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My personal mod ....and yes i'm back :)

 
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My personal mod ....and yes i'm back :) - 12/26/2017 8:46:50 PM   
Telumar


Posts: 2236
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From: niflheim
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Yes, i am back....

I couldn't resist to fiddle around with the new graphics and thought i'd share my personal mod. It doesn't deviate much from the original graphics, just some minor modifications.

Preview in the following posts..



Get it here:

https://www.dropbox.com/s/p43xhtdalq9tixa/telu%20iv.zip?dl=0


EDIT: Replaced s_tiles_misc.png in the original upload with a corrected version. (28/12/2017)

< Message edited by Telumar -- 12/28/2017 2:42:37 PM >


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RE: My personal mod ....and yes i'm back :) - 12/26/2017 8:49:53 PM   
Telumar


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From: niflheim
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For some reason i couldn't get the images to be displayed in the first post.. so here we go.

I softened the look of frozen and snowy tiles for a less pixelated look - also a different hexgrid (a la TOAW III):




Attachment (1)

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RE: My personal mod ....and yes i'm back :) - 12/26/2017 8:50:38 PM   
Telumar


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From: niflheim
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Added more saturation / colour to hills and mountains, a different set of river graphics - plus numbered exclusion zones:




Attachment (1)

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RE: My personal mod ....and yes i'm back :) - 12/26/2017 8:51:14 PM   
Telumar


Posts: 2236
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From: niflheim
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Also a new (..though well known) unit/formation highlight, old style borders/frontlines, my destroyed bridge graphics and a brighter version of light cultivated terrain:




Attachment (1)

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RE: My personal mod ....and yes i'm back :) - 12/26/2017 8:53:31 PM   
Franciscus


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Amazing !!!


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RE: My personal mod ....and yes i'm back :) - 12/26/2017 9:53:11 PM   
sPzAbt653


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Yahoo !!

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RE: My personal mod ....and yes i'm back :) - 12/26/2017 10:00:58 PM   
Silvanski


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Welcome back Telumar

Some of us have been digging up your previous PNG mods (see main Mod section), but are sure glad to see you here

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RE: My personal mod ....and yes i'm back :) - 12/26/2017 10:20:47 PM   
ninja81

 

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Great job!
Is possible to make snow and frozen tiles much more white?

< Message edited by ninja81 -- 12/26/2017 11:03:22 PM >

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RE: My personal mod ....and yes i'm back :) - 12/26/2017 10:27:08 PM   
Dr. Foo


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From: Honolulu, Hawaii
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Looks good, I downloaded them Thank you!

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 8:45:27 AM   
alty59

 

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Thank's a lot !!!

Now a noob question : where do we unzip it, in the graphics folder ? (Programs files (x86)/Matrix/toaw)

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 8:51:07 AM   
Oberst_Klink

 

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quote:

ORIGINAL: alty59

Thank's a lot !!!

Now a noob question : where do we unzip it, in the graphics folder ? (Programs files (x86)/Matrix/toaw)

If you want to override the vanilla graphics, yes. If you just want the graphics for a specific scenario, you dump it in \Documents\My Games\The Operational Art of War IV\Graphics Override\ScenarioName

Klink, Obrst

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 10:38:12 AM   
Franciscus


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Probably a stupid question, but to override the vanilla graphics isn´t it enough to unzip all the mod files (not folders) on the root folder of \Documents\My Games\The Operational Art of War IV\Graphics Override ?

At least that was I did and it seems to work ok...?



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RE: My personal mod ....and yes i'm back :) - 12/27/2017 10:59:53 AM   
Oberst_Klink

 

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quote:

ORIGINAL: Franciscus

Probably a stupid question, but to override the vanilla graphics isn´t it enough to unzip all the mod files (not folders) on the root folder of \Documents\My Games\The Operational Art of War IV\Graphics Override ?

At least that was I did and it seems to work ok...?



Well, you can do that as well. If it works it works, sim?

