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New graphic mod, version 2

 
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New graphic mod, version 2 - 11/20/2007 8:07:17 PM   
NickGen


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Joined: 11/2/2007
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Hello everyone, I have almost completed an update of my mod, to be compatible with the graphic engine ...
Here are some screenshots already, until I finished the final adjustments....





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Nick
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RE: New graphic mod, version 2 - 11/20/2007 8:08:50 PM   
NickGen


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Another screenshot ....




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Nick

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RE: New graphic mod, version 2 - 11/20/2007 8:16:29 PM   
NickGen


Posts: 128
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Ok, all scenarios work fine, now......
Yet some adjustments and the mod will be available...

< Message edited by Nick69 -- 11/20/2007 8:25:06 PM >


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Nick

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RE: New graphic mod, version 2 - 11/20/2007 8:20:39 PM   
NickGen


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Joined: 11/2/2007
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Yet another screenshot...Winter terrain






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< Message edited by Nick69 -- 11/20/2007 8:24:08 PM >


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Nick

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RE: New graphic mod, version 2 - 11/20/2007 8:21:32 PM   
Erik Rutins

 

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Looks great, Nick, looking forward to giving it a try!

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RE: New graphic mod, version 2 - 11/20/2007 8:23:12 PM   
Awac835


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Wow, looks very nice.

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RE: New graphic mod, version 2 - 11/20/2007 8:26:16 PM   
NickGen


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Joined: 11/2/2007
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And the last... Mud / rain terrain / weather....




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Nick

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RE: New graphic mod, version 2 - 11/20/2007 8:40:56 PM   
Vic


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I see you got it working together with the weather events! congrats! looks really nice. especially the light forest in winter!

I think when more playermade scenarios will appear a lot of them will be using this graphics set.

When your finished dont forget to post your masterfile and graphics in a zip on the scenariobank. I just increased the max zip file size to 8 mb. should do the trick right?

kind regards,
vic

< Message edited by Vic -- 11/20/2007 8:44:15 PM >

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RE: New graphic mod, version 2 - 11/20/2007 8:44:58 PM   
NickGen


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Joined: 11/2/2007
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Thanks Vic, Everything is not perfect, but it works rather not bad ....
After that, I will work on a 3D Isometric version....

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RE: New graphic mod, version 2 - 11/20/2007 9:02:43 PM   
seille

 

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Wow, that looks impressive. Think i´ll use it.
What i don´t like so much are the new fortifications and also the cities.
Can´t see enough difference between and here i prefer the sharp location pics from the original.
But the terrain looks great. Congrats on this work !!

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RE: New graphic mod, version 2 - 11/20/2007 9:32:15 PM   
PDiFolco

 

Posts: 1200
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Nick69,
Gorgeous, kudos for this work !  
But I'm angry that you didn't event tell me you've done all that  ! Now you *must* send it to me !

Re towns/cities : yes I agree they'd need some more differentiation, through maybe a colored symbol or something unique to each type ...


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RE: New graphic mod, version 2 - 11/20/2007 9:41:42 PM   
EricSilver_MatrixForum

 

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Excellent job, Nick, can't wait for the release!

;)

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RE: New graphic mod, version 2 - 11/20/2007 10:33:15 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
The mod.......
link to download:
http://myfreefilehosting.com/f/825400e647_8.08MB
To install, simply decompress the file in the bin directory.
I created a new version of  three scenarios that you can use directly.
There are 3 files for alternative bases in the directory systemgraphic ...
Enjoy well....  

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Nick

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RE: New graphic mod, version 2 - 11/20/2007 11:57:02 PM   
Vic


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hi nick,

i increased max file size to 10mb for the community site's scenario bank.

kind regards,
Vic

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Post #: 14
RE: New graphic mod, version 2 - 11/21/2007 12:42:56 AM   
NickGen


Posts: 128
Joined: 11/2/2007
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ok Vic, thanks,I made it as soon as possible...

