Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Graphic Mod - "Best of both Worlds"

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios >> Mods >> Graphic Mod - "Best of both Worlds" Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
Graphic Mod - "Best of both Worlds" - 1/31/2020 2:12:38 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
The mod relies heavily on Cabido's Board Game Sytle Mod (https://www.matrixgames.com/forums/tm.asp?m=4523087). It is actually a combination of modified versions of his graphics with my own or modified versions of my own graphics you might recognize from my earlier Telu IV Map Mod. Hence the title "Best of both Worlds". The mod contains also a blue version of the TOAW IV GUI.

Get the Mod here: https://www.dropbox.com/s/dhiharp0gwtvg93/BobW.zip?dl=0

For the Map and GUI fonts get the Opart 4 Fonts.ini here: https://www.dropbox.com/s/hydr3ev5pxuia15/Opart%204%20Fonts.zip?dl=0

**********************************************
Important:
In order for the Mod to display hills as intended you need to do the following:
Go to TOAW IV's main directory into the /graphics folder and "deactivate" hills_overlay graphics. This can best be done by renaming the according files (you may not want to delete them in case you wish to use them again later):

h_tiles_hills_overlay.png
tiles_hills_overlay.png
s_tiles_hills_overlay.png
**********************************************

EDIT 07. Mar 2020: Added s_unitviewnew.png to the GUI files. The file was missing in the initial version.






Attachment (1)

< Message edited by Telumar -- 3/7/2020 3:17:41 PM >


_____________________________

Post #: 1
RE: Graphic Mod - "Best of both Worlds" - 1/31/2020 2:14:01 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
More Screenshots in the following posts..




Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 2
RE: Graphic Mod - "Best of both Worlds" - 1/31/2020 2:14:59 PM   
No New Messages
Telumar
Matrix Elite Guard



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




Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 3
RE: Graphic Mod - "Best of both Worlds" - 1/31/2020 2:16:35 PM   
No New Messages
Telumar
Matrix Elite Guard



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




Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 4
RE: Graphic Mod - "Best of both Worlds" - 1/31/2020 2:24:10 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
A look at the zoom out view:




Attachment (1)

< Message edited by Telumar -- 1/31/2020 2:42:40 PM >


_____________________________


(in reply to Telumar)
Post #: 5
RE: Graphic Mod - "Best of both Worlds" - 1/31/2020 2:55:37 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
And a look at the zoom in view:




Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 6
RE: Graphic Mod - "Best of both Worlds" - 1/31/2020 11:06:09 PM   
No New Messages
Shadrach
Matrix Hero



Posts: 727
Joined: 10/16/2001
From: Oslo, Norway
Status: offline
Wow, this is really nice! I really like both yours and Cabido's map mods, so this is really the best of both worlds!
And I really really love the blue UI mod!

Knowing myself I will probably change it around a bit since I use mods for parts of this already, like the borders, movement arrows, water, rail and so on. Maybe an idea to break it up a bit more into smaller bits, like the cursors, flags and movement arrows don't necessarily need to be part of the UI mod?

A small tip - I once suggested to Cabido to try using transparent PNGs as the hills_overlay files, to avoid having to delete the files in Graphics. But apparently this doesn't work, just makes the hills *invisible* instead, which is weird ... So I've tried to avoid it by instead creating empty 0-byte files and naming them as the PNGs, and placing in Graphics Override. It seems to work. Easiest way is just create a new empty txt file, and rename it as .png after saving

_____________________________

OUW (Order of the Upgrade Wars)



There are folks out there with way too much time on their hands.
- Norm Koger

(in reply to Telumar)
Post #: 7
RE: Graphic Mod - "Best of both Worlds" - 2/1/2020 11:25:44 AM   
No New Messages
Shadrach
Matrix Hero



Posts: 727
Joined: 10/16/2001
From: Oslo, Norway
Status: offline
Another tip: the new flags in the H_combatviewstuff.png file(s) are nice, but for someone with (slight) red-green colour-blindness, the green you use is hard to distinguish from the orange/yellow one. I suggest you use clearer colours for this. Something like the file I'm attaching here, which uses clean green and yellow which is easy to spot for me.



