RE: Please post graphics mods here (Full Version)

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Pantera -> RE: Please post graphics mods here (3/13/2012 3:54:48 PM)

Hi.
I am impressed with .bmp graphic in this marvellous game. It looks really....like earth, but icons aren't too sharp like in Telumar .png mods. Is any of these mods compatible with latest patch? BMP please:)




Oberst_Klink -> RE: Please post graphics mods here (3/13/2012 6:10:29 PM)

Tried to switch to .PNG mode already? See the post/my reply to LoZ.

Klink, Oberst




Pantera -> RE: Please post graphics mods here (3/13/2012 8:29:52 PM)


quote:

ORIGINAL: Oberst_Klink

Tried to switch to .PNG mode already? See the post/my reply to LoZ.

Klink, Oberst



I cannot find it[&:]




Telumar -> RE: Please post graphics mods here (3/13/2012 9:35:09 PM)


quote:

ORIGINAL: Pantera


quote:

ORIGINAL: Oberst_Klink

Tried to switch to .PNG mode already? See the post/my reply to LoZ.

Klink, Oberst



I cannot find it[&:]


Click the options box in the TOAW start screen. On the second page is the png support option..

Btw, the counters aren't from me, they're JMass' work. They are in his png Mod: http://www.gamefront.com/files/21299214/jm_mod_toaw3.4_1.0.1.zip




Telumar -> RE: Please post graphics mods here (3/26/2012 10:56:24 AM)

Classic Redux (.PNG) - Get it here: http://ge.tt/7jY2nTF/v/0?c?c


[image]http://thetoawbeachhead.files.wordpress.com/2012/03/europe-medium.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/desert-medium.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/desert-huge.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/gui.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/europe-small.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/pripjet.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/bocage.png[/image]

[image]http://thetoawbeachhead.files.wordpress.com/2012/03/desert-small.png[/image]




berto -> RE: Please post graphics mods here (3/26/2012 12:32:23 PM)


quote:

ORIGINAL: Telumar

Classic Redux (.PNG)

+1 Like




tcarusil -> RE: Please post graphics mods here (3/28/2012 5:30:12 PM)

To all those who have prepared mods, I say thank you for your effort. I have picked through numerous of them selecting the options that appeal to me. I have no idea how you do what it is you do, so I have a question.

Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.

TomC




Telumar -> RE: Please post graphics mods here (3/30/2012 8:24:05 AM)

quote:

ORIGINAL: tcarusil

To all those who have prepared mods, I say thank you for your effort. I have picked through numerous of them selecting the options that appeal to me. I have no idea how you do what it is you do, so I have a question.

Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.

TomC


Could this be of use?

Note that the hexes that have a railroad and a road bridge have more opacity. This is because there is one graphic file for each destroyed bridge, so the shaded red adds up. I use my Classic Redux Graphic Mod, but it should fit to any other graphics as well. In the screenshot i use 3.4 standard cursors (the blue HQ and the supply unit). With the hexagonal .bmp cursors the red shade in the selected unit's hex probably wouldn't be visible.

Download is in the next post.

[image]local://upfiles/19263/9BC05039BCA34123B8AA332E2C7A3EAB.jpg[/image]




Telumar -> RE: Please post graphics mods here (3/30/2012 8:25:12 AM)

And the download..




Telumar -> RE: Please post graphics mods here (3/30/2012 8:26:38 AM)

And a .bmp version - just an outlined hex. Download is in the next post.

[image]local://upfiles/19263/67FC36E332844D038C5F87D26FB97343.jpg[/image]




Telumar -> RE: Please post graphics mods here (3/30/2012 8:27:43 AM)

And the .bmp version download.




tcarusil -> RE: Please post graphics mods here (3/30/2012 11:22:26 AM)

Sir:

Thank you so much. I really appreciate you taking the time. I wish I had the skills to contribute myself.

TomC




tcarusil -> RE: Please post graphics mods here (4/7/2012 2:56:54 PM)

I am missing something. I am trying to upload a file, but these instructions are not doing it for me.

"Can I upload an image or attachment to my post?

You may attach a file to your post. The allowed file format and the maximum file size will be displayed when you click on "Click here to upload".

For graphical files (jpeg, gif, bmp, png), you can embed the uploaded picture in the post directly by checking the box: “Embed picture in post”."


Where should I be looking for "Click here to upload". I am sure it is something simple, but I must be a little thick. Thanks

TomC




Curtis Lemay -> RE: Please post graphics mods here (4/7/2012 3:03:54 PM)

The "Click here to upload" option is contained within the "Reply to Message" dialog. You must post a reply to a message in order to upload a file.




tcarusil -> RE: Please post graphics mods here (4/7/2012 10:24:16 PM)

Thank you for the advice. I will give it a try.

TomC




tcarusil -> RE: Please post graphics mods here (4/7/2012 10:39:29 PM)

Telumar kindly prepared a custom mod for me. It involves blown bridge hexes being outlined in red so that you can locate blown bridges that are covered by a unit.

I haven't the skills to create such a mod, but I was able to modify the existing steel and brass cursors for use with the new blown bridge mod.

For the solid brass cursor that is used to designate the active unit, I substituted the steel cursor with the open sides. I made the openings larger and changed the color to neon green. This makes the red for the blown bridge more easily visible.

For the steel cursor I changed the color to neon yellow and made the open sides larger.

If I do this correctly, the green "brass" cursor is attached as a jpg. The file extension will need to be changed to .bmp.

The steel will follow.

TomC





tcarusil -> RE: Please post graphics mods here (4/7/2012 10:40:58 PM)

Here is the steel cursor. Also as a .jpg. Rename with the extension .bmp.