I sometimes just dump certain graphic mods in scenario folders, too - because some have better modified desert terrain features than the vanilla.

Again, what works that works...

Klink, Oberst

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 11:03:18 AM   
alty59

 

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Thank's both of you, will try with one scenario in Graphics Override.

Beginner inside^^ so a little lost.


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RE: My personal mod ....and yes i'm back :) - 12/27/2017 3:06:50 PM   
tcarusil

 

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From: Indianapolis, IN
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quote:

ORIGINAL: Telumar

Yes, i am back....

I couldn't resist to fiddle around with the new graphics and thought i'd share my personal mod. It doesn't deviate much from the original graphics, just some minor modifications.

Preview in the following posts..



Get it here:

https://www.dropbox.com/s/p43xhtdalq9tixa/telu%20iv.zip?dl=0


Yes, welcome back. I've been using your mods for years. Including a special destroyed bridge mod with the hex outlined in red. I use a variation of your formation highlight mod to be able to see the special blown bridge mod when there is a unit on the bridge hex.

Thanks.

TomC

(in reply to Telumar)
Post #: 15
RE: My personal mod ....and yes i'm back :) - 12/27/2017 4:55:13 PM   
Dr. Foo


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I like that you put numbers on the exclusion zone makers...it's just a little thing but a very nice and appreciated touch!

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 6:50:05 PM   
alty59

 

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Just for the hex grid, it's really a very good mod.

And yes it works, tried with just one scenario in Graphics override (an Old school one^^) and it works perfectly.

< Message edited by alty59 -- 12/27/2017 6:54:24 PM >

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 9:34:18 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
@silvanski, Steve, Oberst - good to see you guys still around! Feels like coming home !

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 9:41:52 PM   
Telumar


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

quote:

ORIGINAL: alty59

Just for the hex grid, it's really a very good mod.

And yes it works, tried with just one scenario in Graphics override (an Old school one^^) and it works perfectly.


Note that you can also put the files in the Graphics override ‘main’ so that the mod will be applied generally.

As you sounded like the use of mod graphics was not entirely clear I will explain it briefly..:

The game engine first reads files from .../graphics, then from ‘graphics override’ (all files found here will override the ones from .../graphics), then from a scenario folder if existant (again all files found here will overrride the ones from /graphics and graphics override).

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RE: My personal mod ....and yes i'm back :) - 12/27/2017 9:44:29 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Btw, forgot to mention that the mod also contains a brighter version of evergreen forest (tiles_c_forest) and the mud graphics have been made a bit softer, too.

Glad you all like it.

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 1:21:55 AM   
Silvanski


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From: Belgium, residing in TX-USA
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I put all these new modded files in the Graphics Override folder to get an impression of how it looks and what I could use.
In zoomed out mode there seems to be an issue caused by the s_tiles_misc file interfering with the water tiles

edited to add... This does not occur when I use one of your older TOAW 3.4 s_tiles_misc




Attachment (1)

< Message edited by Silvanski -- 12/28/2017 5:24:28 AM >


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RE: My personal mod ....and yes i'm back :) - 12/28/2017 9:25:22 AM   
quertice


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From: Italy
Status: offline

quote:

ORIGINAL: Telumar

Yes, i am back....

I couldn't resist to fiddle around with the new graphics and thought i'd share my personal mod. It doesn't deviate much from the original graphics, just some minor modifications.

Preview in the following posts..



Get it here:

https://www.dropbox.com/s/p43xhtdalq9tixa/telu%20iv.zip?dl=0


downloaded and using it, I really like it, thank you

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 9:55:38 AM   
Shadrach


Posts: 727
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From: Oslo, Norway
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Wow - I really love this. It makes everything so much easier to see, especially love how rivers now are a lot easier to tell apart from roads. And the destroyed bridge icon is a neat touch - I found it really hard to spot with the default red overlay because of my slight red/green color-blindness. Did you 'borrow' this from CmdOps which uses the same icon?