Attachment (1)

_____________________________

OUW (Order of the Upgrade Wars)



There are folks out there with way too much time on their hands.
- Norm Koger

(in reply to Shadrach)
Post #: 8
RE: Graphic Mod - "Best of both Worlds" - 2/1/2020 4:35:11 PM   
No New Messages
rjantzi
Matrix Trooper



Posts: 92
Joined: 12/27/2010
Status: offline
Could you please remind me where I put these files in the TOAWIV directory structure? Thanks

(in reply to Shadrach)
Post #: 9
RE: Graphic Mod - "Best of both Worlds" - 2/1/2020 8:27:27 PM   
No New Messages
Telumar
Matrix Elite Guard



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

ORIGINAL: Shadrach
A small tip - I once suggested to Cabido to try using transparent PNGs as the hills_overlay files, to avoid having to delete the files in Graphics. But apparently this doesn't work, just makes the hills *invisible* instead, which is weird ... So I've tried to avoid it by instead creating empty 0-byte files and naming them as the PNGs, and placing in Graphics Override. It seems to work. Easiest way is just create a new empty txt file, and rename it as .png after saving


Why so complicated? It's absolutely sufficient to rename the files in TOAW IV's main directory. Note that the files are write protected, so you need to enable overwriting them. I haven't fiddled much around with fully transparent graphics or tried what you suggest. If one doesn't want to disable the write protection maybe then your approach is the way to go.

quote:

ORIGINAL: Shadrach
Another tip: the new flags in the H_combatviewstuff.png file(s) are nice, but for someone with (slight) red-green colour-blindness, the green you use is hard to distinguish from the orange/yellow one. I suggest you use clearer colours for this. Something like the file I'm attaching here, which uses clean green and yellow which is easy to spot for me.


Luckily you already created those file and i don't need to create them and incorporate them in the download.

_____________________________


(in reply to Shadrach)
Post #: 10
RE: Graphic Mod - "Best of both Worlds" - 2/1/2020 8:32:26 PM   
No New Messages
Telumar
Matrix Elite Guard



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

quote:

ORIGINAL: rjantzi

Could you please remind me where I put these files in the TOAWIV directory structure? Thanks


libraries/documents/my games/The Operational Art of War IV/Graphics override

Note that you need to delete or rename the three hills_overlay graphics in TOAW IV's program directory (programs (x86)/Matrix Games/The Operational Art of War IV/Graphics)

_____________________________


(in reply to rjantzi)
Post #: 11
RE: Graphic Mod - "Best of both Worlds" - 2/9/2020 10:32:28 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Flat style supply markers and revised cursors as the Mod's original cursors didn't fill the entire hex, they were two pixels to short. The attached file also contains a new Opart 4 fonts.ini for a better display of supply numbers. Screenshot in the following post.

Btw, i found that the huge font for supply is broken. The engine always displays a scaled up version of the normal supply font no matter what. Is this already known?

Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 12
RE: Graphic Mod - "Best of both Worlds" - 2/9/2020 10:36:53 PM   
No New Messages
Telumar
Matrix Elite Guard



Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Flat supply markers, revised unit/formation cursors:




Attachment (1)

_____________________________


(in reply to Telumar)
Post #: 13
RE: Graphic Mod - "Best of both Worlds" - 2/9/2020 11:54:16 PM   
No New Messages
Curtis Lemay
Matrix Legion of Merit



Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: Telumar

Flat style supply markers and revised cursors as the Mod's original cursors didn't fill the entire hex, they were two pixels to short. The attached file also contains a new Opart 4 fonts.ini for a better display of supply numbers. Screenshot in the following post.

Btw, i found that the huge font for supply is broken. The engine always displays a scaled up version of the normal supply font no matter what. Is this already known?

You have to have all three sizes together, if you mod any one of them.

_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to Telumar)
Post #: 14
RE: Graphic Mod - "Best of both Worlds" - 2/10/2020 8:13:19 PM   
No New Messages
Telumar
Matrix Elite Guard



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

ORIGINAL: Curtis Lemay

quote:

ORIGINAL: Telumar

Btw, i found that the huge font for supply is broken. The engine always displays a scaled up version of the normal supply font no matter what. Is this already known?

You have to have all three sizes together, if you mod any one of them.


Meaning what exactly? All three sizes the same font or..? Because that is what i did.

_____________________________


(in reply to Curtis Lemay)
Post #: 15
RE: Graphic Mod - "Best of both Worlds" - 2/10/2020 9:33:36 PM   
No New Messages
Curtis Lemay
Matrix Legion of Merit



Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: Telumar

quote:

ORIGINAL: Curtis Lemay

quote:

ORIGINAL: Telumar

Btw, i found that the huge font for supply is broken. The engine always displays a scaled up version of the normal supply font no matter what. Is this already known?

