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RE: Updated Graphics (and more!) - 7/14/2014 5:48:59 AM   
Vic


Posts: 8262
Joined: 5/17/2004
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nocrates in the defaultmod.txt file is an example of a modline in the mod file to block a certain feature in the random game setup. But you can also use also the following below. For example no1townstart. If multiple you can seperate by using a "-" sign.

quote:


noworldsize-noweather-maxplayer02-maxplayer03-etc..-maxplayer13-noworldtype-nomaploop-nomirrorish-noshrowd-no1townstart-nocostlyresearch-nostoneage-nocrates-nohiddenstats-noaiallied-nouseresources-noroads-nowildlands-nodepletedlands-nodesertedlands-nochangemaster-nocontinentalsize-nohumidity-nogeologicalage-nolimitedroads-nonaturalcoastlines


best wishes,
Vic

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(in reply to Tac2i)
Post #: 61
RE: Updated Graphics (and more!) - 7/23/2014 9:09:17 AM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
@Ormand, @Webizen,

I had assumed that if one selected "0" from the choice of 0,1,2,3,4 on the front menu that I was playing plain vanilla ATG. It seems that counter battery fire is turned on even if "0" is selected.

This is a misery in my PBEM games. Could I be right about this, and are any other mods in effect if "0" is chosen?

Chuck

(in reply to Vic)
Post #: 62
RE: Updated Graphics (and more!) - 7/23/2014 12:56:41 PM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
I want to describe what happened to give everyone the best chance of diagnosing this issue.

I am playing "GD 1938" and have never seen counter battery fire in this game. I fired at the one hex range of artillery in GD1938 on German forces. I have done this for over 30 turns. I took losses equal to all my artillery, even those units that dropped out early from lack of AP. They surrendered, although they were in no way surrounded. I started the turn over (sorry guys) and chose to not move one artillery into the hex, and the three other units, which did not have to move, fired on Cologne successfully.

This may just be a bug, not related to the Ormand mod, but since he mentioned CounterBattery was turned on I wondered about the possibility.

Chuck

(in reply to cpdeyoung)
Post #: 63
RE: Updated Graphics (and more!) - 7/23/2014 5:10:58 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
From what I know about how mods work I'd say it is highly unlikely to have been caused by Ormand's mod.

quote:

ORIGINAL: cpdeyoung

I want to describe what happened to give everyone the best chance of diagnosing this issue.

I am playing "GD 1938" and have never seen counter battery fire in this game. I fired at the one hex range of artillery in GD1938 on German forces. I have done this for over 30 turns. I took losses equal to all my artillery, even those units that dropped out early from lack of AP. They surrendered, although they were in no way surrounded. I started the turn over (sorry guys) and chose to not move one artillery into the hex, and the three other units, which did not have to move, fired on Cologne successfully.

This may just be a bug, not related to the Ormand mod, but since he mentioned CounterBattery was turned on I wondered about the possibility.

Chuck



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Tac2i (formerly webizen)

(in reply to cpdeyoung)
Post #: 64
RE: Updated Graphics (and more!) - 7/23/2014 5:22:04 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
All that these menu options do is determine what buttons appear on the main screen. You don't even need to select any menu option. If you close the menu window, the default main screen loads as determined by the defaultmod.txt file. In any case it should have no affect on an existing save game file.

quote:

ORIGINAL: cpdeyoung

@Ormand, @Webizen,

I had assumed that if one selected "0" from the choice of 0,1,2,3,4 on the front menu that I was playing plain vanilla ATG. It seems that counter battery fire is turned on even if "0" is selected.

This is a misery in my PBEM games. Could I be right about this, and are any other mods in effect if "0" is chosen?

Chuck




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Tac2i (formerly webizen)

(in reply to cpdeyoung)
Post #: 65
RE: Updated Graphics (and more!) - 7/23/2014 6:51:08 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline

quote:

ORIGINAL: cpdeyoung

I want to describe what happened to give everyone the best chance of diagnosing this issue.

I am playing "GD 1938" and have never seen counter battery fire in this game. I fired at the one hex range of artillery in GD1938 on German forces. I have done this for over 30 turns. I took losses equal to all my artillery, even those units that dropped out early from lack of AP. They surrendered, although they were in no way surrounded. I started the turn over (sorry guys) and chose to not move one artillery into the hex, and the three other units, which did not have to move, fired on Cologne successfully.

