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: WIP: GUI Mod Brown

 
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: WIP: GUI Mod Brown Page: <<   < prev  6 7 [8] 9 10   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: WIP: GUI Mod Brown - 8/10/2013 11:02:53 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Looks okay. No anchorage icon. And you still have anchorage icons on your map? Then check your folder hierarchy, must be something with that. Is the scenario specific folder in Graphics or in AltGraphics or even in both?

Btw. What did you do with the airfields? Or better: why?

_____________________________


(in reply to sPzAbt653)
Post #: 211
RE: WIP: GUI Mod Brown - 8/10/2013 11:12:06 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

And you still have anchorage icons on your map?


Yes I do, argghhhh !! Its quite a frustration.

It's Rodia's graphics file (so good) but I put it in the scenario specific. I pulled the tiles and after modifying saved them back to the scenario specific, while changing the originals to, for example, tiles_misc_bup.

Uh oh, should I have deleted the originals ??

(in reply to Telumar)
Post #: 212
RE: WIP: GUI Mod Brown - 8/10/2013 11:31:37 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Rodia? The Peloponnesian War guy?

So, you took his files, edited them and saved them to an other folder. Then you saved the original, too. The latter doesn't matter. That scenario specific folder is in AltGraphics? Is there a similar folder in /Graphics or any version numbering involved? Have you changed the scenario name in windows explorer instead of saving it from the editor under the new name or..?

_____________________________


(in reply to sPzAbt653)
Post #: 213
RE: WIP: GUI Mod Brown - 8/10/2013 11:44:16 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

Rodia? The Peloponnesian War guy?


Yeah, how cool are those graphics ??

quote:

So, you took his files, edited them and saved them to an other folder.


Um, no edit. I had a map, and added Rodia's graphic file. It all work well, but I can't get rid of the stupid 'anchorage' graphic ??

I grabbed all of Rodia's excellent files and threw them into the new Scenario Graphics file.

(in reply to Telumar)
Post #: 214
RE: WIP: GUI Mod Brown - 8/10/2013 11:47:49 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
See all the Anchorages ?? Its awful.




Attachment (1)

(in reply to Telumar)
Post #: 215
RE: WIP: GUI Mod Brown - 8/10/2013 11:51:29 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Lol. You should have edited that .BMP file instead the .PNG file. Or switch to PNG support, whatever you like more.

_____________________________


(in reply to sPzAbt653)
Post #: 216
RE: WIP: GUI Mod Brown - 8/10/2013 11:58:05 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Yeah but how do I know which is the png or the bmp, is it the S_3 the h_3 or the micro_S3 ?? (I am sure JMass is Laughing now).

(in reply to Telumar)
Post #: 217
RE: WIP: GUI Mod Brown - 8/10/2013 12:36:16 PM   
Telumar


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

quote:

ORIGINAL: sPzAbt653

Yeah but how do I know which is the png or the bmp, is it the S_3 the h_3 or the micro_S3 ?? (I am sure JMass is Laughing now).


Be sure that he's not the only one. ;)

It is:

tiles_misc.bmp
s_tiles_misc.bmp

There is no specific huge (zoom-in) 2D graphic for the bitmap graphics, so no H_tiles_misc.bmp

And if you want to do the iso 3d files, too:

D3_tiles_misc.bmp
s_D3_tiles_misc.bmp

But noone ever uses them anyway.

Microtiles_xyz are used by the micromap in the lower right corner and by the weather report map.

BMP or PNG - have you checked show file name extensions or whatever this is called in the US/engl. version in the windows folder options?

I see it:




Attachment (1)

_____________________________


(in reply to sPzAbt653)
Post #: 218
RE: WIP: GUI Mod Brown - 8/10/2013 1:09:29 PM   
JMass


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

quote:

ORIGINAL: sPzAbt653
(I am sure JMass is Laughing now).


Do not worry, no shame if somebody want to learn something

_____________________________

"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 sPzAbt653)
Post #: 219
RE: WIP: GUI Mod Brown - 8/11/2013 1:19:10 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
YAHOO !! Eureka !! Success !! (I was editing the png graphics, which I didn't use)

Thanks Telumar !! And thanks to Rodia for making those neat graphics and sounds




Attachment (1)

(in reply to Telumar)
Post #: 220
RE: WIP: GUI Mod Brown - 8/11/2013 10:56:01 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Perfect. What's that? Colonization for TOAW?

_____________________________


(in reply to sPzAbt653)
Post #: 221
RE: WIP: GUI Mod Brown - 8/11/2013 8:29:01 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Something like that, a Solitaire Strategy Game, with Conquistadors and Privateers !

(in reply to Telumar)
Post #: 222
RE: WIP: GUI Mod Brown - 8/17/2013 12:02:22 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Those little flags that are on objective hexes, has anybody messed with making them not be there ? They kind of bugger up the look of the map.

(in reply to sPzAbt653)
Post #: 223
RE: WIP: GUI Mod Brown - 8/17/2013 12:06:26 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Toggle them off. The "50" button. :)

_____________________________


(in reply to sPzAbt653)
Post #: 224
RE: WIP: GUI Mod Brown - 8/17/2013 2:28:38 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
DOH ! I must be working too hard lately and have lost my mind.

Now its beautiful, no supply points, no anchorages, no objectives ! Thanks very much




Attachment (1)

(in reply to Telumar)
Post #: 225
RE: WIP: GUI Mod Brown - 8/17/2013 2:34:47 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Cool. Which date is it? 1492? 15..? The map is the entire 'New World'? Ready for plundering, looting, bringing in new viruses, destroying ancient civilisations and such? But this time they will resist! Or try to.?!