So thanks a lot for your work

If I may make a small suggestion: I try to use JSGME to install mods, and since mods can also potentially go in the 'sound' folder, I need to create sub-folders manually in the 'MODS' folder. If you could pack the zip archive containing the 'Graphics Override' folder where the files need to go, it would save a bit of time for us.

Those wanting to override specific scenario graphics would *still* need to do it manually, but I suspect those are in the minority


< Message edited by Shadrach -- 12/28/2017 9:58:21 AM >

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Post #: 23
RE: My personal mod ....and yes i'm back :) - 12/28/2017 2:45:02 PM   
Telumar


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

quote:

ORIGINAL: Silvanski

I put all these new modded files in the Graphics Override folder to get an impression of how it looks and what I could use.
In zoomed out mode there seems to be an issue caused by the s_tiles_misc file interfering with the water tiles

edited to add... This does not occur when I use one of your older TOAW 3.4 s_tiles_misc





You are right. The error has been in the vanilla version of the file (!). I have replaced it in the .zip file with a corrected version.

Works fine now:




Attachment (1)

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 2:47:34 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Here is the corrected version as a stand-alone file. Those using the vanilla graphics can use it, too. The only difference from the vanilla version (besides the corrected display error) is the exclusion zone graphic.

Attachment (1)

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 2:50:49 PM   
Telumar


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

ORIGINAL: Shadrach

And the destroyed bridge icon is a neat touch [...] Did you 'borrow' this from CmdOps which uses the same icon?



You've got me there..

Glad you like it!

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 3:48:23 PM   
Oberst_Klink

 

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quote:

ORIGINAL: Telumar

quote:

ORIGINAL: Shadrach

And the destroyed bridge icon is a neat touch [...] Did you 'borrow' this from CmdOps which uses the same icon?



You've got me there..

Glad you like it!

Telumar

perhaps I missed some additional terrain tiles... but I recall the previous mods of yours did show a better contrast of hills during the winter season. One can just faintly spot them, in the vanilla/your mod... but again, perhaps I missed some tiles, uh?

Klink, Oberst




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RE: My personal mod ....and yes i'm back :) - 12/28/2017 5:58:19 PM   
Shadrach


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From: Oslo, Norway
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I would agree the hills are a bit hard to spot, but not that they're all that easy to see in the vanilla too, as seen here (vanilla):



Another minor fix, while the bridge icons are cool and easy to see, I would've preferred the original roads to be visible beneath them. It also helps to spot the hexes when there's units blocking. I did a small pack for my own use, attached here, I just overlaid the icon on the original images.



Attachment (1)

< Message edited by Shadrach -- 12/28/2017 6:00:51 PM >

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 6:12:55 PM   
Oberst_Klink

 

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Nice one, Stian!

OT a bit... still struggling in what 'explaining' next at Tutorial '45; and I am not very creative in making maps. My idea is to 'explain' how to soften fortifications with heavy artillery barrages and crossing a river, kinda like a Küstrin '45 scenario, 1km/hex, 6hrs/turn, Coy/Btl size units... Got a 1km/hex map by any chance?

Klink, Oberst

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RE: My personal mod ....and yes i'm back :) - 12/28/2017 8:23:42 PM   
Telumar


Posts: 2236
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From: niflheim
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quote:

ORIGINAL: Oberst_Klink


quote:

ORIGINAL: Telumar

quote:

ORIGINAL: Shadrach

And the destroyed bridge icon is a neat touch [...] Did you 'borrow' this from CmdOps which uses the same icon?



You've got me there..

Glad you like it!

Telumar

perhaps I missed some additional terrain tiles... but I recall the previous mods of yours did show a better contrast of hills during the winter season. One can just faintly spot them, in the vanilla/your mod... but again, perhaps I missed some tiles, uh?

Klink, Oberst





Hm. I see. I may upload something in the following days.

You also may want to try try the according files from the Telu Graphic Mod II from the toawbeachhead: https://thetoawbeachhead.wordpress.com/2011/06/20/telu-3-4-graphic-mod-ii/ - maybe they will do the job..

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