This may just be a bug, not related to the Ormand mod, but since he mentioned CounterBattery was turned on I wondered about the possibility.

Chuck


My guess would be that it is a bug in ATG not in GD 1938 or Ormands mod. I am unsure of what it is exactly, and I think Vic would want a save game, if it is repeatable.

Claus

(in reply to cpdeyoung)
Post #: 66
RE: Updated Graphics (and more!) - 7/23/2014 8:25:53 PM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
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I agree, and will try and get a save file.

Chuck

(in reply to ernieschwitz)
Post #: 67
RE: Updated Graphics (and more!) - 7/24/2014 6:09:35 PM   
Ormand


Posts: 682
Joined: 2/17/2009
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Hi, Sorry for radio silence, but until Aug 10 I will have very limited availability. None next week at all.

Yes, choosing "0" should bring up a screen where if you make a random game, it will just be standard ATG. Since I didn't upload the anewdawn.at2 file, this should be the one you have. And, Webizen is correct. If you have a saved game started with a different at2 file, there should be no effect at all. The only thing you can alter is if you changed the graphics files themselves so that a different graphics would be loaded into the same position as a defined graphic.

I also checked that my graphics mod for standard ATG (basic and addunits), i.e., neither regiments or division, has rulevar 142 set to 0, so there should be no counter battery fire. Rulevar 142 is set to 1 in the regiments and divisions at2 files, so there will be counter battery in these games.

I have been able to play a few games with counter battery on, and have found that if you hit a hex with say three units in it, you can have a fairly serious counter-battery effect. Mostly because infantry guns 2 have ranged artillery, so they will fire back after one or two rounds. If have hit a three stack unit with 8 artillery 1 units, but each of the enemy had 4 infantry guns 2. Ouch. I haven't seen the effect you describe, but it does need to be pegged down. Unfortunately, I won't be able to help for a bit.


(in reply to cpdeyoung)
Post #: 68
RE: Updated Graphics (and more!) - 7/24/2014 6:35:04 PM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
Thanks, but I think it may be a weird bug, perhaps in ATG itself. It only happens in a very specific circumstance.

Chuck

(in reply to Ormand)
Post #: 69
RE: Updated Graphics - 10/13/2014 9:29:17 PM   
mashkis

 

Posts: 141
Joined: 1/29/2005
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Where can I find the download links?

(in reply to Ormand)
Post #: 70
RE: Updated Graphics - 10/14/2014 1:51:47 AM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Checkout this post: http://www.matrixgames.com/forums/fb.asp?m=3648956

quote:

ORIGINAL: mashkis

Where can I find the download links?


< Message edited by Webizen -- 10/14/2014 2:52:18 AM >


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Tac2i (formerly webizen)

(in reply to mashkis)
Post #: 71
RE: Updated Graphics - 10/21/2014 6:27:44 AM   
Ormand


Posts: 682
Joined: 2/17/2009
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Hopefully, I didn't screw anything up, but I just uploaded version 3 of Four Seasons Graphics mod. The upgrade can be installed via a "patch" which will install over the base installation and upgrade some graphics, and put the scenario files in the right place. This is file 4Seasons-Patch.atzip. I also replaced parts 1-5 and 2-5 and the at2zip files for future downloading of the full package. The patch is needed only if you downloaded prior to today, 10/20/2014.

The changes:

Changed the interior graphics for city and suburb (might need more work to make it better).

Fixed the Halftrack upgrade issue in Divisions.

Tweaked artillery units. Gave surface ships artillery capability against surface ships. Tweaked surface ship artillery.

Added several units:
Light, medium, and heavy coastal batteries and tech dependent on Heavy Artillery.
Light Infantry I, II, III, IV - has better recon and hide value than Rifle
Bicycle and Motorcycle units that can mobilize Light Infantry. Motorcycle has good recon capability.

Increased weights for regular infantry from 1 to 2 and modified carry capacity of trucks, jeeps, horses, and halftracks. Bicycles and motorcycles can only carry weight 1, so can only mobilize light infantry.

Removed carry capacity for Calvary.

Unfortunately, I can't upload the BIG graphics. The scaled versions from the game are not as good as what I have. I actually started with a 384x289 image that I reduced to 128x96 and then to 64x48.