< Message edited by Telumar -- 8/17/2013 2:35:24 PM >


_____________________________


(in reply to sPzAbt653)
Post #: 226
RE: WIP: GUI Mod Brown - 8/17/2013 9:42:31 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Its one of those S&T Magazine inclusions that some of used to get back in the 70's - 80's. Conquistador, 1495-1600, 21 turns, map of the Americas only. The player is Spain, the computer is England, France, Portugal and Natives. Loot and Disease.

I no longer have the game but found the designers site at http://www.amarriner.com/conq/




Attachment (1)

(in reply to Telumar)
Post #: 227
RE: WIP: GUI Mod Brown - 8/17/2013 10:08:57 PM   
Telumar


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

Apropos S&T, which was before my time... i found this recently, all are avilable for free as pdf:

http://magazine3k.com/magazine/military/85275/strategy-and-tactics-no-024-battle-of-moscow.html

_____________________________


(in reply to sPzAbt653)
Post #: 228
RE: WIP: GUI Mod Brown - 8/17/2013 11:21:40 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Cool. As usual I can't figure it out, it looks like there might be a charge, not sure as it looks like a German site and I speak no Deutsche. I'd like to see No.63 though, as I might be interested in doing the Vera Cruz scenario also. Thanks Telu !

(in reply to Telumar)
Post #: 229
RE: WIP: GUI Mod Brown - 8/17/2013 11:36:39 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
There is a MediaFire Link somewhere on that site, but nevermind.

Downloaded and uploaded to my Dropbox:

https://www.dropbox.com/s/rm7sa1hgr6oilvw/e_70267.zip

_____________________________


(in reply to sPzAbt653)
Post #: 230
RE: WIP: GUI Mod Brown - 8/18/2013 12:28:43 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Wow, how cool is that ! Thanks so much




Attachment (1)

(in reply to Telumar)
Post #: 231
RE: WIP: GUI Mod Brown - 8/18/2013 2:25:44 AM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: sPzAbt653

Its one of those S&T Magazine inclusions that some of used to get back in the 70's - 80's. Conquistador, 1495-1600, 21 turns, map of the Americas only. The player is Spain, the computer is England, France, Portugal and Natives. Loot and Disease.

I no longer have the game but found the designers site at http://www.amarriner.com/conq/




I thought that might be what it was based upon. I have a copy of that. S&T 58 - September/October 1976. Long time ago.

(in reply to sPzAbt653)
Post #: 232
RE: Grey GUI - Axis Theme - 8/24/2013 9:47:11 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
I've already posted this yesterday over at the German SI forums. A grey 'Axis theme' GUI.


(terrain in the screenshot from upcoming Classic Redux II Mod and not included in download)


It still has some glitches with neutralframe256.bmp, and i fear i cannot solve this problem. However i think it's a minor one and the theme pleases the eye (i hope so ;) ).

I added the Opart 3 fonts.ini that has been used for the screenshot as the mod might not look good with the standard fonts. Extract this file to the TOAW main directory (you may want to backup your fonts settings first).

Download from my dropbox: https://www.dropbox.com/s/j37t5xye1vra9no/Grey%20GUI.zip



< Message edited by Telumar -- 8/24/2013 9:50:09 AM >


_____________________________


(in reply to Curtis Lemay)
Post #: 233
RE: Grey GUI - Axis Theme - 9/5/2013 5:58:40 PM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline
Thanks Telumar

_____________________________


(in reply to Telumar)
Post #: 234
RE: Grey GUI - Axis Theme - 10/5/2013 1:49:01 PM   
lecrop


Posts: 412
Joined: 4/14/2009
Status: offline
I like a lot your mod Telumar, thnx

_____________________________


(in reply to wodin)
Post #: 235
RE: Grey GUI - Axis Theme - 10/5/2013 2:26:36 PM   
Telumar


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

More to come. Soon... :)






Attachment (1)

_____________________________


(in reply to lecrop)
Post #: 236
New Graphic Mod: Classic Redux II - 10/6/2013 11:19:40 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
I finally finished the work on my new mod. Here's a small preview, more screenshots and download links can be found here: http://thetoawbeachhead.wordpress.com/2013/10/06/classic-redux-ii/ :


Terrain (and unit counters):






GUI (the mod contains several GUI styles):





< Message edited by Telumar -- 10/6/2013 11:37:23 PM >


_____________________________


(in reply to Telumar)
Post #: 237
RE: New Graphic Mod: Classic Redux II - 10/7/2013 1:05:43 AM   
Lobster


Posts: 5104
Joined: 8/8/2013
From: Third rock from the Sun.
Status: offline

quote:

ORIGINAL: Telumar

I finally finished the work on my new mod. Here's a small preview, more screenshots and download links can be found here: http://thetoawbeachhead.wordpress.com/2013/10/06/classic-redux-ii/ :




The download for the GUI isn't the GUI at all. It's another counter download. So there are two downloads for the counters and none for the GUI. :{

(in reply to Telumar)
Post #: 238
RE: New Graphic Mod: Classic Redux II - 10/7/2013 1:31:36 AM   
Silvanski


Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
GUI: https://www.dropbox.com/s/5u00rvhdvqyn6uz/CR2%20GUI%20styles.zip contains Counters indeed...

_____________________________

The TOAW Redux Dude

(in reply to Lobster)
Post #: 239
RE: New Graphic Mod: Classic Redux II - 10/7/2013 5:15:52 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Sorry. The link is fixed now.

_____________________________


(in reply to Silvanski)
Post #: 240
Page:   <<   < prev  6 7 [8] 9 10   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> RE: WIP: GUI Mod Brown Page: <<   < prev  6 7 [8] 9 10   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

1.016