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UI mod - 6/20/2018 6:27:54 AM   
vossiewulf

 

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Is it possible to redo the basic windows and their contents? E.G., battle results, OOB, commander's report, etc? The colors and fonts being used and the overall 1992 spreadsheet output look could be made a bit easier on the eyes :) Thanks in advance.
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RE: UI mod - 6/21/2018 10:44:58 PM   
vossiewulf

 

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As a second question, where are the counter graphics? I've seen counter mods so it seems it can be done but looking through /Dat and /Art and I'm not finding them.

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RE: UI mod - 6/23/2018 4:36:50 AM   
vossiewulf

 

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Knock knock, anyone home? Seemed this board was active, has everyone disappeared to play WITW?

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RE: UI mod - 6/24/2018 2:52:35 PM   
Aufklaerungs

 

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Very few active modders on the forum. You might do better with a pm to Joel Billings or Red Lancer (moderators).

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RE: UI mod - 6/24/2018 2:55:59 PM   
Aufklaerungs

 

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quote:

As a second question, where are the counter graphics? I've seen counter mods so it seems it can be done but looking through /Dat and /Art and I'm not finding them.


IIRC, they're in "Dat/Art/Units."

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RE: UI mod - 6/24/2018 9:44:57 PM   
vossiewulf

 

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quote:

ORIGINAL: Aufklaerungs

quote:

As a second question, where are the counter graphics? I've seen counter mods so it seems it can be done but looking through /Dat and /Art and I'm not finding them.


IIRC, they're in "Dat/Art/Units."


Thanks for both, I'll PM the mods. That's where I figured those files would be also, but all I can find is a couple UI elements and the side view images you see when you mouse over a unit on map.

I'd post a pic of what I'm working on but apparently they still haven't processed my blood samples yet and I'm not approved for image posting.

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RE: UI mod - 6/24/2018 9:48:42 PM   
vossiewulf

 

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LALA more posts for the count.

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RE: UI mod - 6/24/2018 10:01:21 PM   
Joel Billings


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AFAIK, there's no way to change the windows. You might be able to adjust some of the various button art and unit art, but you won't be able to rearrange any of the items in the windows. You can find the artwork in the dat/art/gui folder, or the dat/art/units folder.

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RE: UI mod - 6/24/2018 11:08:01 PM   
vossiewulf

 

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More posts so I get to ten. This is productive activity.

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RE: UI mod - 6/24/2018 11:38:20 PM   
vossiewulf

 

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Only two more to go and then I assume a colonoscopy and then wait seven days before posting images.

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RE: UI mod - 6/24/2018 11:41:39 PM   
vossiewulf

 

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quote:

ORIGINAL: Joel Billings

AFAIK, there's no way to change the windows. You might be able to adjust some of the various button art and unit art, but you won't be able to rearrange any of the items in the windows. You can find the artwork in the dat/art/gui folder, or the dat/art/units folder.


Ah thanks Joel, forgive me in not noticing your response in my war against your posting rules :)

Ok I will go look again for counters.

As for windows, is there any interest in improving them? Could I put something together to show what I mean, if there's any interest I'd be happy to follow through with any required graphics.

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RE: UI mod - 6/24/2018 11:44:05 PM   
vossiewulf

 

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Now I have ten posts. Only have to wait a week now. Joel any chance you can fix that?

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Post #: 12
RE: UI mod - 6/25/2018 8:24:09 PM   
vossiewulf

 

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I did in fact find the counter graphics. They were cunningly disguised and camouflaged under file names starting with "COUNTER". Sigh.

They look pretty hard-coded in how they work. Can anyone elucidate me on how people did total makeover counters? I saw one that used none of these graphics and somehow displayed soldiers or tanks or SPWs for mechanized. I have an idea of moving the Armee/Gruppe colors to the edges of the counters, but I don't see how that will work looking at these graphics.