I am pretty sure that the AI will not use coastal artillery as a human player would, so you should take that into consideration while playing. I included these units mostly for historical purposes and particular scenarios I have in mind.

As for scale, I am thinking that Regiments should be somewhere around 10 km/hex, so artillery ranges are based on this. For divisions, this is more complicated, but it most certainly at least 20-40 km/hex (it is hard to adjust artillery for this as regular artillery would have a range of just one hex).

(in reply to Ormand)
Post #: 72
RE: Updated Graphics - 10/21/2014 1:59:01 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Did you fix the road through the woods issue? I can not get it to work at all.

(in reply to Ormand)
Post #: 73
RE: Updated Graphics - 10/21/2014 2:59:53 PM   
Ormand


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Darn it! Yes and No. I fixed it in Divisions, but Regiments. Sorry, there were a lot of parallel tasks and I forgot that one (hopefully not others as well). I fixed both the patch and the standard at2zip file.

(in reply to Twotribes)
Post #: 74
RE: Updated Graphics - 10/22/2014 5:24:36 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Ormand's high quality BIG graphics for zoomed in mode are here:

http://rtworks.org/GameStuff/FourSeasonsBIG.atzip (138MB)

Right click to download...

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Tac2i (formerly webizen)

(in reply to Ormand)
Post #: 75
RE: Updated Graphics - 10/23/2014 5:59:16 AM   
Ormand


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Thanks for giving them a home Webizen. I should look into whether I can set up a site with comcast. At any rate, the BIG graphics are higher quality. In all cases, I started with the larger graphics and scaled them down from 128x96 to 64x48. I believe the scaling used in ATG is equivalent to "cubic" in GIMP. Generally, I used the lanczos setting, which is better, but can just a hair trickier. For urban and forests, I actually used a template that was much larger, I think three times the BIG size. And then scaled down, from there. The problem with using the regular graphics to scale up to BIG is, of course, that there less information, and thus they don't look as good.

I forgot to mention that you should delete the SMALL graphics for suburbs and city. Just delete the City and Suburbs directories under graphics/FourSeasonsSMALL/Terrain. When you start up ATG, ATG will regenerate these directories based on what is in FourSeasons/Terrain. If you don't do this, the older images will still be there for SMALL graphics.

OK, if you DO NOT (and only then) install the BIG graphics above, you should also delete these two directories in FourSeasonsBIG (they will be regenerated with the regular graphics).

In the end, the newer urban graphics try to get away from the sharp edges the original graphics had. They look similar, and while they could still be made better, they are an improvement. And, also, when reduced to 48x24, it may not make much difference.

(in reply to Tac2i)
Post #: 76
RE: Updated Graphics - 10/24/2014 3:41:49 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
These BIG graphics are much nicer than those auto generated by ATG from the standard size graphics.

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Tac2i (formerly webizen)

(in reply to Ormand)
Post #: 77
RE: Updated Graphics - 10/25/2014 5:24:36 PM   
Ormand


Posts: 682
Joined: 2/17/2009
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For comparison:

Scaled from regular graphics:








Attachment (1)

(in reply to Tac2i)
Post #: 78
RE: Updated Graphics - 10/25/2014 5:25:10 PM   
Ormand


Posts: 682
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For natural BIG:






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< Message edited by Ormand -- 10/25/2014 6:25:34 PM >

(in reply to Ormand)
Post #: 79
RE: Updated Graphics - 10/26/2014 9:03:49 AM   
Josh

 

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From: Leeuwarden, Netherlands
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Nice. The railroads suddenly look like real rr, and the city is what you see in Googlemaps pretty sharp.

(in reply to Ormand)
Post #: 80
RE: Updated Graphics - 10/28/2014 5:20:49 AM   
Ormand


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Thanks!

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Post #: 81
RE: Updated Graphics - 11/5/2014 4:38:02 AM   
lion_of_judah


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what if I would like to use the unit graphics but not the terrain graphics, is this doable?

(in reply to Ormand)
Post #: 82
RE: Updated Graphics - 11/6/2014 6:23:46 AM   
Ormand


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Sure, it is definitely possible. I didn't make a lot of replacements because, well, I ran out of gas doing them. I had wanted to make pictures for the various people types. The trouble was finding pictures that were clearly not copyrighted. Which mostly meant black & white. And colorizing them is tedious.