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Nick

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RE: New graphic mod, version 2 - 11/21/2007 1:08:13 AM   
NickGen


Posts: 128
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Vic, i can not upload my file to the advanced tactics community website.... help me...

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Nick

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RE: New graphic mod, version 2 - 11/21/2007 3:59:01 AM   
Artmiser


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in case you didnt know if you want to use this mod on all your scenarios just save your orignal generic.ptmaster file in the scenarios folder to a safe spot, I just made a folder called orginals and moved it there,  delete the original. Then rename the real2.ptmaster file to generic.ptmaster file and thats it.


Art


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RE: New graphic mod, version 2 - 11/21/2007 9:50:59 AM   
NickGen


Posts: 128
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Yes, sorry for the lack of information I forgot to mention that possibility ... but personally, I prefer to keep both ptmaster ... so I can move from one to another

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Nick

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Post #: 18
RE: New graphic mod, version 2 - 11/21/2007 10:47:34 AM   
MrMox

 

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quote:

ORIGINAL: seille
What i don´t like so much are the new fortifications and also the cities.
Can´t see enough difference between and here i prefer the sharp location pics from the original.


Wouldn't replacing the new graphics for cities and fortifications with the original graphics work?

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Post #: 19
RE: New graphic mod, version 2 - 11/21/2007 10:56:23 AM   
MrMox

 

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From: Denmark
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Just trying to figure out how to use the new graphics in my own scenarios:

If I want to use the mod in a home made scenario, I would go to the Settings screen in the editor and specify Real2.ptmaster as the master file?

However as shown in SCC101 there can be a need to disconnect the master file since it may otherwise overwrite some settings.

So if I first change to the new master file and the disconnect the master file altogether I would get the new graphics but not my settings overwritten?


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RE: New graphic mod, version 2 - 11/21/2007 11:32:17 AM   
NickGen


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Joined: 11/2/2007
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Yes, I think that's true...

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Nick

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RE: New graphic mod, version 2 - 11/21/2007 11:41:44 AM   
Hentzau


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Great work, looking forward to using it in the game!

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Post #: 22
RE: New graphic mod, version 2 - 11/21/2007 12:40:58 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Vic, I can not upload to the community site's, here is the error message I get...
Please,




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Nick

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RE: New graphic mod, version 2 - 11/21/2007 2:24:38 PM   
Vic


Posts: 8262
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@nick,

strange. it works fine with me.
i put it up for you!


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Post #: 24
RE: New graphic mod, version 2 - 11/21/2007 2:35:07 PM   
NickGen


Posts: 128
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thanks Vic

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Nick

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RE: New graphic mod, version 2 - 11/21/2007 7:06:57 PM   
Max 86


Posts: 699
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Thanks for all of the hard work.

I have tweaked some of your files a tad to my personal liking just because I found out how! Too much fun!






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Post #: 26
RE: New graphic mod, version 2 - 11/22/2007 5:09:17 PM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
Hi,
can I use part of your work (map terrain graphic) in my mod (Fall Grün) ?

thanks

Arkady

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Post #: 27
RE: New graphic mod, version 2 - 11/22/2007 5:15:10 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yes of course, the mod is free .... It would be nice for me just mention in the credits

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Nick

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Post #: 28
RE: New graphic mod, version 2 - 11/22/2007 6:08:49 PM   
GBS

 

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From: Southeastern USA
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I exstracted the download file into bin file as instructed but the graphics don't show up in the game. Is there anything further I should do? Thanks.

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Post #: 29
RE: New graphic mod, version 2 - 11/22/2007 6:41:30 PM   
NickGen


Posts: 128
Joined: 11/2/2007
Status: offline
Yes, you must edit a scenario, and replace the masterfile by mine (realmod2.ptmaster) ...
And then save the scenario under another name ....
For some scenarios using climate events, other manipulations may be necessary.
For random scenario, simply replace masterfile by mine....

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Nick

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Post #: 30
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