You have to have all three sizes together, if you mod any one of them.


Meaning what exactly? All three sizes the same font or..? Because that is what i did.

I mean if you put a modified Supply.png in the Graphics Override folder, then you have to put the s_Supply.png and h_Supply.png there as well. Once it finds Supply.png there, it won't look elsewhere for the other two. It will generate them via scaling instead.

_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to Telumar)
Post #: 16
RE: Graphic Mod - "Best of both Worlds" - 2/10/2020 10:28:01 PM   
No New Messages
Telumar
Matrix Elite Guard



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

quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Telumar

quote:

ORIGINAL: Curtis Lemay

quote:

ORIGINAL: Telumar

Btw, i found that the huge font for supply is broken. The engine always displays a scaled up version of the normal supply font no matter what. Is this already known?

You have to have all three sizes together, if you mod any one of them.


Meaning what exactly? All three sizes the same font or..? Because that is what i did.

I mean if you put a modified Supply.png in the Graphics Override folder, then you have to put the s_Supply.png and h_Supply.png there as well. Once it finds Supply.png there, it won't look elsewhere for the other two. It will generate them via scaling instead.


Yes of course.

I was referring to the font settings in the font editor.

_____________________________


(in reply to Curtis Lemay)
Post #: 17
RE: Graphic Mod - "Best of both Worlds" - 2/14/2020 3:53:48 PM   
No New Messages
Hellen_slith
Matrix Elite Guard



Posts: 1990
Joined: 10/10/2005
Status: offline
This is great! I'm only using the GUI (blue style) and the destroyed RR and bridges. The formation highlight too is very very helpful for these old eyes.

Question: I also like the little airfield markers you have, but I can't find the "tile" or whatever you call it to be able to replace the default symbols. Any hint which ones those are?

Also, I see on your web site some other GUI like a "red" style for Soviet ... can I use those ONLY for "soviet" scenes, by putting those in their respective scenario "graphic override" folders?

Ok, well, thanks again, very helpful!

(in reply to Telumar)
Post #: 18
RE: Graphic Mod - "Best of both Worlds" - 2/14/2020 7:02:09 PM   
No New Messages
jmlima
Matrix Hero


 

Posts: 782
Joined: 3/1/2007
Status: offline
Looks amazing, great work.

(in reply to Hellen_slith)
Post #: 19
RE: Graphic Mod - "Best of both Worlds" - 2/16/2020 6:05:44 PM   
No New Messages
Telumar
Matrix Elite Guard



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

quote:

ORIGINAL: Hellen_slith

This is great! I'm only using the GUI (blue style) and the destroyed RR and bridges. The formation highlight too is very very helpful for these old eyes.

Question: I also like the little airfield markers you have, but I can't find the "tile" or whatever you call it to be able to replace the default symbols. Any hint which ones those are?


Glad to hear that you like it :)

As for the airfield markers - they can be found in "tiles_misc".

quote:

ORIGINAL: Hellen_slith
Also, I see on your web site some other GUI like a "red" style for Soviet ... can I use those ONLY for "soviet" scenes, by putting those in their respective scenario "graphic override" folders?

Ok, well, thanks again, very helpful!


These are old TOAW III Mods an only work for the TOAW III GUI.


_____________________________


(in reply to Hellen_slith)
Post #: 20
RE: Graphic Mod - "Best of both Worlds" - 2/16/2020 6:40:41 PM   
No New Messages
Telumar
Matrix Elite Guard



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

quote:

ORIGINAL: jmlima

Looks amazing, great work.


Thanks. But it would not have been possible without Cabido's original graphics, credits go to him as well.

_____________________________


(in reply to jmlima)
Post #: 21
RE: Graphic Mod - "Best of both Worlds" - 2/28/2020 8:02:12 AM   
No New Messages
countrboy
Matrix Trooper


 

Posts: 213
Joined: 9/26/2015
Status: offline
Hi Telumar,

I downloaded your files and extracted them into \Graphics Override but nothing changed. I also renamed the three files you pointed out. I must be doing something wrong.

Do I put the two folders 'Blue Gui' and 'Map' into \Graphics Override ....or do I put the contents of those folders in there? Do I need to start a new game?
Thanks.

