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New Screen & request to Hubert for modding

 
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New Screen & request to Hubert for modding - 11/1/2013 3:49:43 PM   
welk

 

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It seems that Hubert has decided to offer alternate graphs for those who prefer pastel colors and Nato symbols. Thanks, Hubert

http://www.leqg.org/forum/download/file.php?id=1224

Darkers hex are "light mountain" samples (High mountains, if they exist in the game, would be a little bit more dark)



Welk-Fantomas, old modder of SC1

PS : If Hubert read this post : Hubert, could you please confirm to me that the hex grid size of the image is exact ?

It would be cool to get the graphs (grounds and 2D units) before the final release, in this way, I could do a special and free graph alternate included mod with pastel colors.

< Message edited by welk -- 11/3/2013 7:11:48 PM >


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RE: New Screen - 11/1/2013 11:09:15 PM   
welk

 

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one other solution for counters could be that, like a boardgame :




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RE: New Screen - 11/2/2013 11:51:19 AM   
welk

 

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Request to Hubert or SC3 staff, please : would it be possible to give me, here,a bmp or png image with a exact hexagone form ? (the exact form that is in the game files, ready to be used for mods). I need it to work with graph mask under Gimp for building mountains, forest, cities, etc in my "SC3 boardgame mod" project. Wouldbe great if I could begin now, SC3 with hex is very exciting

The form size I have is extracted from the pre-alpha screens you posted but I am pretty sure that this form is not exactly the exact size used in game : so, the risk is for me to work on a false size hexagone, and to have to redo all work after buying SC3

and also, please, if possible, one specimen of a 2D counter unit (to have a model would be more easy to work inmod. I can not wait the final release to begin modding work )

< Message edited by welk -- 11/2/2013 11:59:11 AM >


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RE: New Screen - 11/2/2013 6:32:24 PM   
welk

 

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Please, Hubert : could you accelerate the work, my 2D german army is waiting to conquer Gross Paris...



< Message edited by welk -- 11/2/2013 6:33:18 PM >


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RE: New Screen - 11/2/2013 6:57:03 PM   
welk

 

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The map project will probably use some graphics of SC1, and some graphics of old mods for Time of Wrath I founded in Matrix forums and adapted to the (futur) SC3 (thanks to Agent Smith, Hairo, Uxbridge, Peter123 and others for these great creations)

Some of the graphs (mountains and forests) come also froma mod founded here :
http://wargameinfrance.free.fr/ww2tow.php





< Message edited by welk -- 11/2/2013 7:04:56 PM >


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RE: New Screen - 11/3/2013 1:41:41 PM   
welk

 

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The new Luftwaffe (with Fighters/fight-bombers graph distinction)




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RE: New Screen - 11/3/2013 3:53:22 PM   
welk

 

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We shall defend our hexagons, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never let Hubert to return to the hidous squares...

The finalresultofthemod would give somthing like that. I have collected all the needed materials, now I wait for Hubert in Normandy



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RE: New Screen - 11/3/2013 8:38:32 PM   
Josh

 

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Well in all fairness the tiles served their purpose, although many gamers were put off by them. I for one am glad he moved on to hexes

Nice work so far Welk.

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RE: New Screen - 11/4/2013 8:49:29 PM   
Hubert Cater

 

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Hi Welk,

This looks very good actually and I look forward to see what you might come up with

I've sent you an email and whenever you get the chance to respond we can take it from there

Hubert

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RE: New Screen - 11/4/2013 9:50:07 PM   
welk

 

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Thanks, Josh

Hi, Hubert. No mail founded in my mail adress, probably technical pb with Yahoo (not the first time)

I have sent to you a private message in this forum and a new mail by the forum system to give you a second mail adress. And yes, I have some little graph mods ideas and projects to convert SC3 in a classic boardgame : The modding pot begins to warm, the winter will be hot in my hut before the hit

< Message edited by welk -- 11/4/2013 10:50:41 PM >


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RE: New Screen - 11/5/2013 1:36:27 AM   
SeaMonkey

 

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IMO the less intrusive(map terrain friendly) unit type square without the background counter base is preferred, but make them a bit smaller.

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RE: New Screen - 11/5/2013 7:26:38 AM   
Magpius


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Hey Welk, pass what you can my way, I'd also love to start pushing pixels on this bad boy too.


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RE: New Screen - 11/5/2013 11:07:12 AM   
welk

 

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quote:

ORIGINAL: SeaMonkey

IMO the less intrusive(map terrain friendly) unit type square without the background counter base is preferred, but make them a bit smaller.



The both will be included in the mod : counters with background = 2D counters modded, and counters without background = in place of 3D counters (I will calibrate the exact size after the game release because It's need to be tested in situation, the actual size is just provisory)



< Message edited by welk -- 11/5/2013 12:29:34 PM >


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RE: New Screen - 11/5/2013 11:13:58 AM   
welk

 

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quote:

ORIGINAL: Agent S

Hey Welk, pass what you can my way, I'd also love to start pushing pixels on this bad boy too.




I think I use some of your TOW/TOF stuffs mods : did you recognize them ?

I am working on a new graph for mountains, inspired from this stuff (graphs are identical and repetitives, beacause I have to do tests). The work includes also some graphs stuff of Telumar's mods (OAW III- Matrix Forums) : urban tiles and cultivated fields

The map project is showed with the 2 kinf of counters. It's just for demo : in game, they will be alternatives : one kind or other kind, not the both at the same time (choice between 2D counters and 3d counters in the options screen)



< Message edited by welk -- 11/5/2013 12:41:23 PM >


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RE: New Screen - 11/5/2013 1:22:03 PM   
welk

 

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The mod will come with 3 or 4 kind of grid hex (normal geometric, less geometric and less intrusive, etc)





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RE: New Screen - 11/5/2013 1:39:58 PM   
welk

 

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One other solution could be that sort of thing.

