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RE: Less Is More Graphics Mod 20150530

 
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RE: Less Is More Graphics Mod 20150530 - 5/30/2015 11:06:40 PM   
oldspec4

 

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Excellent work..Thanks for doing this.

(in reply to berto)
Post #: 31
RE: Less Is More Graphics Mod 20150530 - 5/31/2015 1:30:31 AM   
VegasOZ

 

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I am using my HW_Direction_Arrows. pcx and HW_Direction_Arrowsa.pcx and my Attack_Arrow but I adopted the rest of your arrows as I had not modded them yet. So my install is as graphically clean and de-cluttered as you can get I'd say.

(in reply to berto)
Post #: 32
RE: Less Is More Graphics Mod 20150530 - 5/31/2015 2:05:07 AM   
marcpennington

 

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I appreciate these mods, and hope the designers will integrate various of their features as options into the main game.

As regards the floating casualty numbers discussed earlier (as well as some of the other eyesores), I don't think they actually look all that bad on the default normal zoom (or whatever the zoom level is called where everything just looks clear--- you know what I mean). And now we have the option to not zoom out in combat resolution (and at zoomed out levels, they really are eye sores and hard to read.) The problem is that the game doesn't save the don't zoom out in combat resolution option, so for people like me who primarily play PBEM, we're stuck looking at them. Hopefully that can be fixed soon, and more of the above ideas worked in as well.

Actually, on that note, have any modders/designers figured out a line to add to the .ini to permanently prevent zoom out during combat resolution? I imagine it's a simple fix.

(in reply to VegasOZ)
Post #: 33
RE: Less Is More Graphics Mod 20150530 - 5/31/2015 8:37:43 PM   
berto


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quote:

ORIGINAL: berto

For the latest installment of the Less Is More Graphics Mod, I have

  • shrunk the out-of-command stars

  • In the 20150530 release, I have shrunk the out-of-command stars by 50% from stock. Now too small I think. In the next release, I'll shrink them to 75% of original stock size.

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    (in reply to berto)
    Post #: 34
    RE: Less Is More Graphics Mod 20150530 - 6/6/2015 12:27:53 PM   
    Radagy


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    Thanks Berto, you are doing a really good job addressing the weak spot of this game.

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    Post #: 35
    RE: Less Is More Graphics Mod 20150530 - 6/6/2015 1:35:59 PM   
    berto


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    You're welcome. I'm working on graphics for another game (<cough cough>), but I hope to post an update to the Less Is More Graphics Mod later this weekend.

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    (in reply to Radagy)
    Post #: 36
    RE: Less Is More Graphics Mod 20150530 - 6/7/2015 7:31:14 PM   
    berto


    Posts: 20708
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    For the latest installment of the Less Is More Graphics Mod, I have

  • shrunk and simplified the no-move red Xs even further, and re-centered them in relation to other info icons, not in relation to the hex
  • restored the out-of-command stars to their original, standard stock size



    Oddly, in stock, the info icons (LOS, no-move, etc.) are not centered in the hex, rather are positioned slightly above the hex center. In previous versions of this mod, I had centered the no-move red Xs in relation to the hex. But that made them out of kilter in relation to the other info icons. It looks better for all info icons to line up together, hence my adjusting the red X centering.

    There are limits to how small I can make the red Xs. Being red, hence standing out, being noticeable no matter their size, generally smaller is better. But if I make them too small, they are obscured by the overlaying LOS markers, etc. The current size is about best.

    I also decided that, especially at extreme zoom-out, it's better to have the out-of-command stars larger, back to original 100% size.

    There's still more I want to mod, but that's enough for now. Too busy with other stuff!

    For your convenience, the LIMGM is packaged in the form of a JSGME mod package. If you don't use that mod enabler utility (you really ought to!), you should know that among the many folders included in this latest version of the Mod, just two folders are populated:

  • Gfx > Arrows
  • Gfx > Hexwar

    In this version, look for the modded files there, and only there.

    Note: You will always be able to download the latest version of the Less Is More Graphics Mod in the OP (post #1) of this thread.

    Note: Before applying the Mod, make backups of your stock files & folders first! (JSGME will do that automatically for you.)

    Enjoy!

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    (in reply to berto)
  • Post #: 37
    RE: Less Is More Graphics Mod 20150530 - 6/7/2015 7:56:21 PM   
    chemkid

     

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    .

    < Message edited by chemkid -- 4/25/2018 7:53:46 AM >

    (in reply to berto)
    Post #: 38
    RE: Less Is More Graphics Mod 20150530 - 6/8/2015 4:47:03 PM   
    berto


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    quote:

    ORIGINAL: berto

    quote:

    ORIGINAL: berto

    I have mixed feelings about the new counter art. It harmonizes better with the map art. But the unit echelon colors mesh better with the older, two-color counter art. Maybe reduce in size the echelon colors graphics. Show more blue & gray, less fruit salad!

    Contrast the, IMO, too visually overpowering echelon colors graphics in chit view



    with the more attractive, because smaller, echelon colors graphics in sprites view



    It is my wish that the on-counter unit colors be as small as the off-sprites unit colors. I realize that, at an angle, on-counter echelon displays will be jaggy, the smaller the graphic, and the more zoomed-out.

    Maybe therefore move the unit colors off-counter, just like sprites? Or have the unit colors always display straight up, no angling, but floating over the counters? Doing it in either of those ways has the added virtue of freeing up space on-counter for displaying other useful info.

    Another suggestion: In sprites view, we have the option to toggle unit colors off. Give us that option in chit view also.

    Here is the file Gfx > Hexwar > CountersColors.pcx:




    I have a strong hunch that by tweaking this file -- reducing in size these supposed unit color templates (?) -- I can achieve the effect I'm looking for.