(in reply to Telumar)
Post #: 22
RE: Graphic Mod - "Best of both Worlds" - 2/28/2020 1:39:48 PM   
No New Messages
Telumar
Matrix Elite Guard



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

quote:

ORIGINAL: countrboy

Hi Telumar,

I downloaded your files and extracted them into \Graphics Override but nothing changed. I also renamed the three files you pointed out. I must be doing something wrong.

Do I put the two folders 'Blue Gui' and 'Map' into \Graphics Override ....or do I put the contents of those folders in there? Do I need to start a new game?
Thanks.


You put the content of the folder(s) into \Graphics Override. If you do this while running TOAW, press Ctrl+R to refresh the graphics.

_____________________________


(in reply to countrboy)
Post #: 23
RE: Graphic Mod - "Best of both Worlds" - 2/28/2020 8:30:50 PM   
No New Messages
tcarusil
Matrix Trooper


 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Sir:

I like the font set up I am currently using, but would like to change to the blue background. Is there a setting in the Opart 4 Font ini that I can set to accomplish that limited change? Thanks
TomC

(in reply to Telumar)
Post #: 24
RE: Graphic Mod - "Best of both Worlds" - 2/28/2020 10:41:32 PM   
No New Messages
Telumar
Matrix Elite Guard



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

quote:

ORIGINAL: tcarusil

Sir:

I like the font set up I am currently using, but would like to change to the blue background. Is there a setting in the Opart 4 Font ini that I can set to accomplish that limited change? Thanks
TomC


Do I understand you right: You want to keep your own map fonts while using my GUI fonts?

If so, there is no quick fix or fast way to do this. Load both, your and my Opart font ini, into a text editor and do a copy and paste operation. Just copy all versions of your placename fonts (1-4 in huge, normal and small) over mine. That should do the trick I think.

_____________________________


(in reply to tcarusil)
Post #: 25
RE: Graphic Mod - "Best of both Worlds" - 2/29/2020 6:54:07 PM   
No New Messages
tcarusil
Matrix Trooper


 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
I apologize if I was not clear. What I am trying to replicate is the background for the various reports. See the Unit Report earlier in this string (post #1). What setting results in the background color for the report. Currently I have a light tan background. I am not really concerned with the fonts, but just the background. I hope I am making sense and not rambling. Thank you for you help.

TomC

(in reply to Telumar)
Post #: 26
RE: Graphic Mod - "Best of both Worlds" - 2/29/2020 6:59:27 PM   
No New Messages
tcarusil
Matrix Trooper


 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Boy, am I an idiot. I downloaded the wrong file. Got it squared away. Sorry to have bothered you.

TomC

(in reply to Telumar)
Post #: 27
RE: Graphic Mod - "Best of both Worlds" - 2/29/2020 11:39:23 PM   
No New Messages
tcarusil
Matrix Trooper


 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
I see you are using Telumar's blue GUI. It appears to me though that Telumar's, shown in post #1 above is transparent (you can see the map behind the box), while in your AAR it appears to be opaque (you can not see the map behind the box). Is there a change or setting that you used to accomplish the opaque view? Thanks.

TomC

(in reply to Hellen_slith)
Post #: 28
RE: Graphic Mod - "Best of both Worlds" - 3/1/2020 9:44:45 PM   
No New Messages
Hellen_slith
Matrix Elite Guard



Posts: 1990
Joined: 10/10/2005
Status: offline
I think it might be the "Background is Opaque?" option in file menu "Play --> Player Options" then on page 2.

Mine is set to "ON" so the backgrounds are opaque? Does that do it?

(in reply to tcarusil)
Post #: 29
RE: Graphic Mod - "Best of both Worlds" - 3/1/2020 10:16:50 PM   
No New Messages
tcarusil
Matrix Trooper


 

Posts: 210
Joined: 5/1/2011
From: Indianapolis, IN
Status: offline
Unfortunately, that did not do it.

So I started guessing. I wish there was a index or list of what the various options and fonts controlled.

I discovered that in file menu "Play --> Player Options" then on page 2, there is a setting called Out Background Alpha. It has a range of settings from 0 to 255. My was set at 210. I changed it to 255 and the map was no longer visible under the report screens.

There were some other options listed with this, but after changing them, I could not figure out what they did.

Anyway, thank you for taking the time to respond.

TomC

(in reply to Hellen_slith)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios >> Mods >> Graphic Mod - "Best of both Worlds" Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.203