OK, easy to do. In the editor, go to the SFT window, and select graphics. You'll see the familiar unit pictures.




Click on the blue box with arrow to change the unit picture. Navigate your way to FourSeasons/SFT-Pictures and select the picture you would like. Then click on the overlay blue box, navigate to the same directory and select the transparent picture (Blank-192x144.png). Finally, click on the box next to "BaseColMod=6" and set this to zero. The base pictures are a grey scale that then gets tinted by this selection. The SFT pictures are in 4Seasons-1-5.atzip.

Leave the other pictures alone. I think these are used as unit symbols for BIG grahpics (RuleVar 871 = 0 overules this and uses BIG versions of the unit symbol (i.e. NATO here).

Like I said the goal was to do many more, but I got onto some other things, and it is fairly tedious.




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< Message edited by Ormand -- 11/6/2014 7:28:49 AM >

(in reply to lion_of_judah)
Post #: 83
RE: Updated Graphics - 11/6/2014 10:59:16 PM   
GaryChildress

 

Posts: 6830
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From: The Divided Nations of Earth
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How did you get the mode with the blue boxes to change pictures and edit things? I opened the editor and This is the screen I got. There doesn't appear to be a way to edit any of the settings:






Attachment (1)

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Post #: 84
RE: Updated Graphics - 11/6/2014 11:18:24 PM   
Twotribes


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Ahh, you have to open it with the editor in scenario list. Failing that in scenario list remove the masterfile.

(in reply to GaryChildress)
Post #: 85
RE: Updated Graphics - 11/7/2014 5:28:44 AM   
Ormand


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Yes, I should have mentioned that. Basically, you can't edit anything if it isn't the scenario file. Be sure not to overwrite when saving. I have done that when I was working on a version, and then discovered that I clobbered an early one because I had mindlessly saved the same file as before.

Also, staff, rifle, etc are kind of a bad example to have used because there are the extra regime specific graphics that you have highlighted in your graphic. Those will override the primary graphics. These can be deleted without impunity (I think), with I think only one exception. On the People screen, there is an SFT graphic used as the general graphic for the People, and sometimes it refers to a regime specific graphic in the list. Basically, there can be one for each people.

(in reply to Twotribes)
Post #: 86
RE: Updated Graphics - 11/9/2014 12:20:51 PM   
GaryChildress

 

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From: The Divided Nations of Earth
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I don't see a link to DL this mod? Is it ready or still under development?

Thanks.

EDIT: Woops, I found it, never mind.

< Message edited by Gary Childress -- 11/9/2014 1:26:47 PM >


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Post #: 87
RE: Updated Graphics - 11/9/2014 1:15:40 PM   
GaryChildress

 

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Hmm. I've downloaded just about everything I could find to DL for this mod and I keep getting error messages saying that files are not found. I checked the ATG directory and it appears that all the files are there which the game says it is missing when it loads.




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Post #: 88
RE: Updated Graphics - 11/9/2014 3:33:13 PM   
MasterChief


Posts: 159
Joined: 2/9/2004
From: The Hundred Fathom Curve
Status: offline
Gary, I'm running into the same issues. I have downloaded the main pack with mod and scenario files, and the graphics pack (took me a few minutes to figure out that I had to rename the file .zip vice atzip to get it to unpack) I still get the error messages you are describing when I am starting up a regiment game. The game locks up completely when I try to load the division mod. Hope I get this figured out because ormand's mod has addressed all my issues with the basic game.

quote:

ORIGINAL: Gary Childress

Hmm. I've downloaded just about everything I could find to DL for this mod and I keep getting error messages saying that files are not found. I checked the ATG directory and it appears that all the files are there which the game says it is missing when it loads.






< Message edited by MasterChief -- 11/9/2014 4:33:56 PM >


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(in reply to GaryChildress)
Post #: 89
RE: Updated Graphics - 11/9/2014 3:45:40 PM   
GaryChildress

 

Posts: 6830
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From: The Divided Nations of Earth
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I don't know how this game works, especially the file structure but shouldn't the one slash be tilted in the other direction? Maybe that's the problem? I tried to go into the editor to see if I could fix it but I can't even get the mod to come up in the editor.

How do I uninstall a mod? Maybe if I reinstall it it will work?




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< Message edited by Gary Childress -- 11/9/2014 4:46:05 PM >


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Post #: 90
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