Have any preference ?




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RE: New Screen - 11/5/2013 11:43:37 PM   
Magpius


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quote:

I think I use some of your TOW/TOF stuffs mods : did you recognize them ?


Those iso squares are a sick joke.
and thats a -1 for the fuzzy hexes, too distracting.
Port symbol, too elaborate, (it's more 3d than the counters)
Try putting a drop shadow on the counters...
If you're planning on going retro, take a look at the '70's and 80's A.H. games.
I'm sure you've gone through boardgame geek. It's a great resource for colours and textures.

are you working with SC3 files/ parameters? or is this all hypothetical stuff?
did you finish your TOF mod?

-Agent.

< Message edited by Agent S -- 11/6/2013 12:44:43 AM >


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RE: New Screen - 11/6/2013 5:48:14 PM   
welk

 

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I hate squares

< Message edited by welk -- 11/6/2013 7:57:58 PM >


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RE: New Screen - 11/6/2013 7:13:45 PM   
SeaMonkey

 

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How about some color correlations for morale and readiness? Say the background of the strength number.

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RE: New Screen - 11/7/2013 8:20:59 AM   
welk

 

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No idea about


Attached : some stuff for thoses who want to start graph work for SC3 : that's material I use and the size are exact : if you work in this limits, your graphs will be ok with the size graphs of the game.

The size are "normal size". Probably, we will have to build unzoomed graphs in addition but I am not sure of the exact size of unzoomed units and hex




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< Message edited by welk -- 11/7/2013 9:26:00 AM >


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RE: New Screen - 11/7/2013 9:28:29 AM   
Magpius


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Thanks W.
How many and what unit types?

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RE: New Screen - 11/7/2013 9:59:26 PM   
Fred98


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Are these files Microsoft Paint *.bmp files?

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RE: New Screen - 11/8/2013 10:51:50 AM   
welk

 

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quote:

ORIGINAL: Agent S

Thanks W.
How many and what unit types?


I have no official precisions about but my opinion is that SC3 will come like Assault on Democracy : I downloaded the AoD demo and I use the units of this versions as "starting point" for my work (I think that Hubert will probablymaintainthe samenumber of units than in AoD: I noticed that the new incorporated units in AoC/AoD extensions are very interessant (armored train, single division, light /obsolete armors, etc)

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RE: New Screen - 11/8/2013 10:58:30 AM   
welk

 

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quote:

ORIGINAL: Joe 98

Are these files Microsoft Paint *.bmp files?



As I know from Hubert, the general graph file system will be like the SC2 serie : independant easy moddable graphs (not a "tiled map" like Commander Erope at war, that is very difficult to mod). But he said also to me t hat the graph organization will be a little different for SC3 => so, perhaps the place and number of kind graphs in the files will not be exactly the same.

I don't know if graph will be bmp or png. Bmp is more esay to mod than png (png needs very oft to work with Gimpt and to work with "masks", but on the other hand, png allows to create graphs with some opacity (like Time of Fury), and that would be very intéressant (for Hex grid, national colors, counters units, etc)

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RE: New Screen - 11/8/2013 4:49:59 PM   
welk

 

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The 3d units icons of the game will be replaced by these nato non intrusive icons, to have a "historical military map aspect"

The 2d icons will be the same as I showed in precedent posts






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< Message edited by welk -- 11/8/2013 5:50:15 PM >


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RE: New Screen - 11/8/2013 4:51:16 PM   
welk

 

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The final result on the map will probably be something like that

Some choices of level units (Army, corps, div, brigade, rgt) are not definitive : it will depends of the SC3 oob (I based my work on the SC2-Assault on Democracy OOB (Global confict units + new units of the AoD expansion

Some units will have single little nato symbol, some other large single symbol, some others double symbol, depending of the oob of SC3 (will see that when more infos will come)


It's just test work: ground hex for mountains, hills, forest, etc will have more various aspects

Hopethat this army collection will conduct Hubert to give us the same kind of units than AoD, or perhaps more... (noticed that glider troops were missing, we have juste Airbornes, and also, "schnellseeboot" are missing too, and also cargos to supply Sub at sea, and also ASW Fight-bombers, and also and also )

If suggestions forgraphs , they are welcomes. I will probably not include shadow on Nato counters to keep a more clear map




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< Message edited by welk -- 11/8/2013 6:04:32 PM >


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RE: New Screen - 11/9/2013 5:18:49 PM   
welk

 

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Other possible look for the game :



inspîred from this model :


< Message edited by welk -- 11/9/2013 6:20:24 PM >


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RE: New Screen - 11/9/2013 5:25:37 PM   
SeaMonkey

 

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Nice effect. Now about those color correlations. How about the background strength(5) matting be red for morale and readiness below 25%. Above 25 to less than 50. yellow or amber or ??? Greater than 50% to <75, blue, or blue-green, yellow green, etc. Above 75% , dark green and what about super morale & readiness > 100?

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RE: New Screen - 11/10/2013 9:29:37 AM   
welk

 

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Interessant idea, I will see what may be when the game will be released. But on the other hand, it's perhaps dangerous to include to much different colors on screen, it may give a bad "patchwork effect" to the game (russian counters will be red, italians light greens, etc : I will have always lot of colours)

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RE: New Screen - 11/11/2013 12:16:05 AM   
SeaMonkey

 

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Yeah you're probably right about that "patchwork effect", hadn't thought about that. How about different shades or tones consistent with the national colors, slowly darkening or lightening as the values degrade?

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