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: Please post graphics mods here

 
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: Please post graphics mods here Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Please post graphics mods here - 3/13/2012 3:54:48 PM   
Pantera

 

Posts: 15
Joined: 2/7/2006
Status: offline
Hi.
I am impressed with .bmp graphic in this marvellous game. It looks really....like earth, but icons aren't too sharp like in Telumar .png mods. Is any of these mods compatible with latest patch? BMP please:)

(in reply to lion_of_judah)
Post #: 151
RE: Please post graphics mods here - 3/13/2012 6:10:29 PM   
Oberst_Klink

 

Posts: 4778
Joined: 2/10/2008
From: Germany
Status: offline
Tried to switch to .PNG mode already? See the post/my reply to LoZ.

Klink, Oberst

_____________________________

My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.

(in reply to Pantera)
Post #: 152
RE: Please post graphics mods here - 3/13/2012 8:29:52 PM   
Pantera

 

Posts: 15
Joined: 2/7/2006
Status: offline

quote:

ORIGINAL: Oberst_Klink

Tried to switch to .PNG mode already? See the post/my reply to LoZ.

Klink, Oberst



I cannot find it

(in reply to Oberst_Klink)
Post #: 153
RE: Please post graphics mods here - 3/13/2012 9:35:09 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: Pantera


quote:

ORIGINAL: Oberst_Klink

Tried to switch to .PNG mode already? See the post/my reply to LoZ.

Klink, Oberst



I cannot find it


Click the options box in the TOAW start screen. On the second page is the png support option..

Btw, the counters aren't from me, they're JMass' work. They are in his png Mod: http://www.gamefront.com/files/21299214/jm_mod_toaw3.4_1.0.1.zip

_____________________________


(in reply to Pantera)
Post #: 154
RE: Please post graphics mods here - 3/26/2012 10:56:24 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Classic Redux (.PNG) - Get it here: http://ge.tt/7jY2nTF/v/0?c?c


















_____________________________


(in reply to Telumar)
Post #: 155
RE: Please post graphics mods here - 3/26/2012 12:32:23 PM   
berto


Posts: 20708
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

quote:

ORIGINAL: Telumar

Classic Redux (.PNG)

+1 Like

_____________________________

Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/tt.asp?forumid=1515
Panzer Campaigns, Panzer Battles, Civil War Battles Lead Coder https://wargameds.com

(in reply to Telumar)
Post #: 156
RE: Please post graphics mods here - 3/28/2012 5:30:12 PM   
tcarusil

 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
To all those who have prepared mods, I say thank you for your effort. I have picked through numerous of them selecting the options that appeal to me. I have no idea how you do what it is you do, so I have a question.

Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.

TomC

(in reply to Telumar)
Post #: 157
RE: Please post graphics mods here - 3/30/2012 8:24:05 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
quote:

ORIGINAL: tcarusil

To all those who have prepared mods, I say thank you for your effort. I have picked through numerous of them selecting the options that appeal to me. I have no idea how you do what it is you do, so I have a question.

Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.

TomC


Could this be of use?

Note that the hexes that have a railroad and a road bridge have more opacity. This is because there is one graphic file for each destroyed bridge, so the shaded red adds up. I use my Classic Redux Graphic Mod, but it should fit to any other graphics as well. In the screenshot i use 3.4 standard cursors (the blue HQ and the supply unit). With the hexagonal .bmp cursors the red shade in the selected unit's hex probably wouldn't be visible.

Download is in the next post.




Attachment (1)

< Message edited by Telumar -- 3/30/2012 8:31:51 AM >


_____________________________


(in reply to tcarusil)
Post #: 158
RE: Please post graphics mods here - 3/30/2012 8:25:12 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
And the download..

Attachment (1)

< Message edited by Telumar -- 3/30/2012 8:30:19 AM >


_____________________________


(in reply to Telumar)
Post #: 159
RE: Please post graphics mods here - 3/30/2012 8:26:38 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
And a .bmp version - just an outlined hex. Download is in the next post.




Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 160
RE: Please post graphics mods here - 3/30/2012 8:27:43 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
And the .bmp version download.