One more question, I hope we have control over counter text color? If so, where is that? Thanks again in advance.

< Message edited by vossiewulf -- 6/25/2018 8:25:27 PM >

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Post #: 13
RE: UI mod - 6/25/2018 8:40:00 PM   
RedLancer


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The bad news is that you have no control over the text colour - it's hard coded.

For the rest of the counters the system is simple - the top row draws the counter. The rows below draw the symbols onto the counter and size indicator. Towards the bottom the soft factor tabs. The art is in a grid format so you align the pixels to build the counters. The counter file name tells you the grid measurement.

Although I haven't experimented in detail I think white is recoloured when the formation colours are being used.

As the file are tga the technical bit is embedding the alpha channel. Here to help if you need more guidance.

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Post #: 14
RE: UI mod - 6/26/2018 12:02:04 AM   
vossiewulf

 

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quote:

ORIGINAL: Red Lancer

The bad news is that you have no control over the text colour - it's hard coded.

For the rest of the counters the system is simple - the top row draws the counter. The rows below draw the symbols onto the counter and size indicator. Towards the bottom the soft factor tabs. The art is in a grid format so you align the pixels to build the counters. The counter file name tells you the grid measurement.

Although I haven't experimented in detail I think white is recoloured when the formation colours are being used.

As the file are tga the technical bit is embedding the alpha channel. Here to help if you need more guidance.


Thanks RL. I'm just setting them to 32 bit in Photoshop as I assumed they needed an alpha channel, seems to work fine. Since I can't post pics, I'll PM a screenshot of them working.

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Post #: 15
RE: UI mod - 6/28/2018 5:54:46 AM   
vossiewulf

 

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Thanks to VPaulus, I can now use that which is worth a thousand words This is my slightly modified Jison map. For the technically inclined, I compressed the levels a bit, tweaked the saturation, and also sharpened it up a bit, the text is much more readable in the modded version.




Here are my counters working, I'm using them in game now:


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Post #: 16
RE: UI mod - 6/28/2018 9:20:48 AM   
vossiewulf

 

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Ok I see that the forum doesn't auto-thumbnail or at least screen size them, sorry. Next time will use a Imgur link or smaller versions.

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Post #: 17
RE: UI mod - 6/30/2018 8:41:04 PM   
vossiewulf

 

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Next thing I can find: the hex filter that darkens squares for the enemy territory and where you can't move hexes. I looked through everything again and can't find them, which means they're probably staring me in the face again. Any suggestions welcome :)

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Post #: 18
RE: UI mod - 7/1/2018 2:30:48 AM   
Aufklaerungs

 

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This old cave dweller, since acquiring my bat-vision , very much appreciates the sharpness of the textures and the text. Hope Red Lancer can help you with the hex shading. There are at least three intensity adjustments for visuals of air mission ranges. There are also differently shaded views for illustrating reachable hexes......oh, and many others that don't spring quickly to mind.

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Post #: 19
RE: UI mod - 7/1/2018 2:46:15 AM   
vossiewulf

 

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Yes, I want to lighten several of those filters, they seem to me to obscure more than is necessary. If you want a sharper map, see my Jison mod above, I wear progressive lenses too and for some reason Jison's map had been resized at some point without the necessary sharpening- whenever Photoshop or whatever resizes an image, it gets blurred slightly.

I set it up for download on my FTP site for a couple people who asked here, shoot me a mail if you want to download it. I'll put my counter mod up there too, it's only a single file as I only changed the 44^2 size and left the others alone, so you'll only see them fully zoomed in.

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Post #: 20
RE: UI mod - 7/1/2018 3:55:12 AM   
vossiewulf

 

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I got semi-Homer Simpson smart and put both of them up shareable on my Google Drive.

Counter Mod: very small, one file.

Vossiewulf Counter Mod

Map Mod: 290Mb

Vossiewuld Mod of Jison Map

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Post #: 21
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