damezzi -> New graphic mod (10/7/2009 1:40:57 AM)
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First of all I would like to say that I have barely played the game, so that I may have accidentally disconsidered any functional characteristic. The fact is that, in opposition to most wargamers, who feel almost ashamed of admitting to like good graphics, I need them; after all it's just a game and ambiance is part of it. Also, I'm kinda addicted to tweaking those little tiles, since it is extremely most difficult to make them work together in any order than to make a 'one piece' 2d map or a 3d one (which is even easier). I have made some mods for Toaw, which has some advantages like being able to combine terrain types, proportional hexes (not squashed, like in AT),terrain type is kept inside the hex (it's hard to get organic forms with this extra tiles for borders system); but AT system has some advantages too, like alpha channel (the greatest advantage), possibility of casting shadows on the counter (due to alpha channel and the unconstrained size of the counter file), separate file for each terrain and the possibility of creating new terrain type. Both, Toaw and AT use bmp (without transparency) for the grid, which forced me into embedding the hex overlay into the tiles (which make things more difficult to tweak, after the hex is embedded and doesn't allow to hide it). I have created new terrain types (graphically), but, due to my inexperience with the game, didn't try to configure them. If someone can do so... The new terrain types are: - Dunes, which should restrict motorized movement; - Dense jungle, which should seriously restrict movement (with almost impossibility of motorized movement), decrease considerably the chance of being spotted, attack capacity, etc; - Rail and Road; - Alpine, which should be impassable to non mountain units; - Escarpment, for which I use a simple line in the place of rivers, since we can't define a direction, like in Toaw; - Irregular plains, which should be used to differentiate from plain, giving some slight cover advantage to infantry and anti-tank, but with no difference in movement. Plain would be the best tank terrain (like desert flat plains and flat fields, etc) and irregular plain would represent those almost plain regions. I just think that the plain terrain is just too dominant in AT, giving the impression that most regions don't present any kind of topographical features. Well, that's just my opinion, but I think in most maps, the difference between flat regions and plains with some cover elements should be made, mainly when coming close to the tactical level. - Urban. I have created two kind of urban: one for dense urban and the other for urban (small towns). The two of the are under the urban type, but I would like to have them configured separately. Also, some urban files (1,2 and 4, I think) have a semi transparent overlay to go on top. When using urban near sea, the ones (3 and 5 ?) should be used or the city will display on the top of the water. - I have made mountain tiles for the three different directions (N-S, NE-SW, NW-SE). All share the same configuration of the original AT mountains, but each will fit better (visually) depending on the configuration of the map. I have created a master file, but I only learned about it after I had begun doing the mod, so, most of the time I replaced the original AT file, keeping the original names and folders. That's the way it is at the moment, since I don't have the time to reorganize it now; I may do it later. I have also `stolen` two graphical elements from other mods and altered them a bit: the rail and the fortification. I hope the autors don't bother. Apart from terrain configuration, I don't know if it is possible to bring the urban green/black base to the top. I have replaced it with a round marker at the right top corner of the hex, but I needed it to be displayed on top. Is there also a way to change the counters automatically displayed bars? I would like to make them smaller and less saturated, since they spoil a bit the illusion of real counters. The images show counters with their colors tweaked to fit the mod better. Since counter color is scenario specific, I`ve added two altered scenarios, just for exemplification. If people like the mod, I`ll later write a post with some tips for further modifying it, but here are some tips that may serve for any mod: - Don't use saturated colors, unless needed. Most of the things we see in the real world don't show colors as saturated as we see in some wargames... just look around. - Use shadows only when necessary. Shadows are attractive, but if you use it all around, it's effect where really needed isn't perceived. AT original graphics is saturated with shadows, so that one can't even notice counter shadows, for example. - Try to use the .png transparecy capacity whenever possible; this can make a lot of difference. Nothing to do with the above: I still pretend to try to do my chess scenario with AT (I mention it in another thread). As a war game, I think it could complement Toaw in periods which Toaw can't really represent well. There are mods I've seen here representing ancient period which seem fantastic. As a twentieth century wargame one caracteristic annoys me a bit (even if I can`t still evaluate it well): the production system. There seem to be too much freedom. Toaw doesn't have a production system and things may be too rigidly stuck to historical facts sometimes; I don't think all wargames should be so faitful to history, but mantaining the feel of a specific conflict is important, or the only difference between scenarios will be the initial setup. I have read AARs in this forums in which scenarios finish with mortars saturated armies or with infantry only (in WWII Europe), etc. This makes them feel extremely non historical and, depending on players style, may make all scenarios seems alike after some turns. Historical characteristics of a nation don`t resume to it`s initial force setup, but also to it`s production capabilities and doctrinaire views, which must consider it`s already installed capacity, it`s resources availability, military doctrines and dogmas, political forces, economical interests,etc. Not even Hitler would be able to enforce a mortar only army or to stop production of all kinds of tanks. Games have flaws when representing war variables (after all, they must be extremely simplified) and players know things that commanders didn`t at the time, so all systems in a game must have constraints to simulate a period and it`s tendencies. WWI, for instance, should consider the resistance there was to using tanks or parachutes for pilots (just an example, since there isn't such a thing in the game), even if they were available to production or the conflicts would be completely mischaracterized. I have read that some scenario designers try to simulate those restrictions, but if it is a difficult work around, 9 in 10 scenarios won`t use it. In reality, I think production should be directed by players in it's tendencies and not decided through detailed choices. Something like: let's focus a bit more on the production of fighters in the next months... with some inertial element until production flows. Not the 'stop producing/begin producing' method. And it should be restricted by lack of resources, political pressures, economical pressures, etc. Imagine the kind of reaction (from industry men, ministers, high command officials) if a 'supreme commander' (the player role) said: 'I'll stop producing any kind of aircraft'. Well, that's just my opinion about an issue of the game I would like to see changed. I think it would make things much more historical without changing the essence of the game. As I said, it is a beginner impression; maybe I'm wrong. http://rapidshare.com/files/289629002/DamezziATgraphicsmod.zip [image]local://upfiles/25850/87255B341C094262A31F11B5EA82D641.jpg[/image]
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