Attachment (1)

< Message edited by Telumar -- 3/30/2012 8:31:06 AM >


_____________________________


(in reply to Telumar)
Post #: 161
RE: Please post graphics mods here - 3/30/2012 11:22:26 AM   
tcarusil

 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Sir:

Thank you so much. I really appreciate you taking the time. I wish I had the skills to contribute myself.

TomC

(in reply to Telumar)
Post #: 162
RE: Please post graphics mods here - 4/7/2012 2:56:54 PM   
tcarusil

 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
I am missing something. I am trying to upload a file, but these instructions are not doing it for me.

"Can I upload an image or attachment to my post?

You may attach a file to your post. The allowed file format and the maximum file size will be displayed when you click on "Click here to upload".

For graphical files (jpeg, gif, bmp, png), you can embed the uploaded picture in the post directly by checking the box: “Embed picture in post”."


Where should I be looking for "Click here to upload". I am sure it is something simple, but I must be a little thick. Thanks

TomC

(in reply to tcarusil)
Post #: 163
RE: Please post graphics mods here - 4/7/2012 3:03:54 PM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline
The "Click here to upload" option is contained within the "Reply to Message" dialog. You must post a reply to a message in order to upload a file.

(in reply to tcarusil)
Post #: 164
RE: Please post graphics mods here - 4/7/2012 10:24:16 PM   
tcarusil

 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Thank you for the advice. I will give it a try.

TomC

(in reply to Curtis Lemay)
Post #: 165
RE: Please post graphics mods here - 4/7/2012 10:39:29 PM   
tcarusil

 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Telumar kindly prepared a custom mod for me. It involves blown bridge hexes being outlined in red so that you can locate blown bridges that are covered by a unit.

I haven't the skills to create such a mod, but I was able to modify the existing steel and brass cursors for use with the new blown bridge mod.

For the solid brass cursor that is used to designate the active unit, I substituted the steel cursor with the open sides. I made the openings larger and changed the color to neon green. This makes the red for the blown bridge more easily visible.

For the steel cursor I changed the color to neon yellow and made the open sides larger.

If I do this correctly, the green "brass" cursor is attached as a jpg. The file extension will need to be changed to .bmp.

The steel will follow.

TomC



Attachment (1)

(in reply to tcarusil)
Post #: 166
RE: Please post graphics mods here - 4/7/2012 10:40:58 PM   
tcarusil

 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Here is the steel cursor. Also as a .jpg. Rename with the extension .bmp.

TomC



Attachment (1)

(in reply to tcarusil)
Post #: 167
RE: Please post graphics mods here - 4/20/2012 10:22:28 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Classic Redux Addendum

This is not a standalone Graphic Mod, it’s just an update – or better a mixture of updated, improved, corrected and alternate files – for the Classic Redux Mod.

Note that the download doens’t always contain a huge or small view version of a specific graphic file. You will need a s_ or H_ version of the according terrain tile in AltGraphics for the best results. Some files are only present in the huge version (H_tiles..), for them you certainly need according normal and small versions.

Get it here: http://ge.tt/7jY2nTF/v/2?c

The addendum contains a corrected version of tiles_misc.png as the original file didn’t display frozen shallow water. Now there is also an alternate version of open terrain in the zip file’s subfolder ‘Tiles Misc Alt’:



In the above screenshot you can also see an updated version of marsh terrain and a slightly modified version of urban terrain. More of this here…:



And the urban tiles:



Another version of urban terrain is visible below (in the .zip file’s folder ‘Urban Version 2′). Also movement arrows and updated supply markers:



Supply markers in huge view and a clearer version of hills (only in huge view):



Last but not least: A much improved version of canal and major canal terrain tiles. First in normal view:



And in zoomed in huge view. The download also contains new versions of river and major river in huge view (only) which are more in accordance with the normal view versions:





< Message edited by Telumar -- 4/20/2012 10:27:13 PM >


_____________________________


(in reply to tcarusil)
Post #: 168
ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/2/2012 12:12:52 PM   
Robin le guetteur


Posts: 37
Joined: 7/18/2006
From: France
Status: offline
Hi everybody.

After almost ten years, I am playing again with TOAW.
The fabulous mods I saw here gave me the desire to finish an old project I had by the past.
SO, I am proud to present you my own mod for TOAW.
As I am playing with the old version (ACOW) I am not sure if my files are fully compatible with the new version by Matrix.
Thanks for your feedback on any issue...
About the PNG/Transparency versus Pixels, I ve decided to keep the mod fully compatible for all the players with any versions. It was a great challenge for the weather system and the trees, for example, but I find it pretty cool like this.
I d like to have your feedback and suggestions for that.

