Graphic Mod - "Best of both Worlds" (Full Version)

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Telumar -> Graphic Mod - "Best of both Worlds" (1/31/2020 2:12:38 PM)

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.



[image]local://upfiles/19263/012B1161B9DC43C393A9B6900033682C.jpg[/image]




Telumar -> RE: Graphic Mod - "Best of both Worlds" (1/31/2020 2:14:01 PM)

More Screenshots in the following posts..

[image]local://upfiles/19263/A969CD8890074CC89F13C89BEA920E7A.jpg[/image]




Telumar -> RE: Graphic Mod - "Best of both Worlds" (1/31/2020 2:14:59 PM)

Winter:

[image]local://upfiles/19263/09AA23268EBE4FA2A551DD1E54DCD617.jpg[/image]




Telumar -> RE: Graphic Mod - "Best of both Worlds" (1/31/2020 2:16:35 PM)

Desert / North Africa:

[image]local://upfiles/19263/9D086420C7324208A2BE9752269037ED.jpg[/image]




Telumar -> RE: Graphic Mod - "Best of both Worlds" (1/31/2020 2:24:10 PM)

A look at the zoom out view:

[image]local://upfiles/19263/52F4095A6797445E9F944391B5ED16D9.jpg[/image]




Telumar -> RE: Graphic Mod - "Best of both Worlds" (1/31/2020 2:55:37 PM)

And a look at the zoom in view:

[image]local://upfiles/19263/DFBE5EF7685746A1986E0B08D5F476EA.jpg[/image]




Shadrach -> RE: Graphic Mod - "Best of both Worlds" (1/31/2020 11:06:09 PM)

Wow, this is really nice! I really like both yours and Cabido's map mods, so this is really the best of both worlds! [:D]
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 [;)]




Shadrach -> RE: Graphic Mod - "Best of both Worlds" (2/1/2020 11:25:44 AM)

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.





rjantzi -> RE: Graphic Mod - "Best of both Worlds" (2/1/2020 4:35:11 PM)

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




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/1/2020 8:27:27 PM)

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. [:)]




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/1/2020 8:32:26 PM)


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)




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/9/2020 10:32:28 PM)

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?




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/9/2020 10:36:53 PM)

Flat supply markers, revised unit/formation cursors:

[image]local://upfiles/19263/D5CB947DC238471A86A75E2CF2295E93.jpg[/image]




Curtis Lemay -> RE: Graphic Mod - "Best of both Worlds" (2/9/2020 11:54:16 PM)


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.




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/10/2020 8:13:19 PM)

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.




Curtis Lemay -> RE: Graphic Mod - "Best of both Worlds" (2/10/2020 9:33:36 PM)


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.




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/10/2020 10:28:01 PM)


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.




Hellen_slith -> RE: Graphic Mod - "Best of both Worlds" (2/14/2020 3:53:48 PM)

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!




jmlima -> RE: Graphic Mod - "Best of both Worlds" (2/14/2020 7:02:09 PM)

Looks amazing, great work.




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/16/2020 6:05:44 PM)


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.




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/16/2020 6:40:41 PM)


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.




countrboy -> RE: Graphic Mod - "Best of both Worlds" (2/28/2020 8:02:12 AM)

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.




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/28/2020 1:39:48 PM)


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.




tcarusil -> RE: Graphic Mod - "Best of both Worlds" (2/28/2020 8:30:50 PM)

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




Telumar -> RE: Graphic Mod - "Best of both Worlds" (2/28/2020 10:41:32 PM)


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.




tcarusil -> RE: Graphic Mod - "Best of both Worlds" (2/29/2020 6:54:07 PM)

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




tcarusil -> RE: Graphic Mod - "Best of both Worlds" (2/29/2020 6:59:27 PM)

Boy, am I an idiot. I downloaded the wrong file. Got it squared away. Sorry to have bothered you.

TomC




tcarusil -> RE: Graphic Mod - "Best of both Worlds" (2/29/2020 11:39:23 PM)

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




Hellen_slith -> RE: Graphic Mod - "Best of both Worlds" (3/1/2020 9:44:45 PM)

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?




tcarusil -> RE: Graphic Mod - "Best of both Worlds" (3/1/2020 10:16:50 PM)

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




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