    No time to test this hypothesis now! Maybe later this week.

    Attachment (1)

    < Message edited by berto -- 6/8/2015 6:01:02 PM >


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    (in reply to chemkid)
    Post #: 39
    Less Is More Graphics Mod 20150609 - 6/9/2015 7:11:46 PM   
    berto


    Posts: 20708
    Joined: 3/13/2002
    From: metro Chicago, Illinois, USA
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    For the latest installment (20150609) of the Less Is More Graphics Mod, I have

  • shrunk the chits-view on-counter echelon counters

    quote:

    ORIGINAL: berto

    Here is the file Gfx > Hexwar > CountersColors.pcx:




    I have a strong hunch that by tweaking this file -- reducing in size these supposed unit color templates (?) -- I can achieve the effect I'm looking for.

    Yes, it works!

    Here is the before, showing default, standard, chit-view echelon colors:



    And here is the after, showing the newer, modded, smaller echelon colors:



    (The mod also eliminates some unsightly artifacting in the default, standard CountersColors.pcx file -- how it meshes with the counters files. Alas, in some situations, in some zooms, for Union counters only AFAIK, there might still be some artifacting, depending on the echelon colors. I don't believe that this is due to the modded CountersColors.pcx, rather to the dark blue counter background color/texture used in the UsaCounters.pcx file (not modded).)

    A recent screenshot, showcasing some of the most important features of the Mod:



    There's still more I want to mod, but that's enough for now. Too busy with other stuff!

    For your convenience, the LIMGM is packaged in the form of a JSGME mod package. If you don't use that mod enabler utility (you really ought to!), you should know that among the many folders included in this latest version of the Mod, just two folders are populated:

  • Gfx > Arrows
  • Gfx > Hexwar

    In this version, look for the modded files there, and only there.

    Note: You will always be able to download the latest version of the Less Is More Graphics Mod in the OP (post #1) of this thread.

    Note: Before applying the Mod, make backups of your stock files & folders first! (JSGME will do that automatically for you.)

    Enjoy!

    _____________________________

    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 berto)
  • Post #: 40
    RE: Less Is More Graphics Mod - 6/13/2015 10:06:23 AM   
    Ironclad

     

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    quote:

    ORIGINAL: ericbabe

    Those look good. I may make them official graphics in a future patch if you don't mind my using them.

    As the current arrow lines and multiple barbs were introduced in response to players difficulty in seeing the aim direction of the originals I'm not sure about returning to a single head. The graphics including arrow lines look good but with a few of the examples I had to look closely to spot the head and wondered what it would be like with smoke in a hex.

    (in reply to ericbabe)
    Post #: 41
    RE: Less Is More Graphics Mod - 6/13/2015 11:35:08 AM   
    berto


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    quote:

    ORIGINAL: Ironclad

    quote:

    ORIGINAL: ericbabe

    Those look good. I may make them official graphics in a future patch if you don't mind my using them.

    As the current arrow lines and multiple barbs were introduced in response to players difficulty in seeing the aim direction of the originals I'm not sure about returning to a single head. The graphics including arrow lines look good but with a few of the examples I had to look closely to spot the head and wondered what it would be like with smoke in a hex.

    Some players' difficulty. It never bothered me. What did bother me was the appearance. So I modded the arrows more to my liking.

    Players can use all or portions of the Less Is More Graphics Mod, mix and match with other mods, apply their own personal tweaks. That's the beauty of modding. You have the freedom: As You Like It.

    < Message edited by berto -- 6/13/2015 2:39:02 PM >


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    (in reply to Ironclad)
    Post #: 42
    RE: Less Is More Graphics Mod - 6/13/2015 12:13:41 PM   
    Ironclad

     

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    I understand that and I have no problem with individual mods and think its great that they add more variety and choice for players. Technically I'm not up to doing a mod myself and am impressed with those who are able to do so. My comment was only in response to that one specific issue and Eric's suggestion that he may be applying the mod in future to the vanilla version.

    (in reply to berto)
    Post #: 43
    RE: Less Is More Graphics Mod - 6/13/2015 2:38:45 PM   
    sherlock1

     

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    Thanks for taking the time to make these mods. Now if we can only get rid of those crazy floating numbers (hint)

    (in reply to Ironclad)
    Post #: 44
    RE: Less Is More Graphics Mod - 7/28/2015 5:01:48 PM   
    DaBoost

     

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    Thank you for this, was thinking of doing one since the arrows are REALLY hampering my enjoyment of the game. It's a great game, so more's the pity.

    (in reply to sherlock1)
    Post #: 45
    RE: Less Is More Graphics Mod - 8/10/2015 4:23:42 PM   
    PnzGren

     

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    These Mods are terrific....I had given up on the game because it looked so ugly! Now it is much better. Could you Mod the game so we could turn off and on all the writing which is on the map? I really think all the writing takes away from the emersion..

    (in reply to berto)
    Post #: 46
    RE: Less Is More Graphics Mod - 8/13/2015 4:00:34 PM   
    Gil R.


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    Which writing do you mean? The yellow writing that are used to identify a few points here and there (e.g., where Zollicoffer was killed at Mill Springs), or the various labels that are part of the map itself?

    If it is the latter then that is impossible: the maps were made with labels for every road, hill, house, creek, etc. But if it is the former then these superimposed labels can be removed by opening the maptags.txt file of a given scenario and deleting what's there. (What's there are the labels and their x,y coordinates.) You can do that, but there is a chance that future patches will restore the original version -- this will happen anytime the maptags.txt file is updated. And I do plan an update, but not for at least two months.

    (in reply to PnzGren)
    Post #: 47
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