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RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

 
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RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 8/22/2012 6:05:12 PM   
JMass


Posts: 2364
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quote:

ORIGINAL: papajack

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


You must edit the file Opart 3 Fonts.ini

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Post #: 181
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 9/4/2012 4:40:05 AM   
BigDuke66


Posts: 2013
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From: Terra
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Anyone realize that the railroad PNG graphics have an error?
5th row and 7th column should have instead of the south running line a south-west running line.
This is so in:
h_Tiles_damaged_railroad.png
h_Tiles_railroad.png
h_Tiles_railroad(YELLOW).png
h_Tiles_railroad_damaged_bridge.png
s_tiles_damaged_railroad.png
s_tiles_railroad.png
s_Tiles_railroad(YELLOW).png
s_Tiles_railroad_damaged_bridge.png
Tiles_damaged_railroad.png
Tiles_railroad.png
Tiles_railroad(YELLOW).png
Tiles_railroad_damaged_bridge.png

< Message edited by BigDuke66 -- 10/24/2012 5:42:27 AM >


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Post #: 182
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 9/4/2012 6:20:45 AM   
BigDuke66


Posts: 2013
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From: Terra
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Fix is done but these silly file limits drive me crazy, does anyone know a good place to host small files?

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Post #: 183
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 12/29/2012 9:24:37 AM   
ColinWright

 

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What's the name of the file with the graphics for oil wells, mines, industry, etc? I'd like to put some of that to my own uses.

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Post #: 184
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 12/29/2012 2:56:53 PM   
sPzAbt653


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Mine are in the AltGraphics file, mapOptional1 thru mapOptional9.

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Post #: 185
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 12/29/2012 4:10:33 PM   
Curtis Lemay


Posts: 12969
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From: Houston, TX
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quote:

ORIGINAL: ColinWright

What's the name of the file with the graphics for oil wells, mines, industry, etc? I'd like to put some of that to my own uses.


It's built-in to 3.4. Read section VIII, item 9 of the 3.4 part of the What's New document.

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Post #: 186
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 12/29/2012 10:29:20 PM   
ColinWright

 

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quote:

ORIGINAL: sPzAbt653

Mine are in the AltGraphics file, mapOptional1 thru mapOptional9.


Tally ho! Thanks.


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Post #: 187
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 12/29/2012 11:47:22 PM   
ColinWright

 

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Pleasant surprise...

As I was happily modifying the little man to be something else, a nasty thought crossed my mind.

What if the program insisted on reading the file from the altgraphics folder rather than the file from the scenario-specific folder?

...then I'd have to change the altgraphics file itself -- which would involve manually switching back and forth from the original file to the modified file for anyone who wanted to play the scenario with the look intended.

Happily, it turns out that as it will with entries from the graphics folder, the program will override the file from the altgraphics folder with what is in the scenario-specific folder. You can change any of those little symbols to be anything you want for your specific scenario.

< Message edited by ColinWright -- 12/29/2012 11:51:25 PM >


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Post #: 188
RE: where to get - 2/25/2013 3:59:08 PM   
morleron1225


Posts: 118
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quote:

ORIGINAL: Telumar

This is due to the repeated renaming of Strategy Zone Online to Xtreme Gamer and then to Gamesquad (argh! beat DonMaddox for that). Here's the link to the GS toaw misc downloads. You may have to create an account to be able to download.

http://www.gamesquad.com/forums/downloads.php?do=cat&id=38

The GJK mod is on page 2.



Hi folks,
The link above is no longer good. However, this one: http://forums.gamesquad.com/downloads.php?do=cat&id=16 does work. Be aware that you do need to have a Gamesquad account and be logged in before you can access this page.

Have fun,
Ron
P.S. Boonierat's WWII German tactical symbols mod is here.

