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Telumar's "Final" Graphic Mod ?

 
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Telumar's "Final" Graphic Mod ? - 12/26/2017 5:52:08 PM   
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Nicholas Bell
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Does anyone know what came of Telumar's final graphic mod which apparently was never finished, or at least posted? I really like this and in the process of doing something similar when I stumbled on this old thread.


quote:

ORIGINAL: Telumar

This is what i am currently working on. It's not yet fully finished, but almost:









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RE: Telumar's "Final" Graphic Mod ? - 12/26/2017 6:32:16 PM   
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Oberst_Klink
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Nick

AFAIK that were his latest projects. I tried to get in touch with Stefan, and I hope he's alright. In a way, he was/is one of my mentors.

https://thetoawbeachhead.wordpress.com/category/graphic-mods/

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RE: Telumar's "Final" Graphic Mod ? - 12/26/2017 8:53:53 PM   
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Telumar
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I still have all the files.. though it has evolved into this (if there is need i can compile all the files and make them available):




Attachment (1)

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RE: Telumar's "Final" Graphic Mod ? - 12/26/2017 9:33:58 PM   
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Franciscus
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It looks very good.
It would be great to have this mod

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RE: Telumar's "Final" Graphic Mod ? - 12/26/2017 10:01:45 PM   
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Silvanski
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The great Telumar resurfaced, so I'm sure he'll be able to shed some light on this

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RE: Telumar's "Final" Graphic Mod ? - 12/27/2017 4:08:12 AM   
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Nicholas Bell
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quote:

ORIGINAL: Telumar
I still have all the files.. though it has evolved into this (if there is need i can compile all the files and make them available):


Well I would certainly appreciate your posting them. By far the best use of low contrast colors and textures, which I find very appealing. Love the forest textures too - I dug up a sheet of Letraset dry transfer decal with the same pattern to scan as I lost all my Photoshop brushes when by external backup HD died. Needless to say I'd rather simple use your terrain and play than work on terrain!

Glad you are back. Thank you!

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RE: Telumar's "Final" Graphic Mod ? - 12/27/2017 9:54:27 PM   
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Telumar
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Letraset dry transfer decal - had to google this.

You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.

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RE: Telumar's "Final" Graphic Mod ? - 12/28/2017 9:57:38 AM   
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Shadrach
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Reminds me a lot of the beautiful Command Ops maps, very nice!

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RE: Telumar's "Final" Graphic Mod ? - 12/28/2017 7:04:58 PM   
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Nicholas Bell
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quote:

ORIGINAL: Telumar

Letraset dry transfer decal - had to google this.

You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.


Understood, the transparencies are a pain.

Here's a very reduced size image of that decal. Purchased it over 30 years ago when I was making my own maps for board wargames.




Attachment (1)

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RE: Telumar's "Final" Graphic Mod ? - 12/28/2017 7:05:59 PM   
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Nicholas Bell
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quote:

ORIGINAL: larrybush
Remind me a lot of SPI maps too.


So true and so nice for old-timers like myself.
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RE: Telumar's "Final" Graphic Mod ? - 12/28/2017 8:27:50 PM   
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Telumar
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quote:

ORIGINAL: Nicholas Bell


quote:

ORIGINAL: Telumar

Letraset dry transfer decal - had to google this.

You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.


Understood, the transparencies are a pain.

Here's a very reduced size image of that decal. Purchased it over 30 years ago when I was making my own maps for board wargames.





Lol, it indeed looks like my forest tiles






Attachment (1)

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RE: Telumar's "Final" Graphic Mod ? - 12/28/2017 8:38:23 PM   
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Rasputitsa
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Very nice looking map, I would certainly use it, if it became available.

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RE: Telumar's "Final" Graphic Mod ? - 1/9/2018 12:17:29 AM   
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wzfcns
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look like real military map.Great mod

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RE: Telumar's "Final" Graphic Mod ? - 1/13/2018 12:43:50 AM   
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sandman2575
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quote:

ORIGINAL: Rasputitsa

Very nice looking map, I would certainly use it, if it became available.



+1. Amazing. Would love to be able to use these maps.

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RE: Telumar's "Final" Graphic Mod ? - 2/12/2018 4:28:50 PM   
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gliz2
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Telumar is this available through your mod?

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RE: Telumar's "Final" Graphic Mod ? - 2/12/2018 11:20:18 PM   
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Telumar
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quote:

ORIGINAL: gliz2

Telumar is this available through your mod?


No. Not yet. I will release this soon, still doing some fine- tuning, mostly with hills and mountains as these work in a different manner from TOAW III

The mod really looked better in III ...

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RE: Telumar's "Final" Graphic Mod ? - 2/13/2018 5:42:17 PM   
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gliz2
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Take Your time dear Sir. Your work looks amazing - reminds me of ol' good boardgaming times

My only gripe with the development of TAOW4 is that the graphic solutions are actually worse then before. I had high hopes for customizable counters and unit display panels but unfortunatelly it never came to be

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RE: Telumar's "Final" Graphic Mod ? - 2/20/2018 1:32:13 PM   
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Telumar
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quote:

ORIGINAL: gliz2

My only gripe with the development of TAOW4 is that the graphic solutions are actually worse then before. I had high hopes for customizable counters and unit display panels but unfortunatelly it never came to be


Yes, the new counters are really a step backward in regard to moddability. Pity.

