< Message edited by ogar -- 9/16/2011 2:09:08 AM >

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RE: Please post graphics mods here - 11/7/2011 10:55:17 PM   
r6kunz


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Greetings all
Nice work to all on the new graphics!

Among other things, I really like the Forest and Evergreen Forest graphics. But to my eye the darker old Light Woods hex seems a bit incongruous. That is, they appear more dense than a Forest.

Is there someone with more graphic skill than I able to modify the Light Woods to the same scale and shade of light green as the Forest except thinner, more spread out trees?
I would very much appreciate your contribution.

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Post #: 142
RE: Please post graphics mods here - 11/13/2011 8:33:35 PM   
r6kunz


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re: my previous post concerning Light Woods.
I found what I was looking for in Telumar's screen shots above (3/9/10)- Light Woods with small trees. I went to his mod and cut and pasted the Light Woods...perfect!

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Post #: 143
RE: Please post graphics mods here - 2/2/2012 8:48:03 AM   
lion_of_judah


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with this latest patch, i do not care for the graphics much sorry. so how does one actually go back to the one's which came with the game. I have tried to roll them back but was not successful so any suggestions will be appreciated, thanks.

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Post #: 144
RE: Please post graphics mods here - 2/2/2012 12:14:37 PM   
Oberst_Klink

 

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quote:

ORIGINAL: lion_of_judah

with this latest patch, i do not care for the graphics much sorry. so how does one actually go back to the one's which came with the game. I have tried to roll them back but was not successful so any suggestions will be appreciated, thanks.

Ahlan Gever,

ma kara ve what 'Rollback'? The program *see attached* ?! and did you change the settings fro the graphics from .PNG to .BMP as well in the TOAW game options menu?

Klink, Oberst




Attachment (1)

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Post #: 145
RE: Please post graphics mods here - 2/3/2012 8:18:23 AM   
lion_of_judah


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I don't know if I did that or not, will have to double check this and get back to you....

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Post #: 146
RE: Telu Mod 2.0 - 2/4/2012 10:12:38 AM   
Crossroads


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quote:

ORIGINAL: Telumar


quote:

ORIGINAL: OTZ

Does anyone have GJK's mod? I tried the gamesquad site, but the download section appears to be unavailable...


Yes, the site has moved to a new server but they didn't update the links yet. Here we go:
http://forums.gamesquad.com/downloads.php?do=file&id=1156


Being an old school type myself I just loved the work GJK has done. A quick question to check whether the TOAWGJK-mod-v2.1 is still valid with latest 3.4 patch level of TOAW? I noticed the files are from 2006 so just want to play safe before installing them on the system. Thanks in advance!


EDIT: Decided to go and try it anyway using JSGME. It seems the files within the \Graphics folder change, but I do not see the change taking effect? I am a new TOAW player, so maybe I am missing something obvious. I noticed the map files are bitmaps. Is it possible to use png unit counters over bitmap maps? How do I revert to bitmap look and feel anyway, I bet that's the reason I do not see the changes?

EDIT2: Found the "Support PNG" option under advanced options. That one's figured out. Now I can enjoy the various map mods. Great work you guys! I am not using the alt-graphics menu, instead I am controlling them with JSGME tool. Anyone not yet familiar with it: it is worth a look as it basically offers you a graphical user interface to tick which mods you currently would like to use. It does the version control for you, so whenever you revert back from using a certain mod it copies the original files back into correct locations.

For example at the moment I am trying out Telumar's 2.0 UI so enabled that first, them additionally enabled his Damaged bridges counters on top of that as I had that set up as a separate mod.

Here's a pic of the tool. At the time I was obviously trying out GJK's excellent mod.



< Message edited by Crossroads -- 2/4/2012 2:36:42 PM >


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RE: Please post graphics mods here - 2/20/2012 9:38:06 AM   
lion_of_judah


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I was able to get the orignial graphics to work now with your suggestion, except now the borders are the old " black borders". I have checked the graphics folder and it shows the new borders both PNG and Bitmap but I'm at a loss on how to get the bitmap image to show.

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Post #: 148
RE: Please post graphics mods here - 2/20/2012 12:05:36 PM   
Oberst_Klink

 

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quote:

ORIGINAL: lion_of_judah

I was able to get the orignial graphics to work now with your suggestion, except now the borders are the old " black borders". I have checked the graphics folder and it shows the new borders both PNG and Bitmap but I'm at a loss on how to get the bitmap image to show.

Did you switch back to 'support PNG OFF?

Klink, Oberst




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Post #: 149
RE: Please post graphics mods here - 2/21/2012 9:13:16 AM   
lion_of_judah


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yes, I did switch the PNG graphic button to off and the original graphics came bck with the original black border, just cannot get the newer looking border to work.

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Post #: 150
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