PS : I ve tried to put links and images of my mod in this post but the forum doesn't allow me before my tenth post ! If someone have a solution (better than post Ten times anywhere...).

_____________________________


(in reply to Telumar)
Post #: 169
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/2/2012 12:35:22 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
??? I see you have 31, are the posts really the problem?

_____________________________


(in reply to Robin le guetteur)
Post #: 170
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/2/2012 5:37:00 PM   
Robin le guetteur


Posts: 37
Joined: 7/18/2006
From: France
Status: offline
Not sure but I can't see any other reason as it said that I must post tenth before put links... ?


_____________________________


(in reply to BigDuke66)
Post #: 171
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/2/2012 6:16:48 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Inserting liknks into posts should be no problem.

as for graphics - there is a size limitation (250 k?). However this shouldn't stop you from uploading a screenshot to a picturehoster (imageshack i.e.) and insert the picture's url between the image tags: [image]http://xyz...[/image]

_____________________________


(in reply to Robin le guetteur)
Post #: 172
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/2/2012 10:29:15 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Mr. Le Guetteur asked me to post his links and his presentation. Download is link at the end of the presentation. Let me just add one thing:

Voilà:



Get it here:
http://www.steamfactory.net/files/game-contributions/ACOW-Graphics-Mod-Global-2D-Lifting-by-Steamrobin.zip

_____________________________


(in reply to Telumar)
Post #: 173
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/2/2012 11:04:40 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Great. And, certainly, it's compatible with TOAW III except one minor thing: The AI mode buttons (since 3.4) will be empty. But i think we can live with that.

I especially like the clear GUI, the hills and the mountains (also impassable). I've tried one, two dozen or more different textures and patterns to get away from the default design, but didn't find a satisfying one. Which ressources have you used?

_____________________________


(in reply to Telumar)
Post #: 174
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/3/2012 12:53:52 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
The weather symbols look great!

_____________________________


(in reply to Telumar)
Post #: 175
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/3/2012 10:58:08 AM   
Robin le guetteur


Posts: 37
Joined: 7/18/2006
From: France
Status: offline
Thank you very much, Telumar, for posting.
And for your encouragement. Very welcome.

Thank to you too, BigDuke.
My work for the weather was long to reach my goal. When I had the idea to break the "paradigm" (substitute oloud symboles for cloud layers) I was really excited. But it took a while to obtain the best visual solution. Especially because of pixel (no png transparency) constraints...

About the Relief, I am very happy that Telumar appreciate my (hard) work.
From my side, I appeciated your work too. The way you followed is close with this I follow in my work for Ageod (Birth of America...).
This time, for OAOW, I wanted to do something slightly different and more "realistic".
But, to be frank, I am not a big fan of 3d or google like maps.
So, my main goal and time spent was not devoted to find good textures. It was devoted to find good color schemes in goal to avoid "real world" copy and at last, to obtain something really peronnal.

Concerning the textures I worked with many apps, from Photoshop to Terragen and WorldMachine for example.
I plane to post some example of apps and process as soon as I can post images and links by myself...




_____________________________


(in reply to BigDuke66)
Post #: 176
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/3/2012 1:33:10 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
"no png transparency", didn't we get that with the last patch?

_____________________________


(in reply to Robin le guetteur)
Post #: 177
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/3/2012 2:43:43 PM   
Robin le guetteur


Posts: 37
Joined: 7/18/2006
From: France
Status: offline
PNG are, in my opinion, only available for the Matrix Version, OPART III.



_____________________________


(in reply to BigDuke66)
Post #: 178
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/3/2012 4:24:27 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Indeed, I thought your mod would be made for TOAWIII.

_____________________________


(in reply to Robin le guetteur)
Post #: 179
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/15/2012 2:31:48 AM   
papajack

 

Posts: 80
Joined: 2/11/2010
Status: offline
Just want to ask , is there any mod to increase the text font size , thanks

(in reply to BigDuke66)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> RE: Please post graphics mods here Page: <<   < prev  4 5 [6] 7 8   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

1.906