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Post #: 189
Classic counter mod - 5/7/2013 7:34:32 PM   
SCAF


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Classic counter mod of all the huge and normal counter sheets in png format. JSGME ready, just open the rar file and extract to your MOD folder and add. I have tried to keep as close to the original counter colours as possible. All the Nato symbols are standard and should work fine with most scenarios unless the scenario contains modified counter sheets. Vietnam Combat Operations comes to mind here.
Also, as a separate mod, classic counter highlight can be added with JSGME.

Update: I have added the small counter sheets to the classic counters mod.

Download Classic Counter Mod:SCAFs Classic Counter Mod 19mb
Download Classic Counter Highlight Mod:SCAFs Classic Counter Highligh Mod 13kb

< Message edited by SCAF -- 5/11/2013 3:08:32 PM >

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Post #: 190
RE: Classic counter mod - 5/8/2013 8:53:28 AM   
Erik2

 

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Hey, that's my Market-Garden scenario

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Post #: 191
RE: Classic counter mod - 5/8/2013 3:45:21 PM   
SCAF


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Yes, I’m currently playing the Allies vs German PO.  

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Post #: 192
RE: Classic counter mod - 5/8/2013 6:41:28 PM   
Telumar


Posts: 2236
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From: niflheim
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And my Terrain Mod :)

Nice work, especially the huge counters and the "Cursor Highlights".

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Post #: 193
RE: Classic counter mod - 5/11/2013 3:09:10 PM   
SCAF


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Update: I have added the small counter sheets to the classic counters mod. The updated rar file can be downloaded from the above post.

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Post #: 194
WIP: GUI Mod Brown - 5/14/2013 8:28:45 PM   
SCAF


Posts: 37
Joined: 3/23/2011
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WIP: GUI Mod Brown

I have been working on a GUI mod the past few days. It is by no means perfect and some might not like it while others might be interested. This mod does not in any way reflect on my creative abilities but is rather a collection of ideas I have seen in some other titles. If anyone is interested I could make a beta version available for testing. The terrain graphics are not mine and is a combination of Telu Mod 3.4 and Classic Redux as well as some stock files. The mod includes a Opart 3 Fonts file as well.

Screenie taken from The Third Reich 1942 – 1945 v1.9 by Mark Dabbs:

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Post #: 195
RE: WIP: GUI Mod Brown - 5/14/2013 10:13:14 PM   
Telumar


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From: niflheim
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Nice, this looks like the WitE Red..T he icons/buttons are quite some work i think.. though they are too colourful for my taste. ;)

These oval boxes in the pop-up and in the unit info window (upper right corner) - do they display all terrain?

EDIT: The forests in the screenshot - did i make them? If so i couldn't find the file anymore on my HD.. would you mind sending them cariundel at yahoo de?

< Message edited by Telumar -- 5/14/2013 10:58:33 PM >


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Post #: 196
RE: WIP: GUI Mod Brown - 5/15/2013 8:53:31 AM   
SCAF


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Thanks for your comments Telumar. WitE uses a textured image, but you are correct I did use a similar colour.
Yes the oval boxes shows all terrain except cannels, there is no cannel background bmp that I could find. I will create one a see if it pops up.
I might have made the forests a bit darker, anyways email send with rar attachment.

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Post #: 197
RE: WIP: GUI Mod Brown - 5/25/2013 8:20:25 AM   
SCAF


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Status: offline
More mod ramblings, since I play the game in 2D view only I modified the 3D icon graphics and this is what I came up with. I placed some of the other unit’s info boxes as well to illustrate. Busy with the Soviet and German units now.

Screenshot is taken from the Road to Moscow 1941 scenario.

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Post #: 198
RE: WIP: GUI Mod Brown - 6/9/2013 2:10:07 PM   
sad git

 

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Looks fantastic. Keep going!

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Post #: 199
RE: WIP: GUI Mod Brown - 7/16/2013 3:12:06 AM   
Stardog765


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Wow! I would love to have this if at all possible. I am just now getting into TOAW and this looks so much nicer and easier to read.

If this is available to download please count me in.