TomC





Telumar -> RE: Please post graphics mods here (4/20/2012 10:22:28 PM)

Classic Redux Addendum

This is not a standalone Graphic Mod, it’s just an update – or better a mixture of updated, improved, corrected and alternate files – for the Classic Redux Mod.

Note that the download doens’t always contain a huge or small view version of a specific graphic file. You will need a s_ or H_ version of the according terrain tile in AltGraphics for the best results. Some files are only present in the huge version (H_tiles..), for them you certainly need according normal and small versions.

Get it here: http://ge.tt/7jY2nTF/v/2?c

The addendum contains a corrected version of tiles_misc.png as the original file didn’t display frozen shallow water. Now there is also an alternate version of open terrain in the zip file’s subfolder ‘Tiles Misc Alt’:

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/alt-misc.png[/image]

In the above screenshot you can also see an updated version of marsh terrain and a slightly modified version of urban terrain. More of this here…:

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/swamps.png[/image]

And the urban tiles:

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/urban-v1.png[/image]

Another version of urban terrain is visible below (in the .zip file’s folder ‘Urban Version 2′). Also movement arrows and updated supply markers:

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/arrows_supply_urban.png[/image]

Supply markers in huge view and a clearer version of hills (only in huge view):

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/hillh.png[/image]

Last but not least: A much improved version of canal and major canal terrain tiles. First in normal view:

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/urban-v1-plus-canals.png[/image]

And in zoomed in huge view. The download also contains new versions of river and major river in huge view (only) which are more in accordance with the normal view versions:

[image]http://thetoawbeachhead.files.wordpress.com/2012/04/h_canals.png[/image]





Robin le guetteur -> ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/2/2012 12:12:52 PM)

Hi everybody.

After almost ten years, I am playing again with TOAW.
The fabulous mods I saw here gave me the desire to finish an old project I had by the past.
SO, I am proud to present you my own mod for TOAW.
As I am playing with the old version (ACOW) I am not sure if my files are fully compatible with the new version by Matrix.
Thanks for your feedback on any issue...
About the PNG/Transparency versus Pixels, I ve decided to keep the mod fully compatible for all the players with any versions. It was a great challenge for the weather system and the trees, for example, but I find it pretty cool like this.
I d like to have your feedback and suggestions for that.

PS : I ve tried to put links and images of my mod in this post but the forum doesn't allow me before my tenth post ! If someone have a solution (better than post Ten times anywhere...).




BigDuke66 -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/2/2012 12:35:22 PM)

??? I see you have 31, are the posts really the problem?




Robin le guetteur -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/2/2012 5:37:00 PM)

Not sure but I can't see any other reason as it said that I must post tenth before put links... ?




Telumar -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/2/2012 6:16:48 PM)

Inserting liknks into posts should be no problem.

as for graphics - there is a size limitation (250 k?). However this shouldn't stop you from uploading a screenshot to a picturehoster (imageshack i.e.) and insert the picture's url between the image tags: [image]http://xyz...[/image]




Telumar -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/2/2012 10:29:15 PM)

Mr. Le Guetteur asked me to post his links and his presentation. Download is link at the end of the presentation. Let me just add one thing: [&o]

Voilŕ:

[image]http://www.steamfactory.net/files/game-contributions/ACOW%20Graphics%20Mod%20-%20Global%202D%20Lifting%20by%20Steamrobin.jpg[/image]

Get it here:
http://www.steamfactory.net/files/game-contributions/ACOW-Graphics-Mod-Global-2D-Lifting-by-Steamrobin.zip




Telumar -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/2/2012 11:04:40 PM)

Great. And, certainly, it's compatible with TOAW III except one minor thing: The AI mode buttons (since 3.4) will be empty. But i think we can live with that.

I especially like the clear GUI, the hills and the mountains (also impassable). I've tried one, two dozen or more different textures and patterns to get away from the default design, but didn't find a satisfying one. Which ressources have you used?




BigDuke66 -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/3/2012 12:53:52 AM)

The weather symbols look great!




Robin le guetteur -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/3/2012 10:58:08 AM)

Thank you very much, Telumar, for posting.
And for your encouragement. Very welcome.

Thank to you too, BigDuke.
My work for the weather was long to reach my goal. When I had the idea to break the "paradigm" (substitute oloud symboles for cloud layers) I was really excited. But it took a while to obtain the best visual solution. Especially because of pixel (no png transparency) constraints...

About the Relief, I am very happy that Telumar appreciate my (hard) work.
From my side, I appeciated your work too. The way you followed is close with this I follow in my work for Ageod (Birth of America...).
This time, for OAOW, I wanted to do something slightly different and more "realistic".
But, to be frank, I am not a big fan of 3d or google like maps.
So, my main goal and time spent was not devoted to find good textures. It was devoted to find good color schemes in goal to avoid "real world" copy and at last, to obtain something really peronnal.

Concerning the textures I worked with many apps, from Photoshop to Terragen and WorldMachine for example.
I plane to post some example of apps and process as soon as I can post images and links by myself...
[:@]





BigDuke66 -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/3/2012 1:33:10 PM)

"no png transparency", didn't we get that with the last patch?




Robin le guetteur -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/3/2012 2:43:43 PM)

PNG are, in my opinion, only available for the Matrix Version, OPART III.

[&:]




BigDuke66 -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/3/2012 4:24:27 PM)

Indeed, I thought your mod would be made for TOAWIII.




papajack -> RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin (8/15/2012 2:31:48 AM)

Just want to ask , is there any mod to increase the text font size , thanks




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