I have found that tiles_hills_overlay (tiles_hills ist still there but does nothing), tiles_mountainous and tiles_impassable work as a kind of overlay with hard coded transparency settings. That works somehow ok with the standard graphics, but if one wants to use a kind of terrain graphics that is more like a sort of 'area fill' as in the above mod this just does not look good. I. e. when i combine hills with mountains it gives a different shading than mountains alone. See here:




Attachment (1)

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RE: Telumar's "Final" Graphic Mod ? - 2/20/2018 2:50:05 PM   
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jmlima
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The graphic performance is also pretty atrocious when compared to the previous game.

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RE: Telumar's "Final" Graphic Mod ? - 2/20/2018 3:33:56 PM   
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Telumar
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quote:

ORIGINAL: jmlima

The graphic performance is also pretty atrocious when compared to the previous game.


Yes indeed. I think this has to do with the fancy opaque and moveable GUI elements.

Not directly related to this, but another observation: in III one could put a graphic file into a scenario specific folder, zooming in and out in the game to get the graphic to load promptly. In IV you have to load the sce again for the change to take effect.

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RE: Telumar's "Final" Graphic Mod ? - 2/20/2018 6:30:43 PM   
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sPzAbt653
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Try hitting 'Ctrl +R'.

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RE: Telumar's "Final" Graphic Mod ? - 2/20/2018 8:29:08 PM   
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Nicholas Bell
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Appreciate your effort, Telumar. Despite the problems with the mountain, hill & impassible transparent layers, your sample image still looks better than stock IMO.

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RE: Telumar's "Final" Graphic Mod ? - 2/20/2018 9:06:16 PM   
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Telumar
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quote:

ORIGINAL: sPzAbt653

Try hitting 'Ctrl +R'.



Huh! Thanks Steve!

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RE: Telumar's "Final" Graphic Mod ? - 2/25/2018 4:54:23 AM   
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Nicholas Bell
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quote:

ORIGINAL: Telumar
I have found that tiles_hills_overlay (tiles_hills ist still there but does nothing), tiles_mountainous and tiles_impassable work as a kind of overlay with hard coded transparency settings. That works somehow ok with the standard graphics, but if one wants to use a kind of terrain graphics that is more like a sort of 'area fill' as in the above mod this just does not look good. I. e. when i combine hills with mountains it gives a different shading than mountains alone.


Solution: Delete the hill files with "overlay" in the file name. I deleted them and then dumped your Classic Redux 2 files in the program folder Graphics folder, overwriting everything. No more hills on top of everything. In TOAW 4:






Attachment (1)

< Message edited by Nicholas Bell -- 2/25/2018 4:55:47 AM >

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RE: Telumar's "Final" Graphic Mod ? - 2/25/2018 10:26:45 AM   
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Telumar
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quote:

ORIGINAL: Nicholas Bell

quote:

ORIGINAL: Telumar
I have found that tiles_hills_overlay (tiles_hills ist still there but does nothing), tiles_mountainous and tiles_impassable work as a kind of overlay with hard coded transparency settings. That works somehow ok with the standard graphics, but if one wants to use a kind of terrain graphics that is more like a sort of 'area fill' as in the above mod this just does not look good. I. e. when i combine hills with mountains it gives a different shading than mountains alone.


Solution: Delete the hill files with "overlay" in the file name. I deleted them and then dumped your Classic Redux 2 files in the program folder Graphics folder, overwriting everything. No more hills on top of everything. In TOAW 4:



Works like a charm!! Thank you Nicholas!






Attachment (1)

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RE: Telumar's "Final" Graphic Mod ? - 2/25/2018 7:01:48 PM   
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When these map graphics are released are they going to able to be applied "generically" to TOAW IV as a whole or will they require individual scenario modifications?

edit> Yes they do remind one of SPI game maps. I've been wargaming since 1971 and I really admire the look of these graphics.

< Message edited by Gandalf -- 2/25/2018 7:05:53 PM >

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RE: Telumar's "Final" Graphic Mod ? - 2/25/2018 8:33:52 PM   
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piotre
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Same here, I've always loved these "boardgame" type maps.
I used Damezzi's Boardgame mod in TOAW III.

< Message edited by piotre -- 2/25/2018 8:34:39 PM >

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RE: Telumar's "Final" Graphic Mod ? - 2/25/2018 9:22:38 PM   
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Telumar
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quote:

ORIGINAL: Gandalf

When these map graphics are released are they going to able to be applied "generically" to TOAW IV as a whole or will they require individual scenario modifications?

edit> Yes they do remind one of SPI game maps. I've been wargaming since 1971 and I really admire the look of these graphics.


The map graphics will be able to be applied generally. Note that scenario specific graphics will override modified graphic files from ".../Graphics Override" so that you may have to override certain scenario specific graphics.

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