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Post #: 200
RE: WIP: GUI Mod Brown - 7/16/2013 4:20:16 PM   
SCAF


Posts: 37
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Status: offline
Sure, here you go. Lets call it the beta version for now. JSGME ready, just open the rar file and extract to your MOD folder and add.
This is the user interface mod and does not included the unit pictures sorry.

Download GUI Brown Mod:SCAFs GUI Brown Mod 427kb

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Post #: 201
RE: WIP: GUI Mod Brown - 7/16/2013 4:33:51 PM   
Stardog765


Posts: 160
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Oh thank you that is wonderful!
Very much appreciated

Now if I can just figure out what pieces and parts of the different terrain mods you are using to get that look too :)


< Message edited by Stardog765 -- 7/16/2013 4:43:04 PM >

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Post #: 202
RE: WIP: GUI Mod Brown - 7/19/2013 1:28:35 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
The curse of the neutralframe256 bitmap

I don't know if this may be of interest for anyone, maybe except for me and SCAF.. But there are artefacts or misalignements with neutralframe256.bmp; i wouldn't go as far as to claim that the game's graphic engine is some kind of broken with this file (i actually believe it's intended as the original graphics don't suffer from artefacts..). But for a clean/clear style it just doesn't work right. So, enough cryptic talk.. Here is what it looks like with SCAF's original Mod - yellow arrows indicate the errors:



I fiddled around with it and here's what i got - still there's an artefact (grey line) at the bottom line of the outer frames. This grey line is actually the space in the bitmap that is used for the upper line of the inner frames, so i couldn't fix it without breaking the inner frames. Maybe going with an all dark frame would solve the issue. Or with smaller boxes which i maybe will try later. Anyway.. here's what i looks like now:



File is attached (neutralftrame256.bmp).

Attachment (1)

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Post #: 203
RE: WIP: GUI Mod Brown - 7/19/2013 8:58:43 PM   
wodin


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Really like the new 2D images..alot easier on the eye

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Post #: 204
RE: WIP: GUI Mod Brown - 7/20/2013 8:33:20 AM   
SCAF


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Joined: 3/23/2011
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quote:

ORIGINAL: Telumar

I fiddled around with it and here's what i got - still there's an artefact (grey line) at the bottom line of the outer frames. This grey line is actually the space in the bitmap that is used for the upper line of the inner frames, so i couldn't fix it without breaking the inner frames. Maybe going with an all dark frame would solve the issue. Or with smaller boxes which i maybe will try later. Anyway.. here's what i looks like now:


Nice work, I like it

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Post #: 205
RE: WIP: GUI Mod Brown - 8/10/2013 9:23:55 AM   
sPzAbt653


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From: east coast, usa
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Is it possible to make the 'anchorage' graphic invisible ? (I'd like to make all coast hexes 'invadable' but don't want the graphic ruining the map ).

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Post #: 206
RE: WIP: GUI Mod Brown - 8/10/2013 9:57:02 AM   
Telumar


Posts: 2236
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From: niflheim
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The anchorage symbol is in tiles_misc, just cut it. Take care you got the background right. Background is white (the 'real' white: 0xFFFFFF; 255,255,255) in the bmp version, transparent in the png version.

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Post #: 207
RE: WIP: GUI Mod Brown - 8/10/2013 10:17:07 AM   
sPzAbt653


Posts: 9511
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From: east coast, usa
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Thanks, but I did the tiles, h_tiles, s_tiles, d3_tiles, s_d3_tiles, and no change that I can see anywhere, arrghh. So I am doing something wrong. Is it possible you could modify that file and ship it to me ??

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Post #: 208
RE: WIP: GUI Mod Brown - 8/10/2013 10:26:14 AM   
Telumar


Posts: 2236
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From: niflheim
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Then you did the wrong tiles. Is there a scenario specific folder?

Seriously. You did the tiles, got them in the right place and still got anchorage symbols? Would you mind showing one of the modified tiles?

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Post #: 209
RE: WIP: GUI Mod Brown - 8/10/2013 10:58:05 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Here is a modified tile shot.




Attachment (1)

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Post #: 210
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