Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Change Graphics to Non-Nato Icons

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios >> RE: Change Graphics to Non-Nato Icons Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Change Graphics to Non-Nato Icons - 11/22/2017 9:06:31 PM   
jnpoint


Posts: 549
Joined: 8/9/2007
From: Holstebro, Denmark
Status: offline
quote:

ORIGINAL: Lobster

quote:

ORIGINAL: jnpoint
Yes, maybe TOAW miss a creative person that GG's war in the west had. I think one NATO counter can be replaced with one picture/icon looking like a tank no matter the type and so forth.


I see a lot of NATO symbols in WitW. Not only that but TOAW is almost 10 years old and originally produced by another company. I don't see why people compare the two. Apples and oranges. Also, telling the people who worked their butts off to get TOAW where it is now that they are not creative is a nasty insult. They did as much as they could with an old game and did an over the top fantastic job and will continue to do so. Maybe if you were as creative as they were you would get off your rear and make your own counters.

If I could I would. I am not very creative, so that's it I guess.
WitW has NATO counters, but someone did mod them so you can install them instead of the NATO counters, and I have.

< Message edited by jnpoint -- 11/22/2017 9:08:06 PM >

(in reply to Lobster)
Post #: 31
RE: Change Graphics to Non-Nato Icons - 11/22/2017 9:12:29 PM   
jnpoint


Posts: 549
Joined: 8/9/2007
From: Holstebro, Denmark
Status: offline

quote:

ORIGINAL: redmarkus4

A few pointers




Thanks - that's handy. Maybe all hope isn't lost. Even I should be able to do something when I have some sparetime after Christmas.

(in reply to Redmarkus5)
Post #: 32
RE: Change Graphics to Non-Nato Icons - 11/22/2017 10:17:40 PM   
PoorOldSpike


Posts: 228
Joined: 4/19/2008
From: Plymouth, England
Status: offline
As a PC dummy I think I'd be out of my depth trying to produce new counters, I just had a look at the graphics folder and haven't a clue what to do with these 7 counter bits and pieces in there.
I had a brief dabble but chickened when a warning message came up saying something about "losing transparency" whatever that meant.





I was hoping to produce something beautifully simple like these counters from the PzLeader boardgame but I'm stuck (sniffle)-


(in reply to jnpoint)
Post #: 33
RE: Change Graphics to Non-Nato Icons - 11/22/2017 10:52:41 PM   
Lobster


Posts: 5104
Joined: 8/8/2013
From: Third rock from the Sun.
Status: offline

quote:

ORIGINAL: jnpoint
If I could I would. I am not very creative, so that's it I guess.
WitW has NATO counters, but someone did mod them so you can install them instead of the NATO counters, and I have.


You are correct, it may not be easy. All you really need is one person of the same mind who knows how to work with .png graphics who is willing to make a mod for you and others. Maybe the same person who did the ones for the Grigsby game would help you. Some people love to do modding. I think Bob Cross has a tutorial on how to mod the counters.

_____________________________

http://www.operationbarbarossa.net/

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

Q: What do you call a boomerang that doesn’t come back?
A: A stick.

(in reply to jnpoint)
Post #: 34
RE: Change Graphics to Non-Nato Icons - 11/22/2017 11:24:00 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Guys, I encourage you to get involved in modifying icons and graphics if you have an interest in it. It can be a lot of fun. However, currently there are unfortunate restrictions. Pictured below is the one counter sheet that we have to work with, it is used for all sides/forces/factions, and some of these icons have obvious attributes that restrict their use for particular purposes.

Edit: Don't use this file, it is only a picture of the real file [CounterUnits.png]




Attachment (1)

< Message edited by sPzAbt653 -- 11/23/2017 10:25:44 PM >

(in reply to PoorOldSpike)
Post #: 35
RE: Change Graphics to Non-Nato Icons - 11/22/2017 11:26:29 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Pictured above is the CounterUnit file, found in the main Graphics folder [not the Override folder]. You can open it in a program like Paint.net and easily rearrange pixels to make custom icons. Put the modified sheet into a scenario specific folder for it to be used. Hopefully someday we will have the ability to modify multiple sheets.

(in reply to sPzAbt653)
Post #: 36
RE: Change Graphics to Non-Nato Icons - 11/23/2017 1:05:37 PM   
Redmarkus5


Posts: 4456
Joined: 12/1/2007
From: 0.00
Status: offline
OK, ignore my posts. That approach doesn't work for me either.

Where do we find these files in the main game? I see examples in the graphics override folder (this one is from Blitzkreig 1950) but if I edit this image and add it to the Directive 21 graphics override folder, nothing happens.

Which unit graphics is a scenario like Directive 21 using and where are they stored within OPART IV?




Attachment (1)

(in reply to sPzAbt653)
Post #: 37
RE: Change Graphics to Non-Nato Icons - 11/23/2017 4:39:38 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Prior to TOAW IV, we had 100+ Counter Sheets to work with, making modifications a snap. TOAW IV absent-mindedly reduced that to one sheet, making modifications near impossible. So what you see in Post #35 is all you get. We need this situation to be corrected, so I will gripe about it at every opportunity. However, my voice alone carries little weight, so more of you need to speak up so that we can get something done. Half measures will not work, we need FULL modification abilities returned.

(in reply to Redmarkus5)
Post #: 38
RE: Change Graphics to Non-Nato Icons - 11/23/2017 4:42:27 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

I see examples in the graphics override folder

Files exist from the past in many scenario folders, but they are not used. The only icon set that is currently used is the one pictured in Post #35. That one is used across the board for all units.

quote:

Which unit graphics is a scenario like Directive 21 using

D21 uses the stock sheet [the only one that is currently used].

< Message edited by sPzAbt653 -- 11/23/2017 4:47:08 PM >

(in reply to Redmarkus5)
Post #: 39
RE: Change Graphics to Non-Nato Icons - 11/23/2017 9:26:54 PM   
deskman

 

Posts: 4
Joined: 2/7/2015
Status: offline
IMHO the 2D map looks so much better than the 3D one - but I prefer the 3D unit icons.

Is it possible to switch the icons around so the 2D map uses the 3D icons?


(in reply to sPzAbt653)
Post #: 40
RE: Change Graphics to Non-Nato Icons - 11/23/2017 9:27:11 PM   
PoorOldSpike


Posts: 228
Joined: 4/19/2008
From: Plymouth, England
Status: offline
Well I did a few brief scribbles on the file h_counterunits (as in post 35) and this is the result, a total mess. If somebody cares to contact me to tell me the exact steps I need to take to do it properly I'll be happy to have another crack at it-


(in reply to sPzAbt653)
Post #: 41
RE: Change Graphics to Non-Nato Icons - 11/23/2017 10:21:26 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
If you have Skype you can always call me, but kinda have to let me know when. But first I think you used the file from Post #35, which won't work. You need to use the CounterUnits.png from the Graphics file.

(in reply to PoorOldSpike)
Post #: 42
RE: Change Graphics to Non-Nato Icons - 11/23/2017 11:54:46 PM   
PoorOldSpike


Posts: 228
Joined: 4/19/2008
From: Plymouth, England
Status: offline
quote:

ORIGINAL: sPzAbt653

If you have Skype you can always call me, but kinda have to let me know when. But first I think you used the file from Post #35, which won't work. You need to use the CounterUnits.png from the Graphics file.


I'm not on Skype, but if you or anybody cares to email me that'd be fine- pooroldspike (at) aol (dotcom).
And I did use the file 'h_counterunits' from the graphics folder, I did some experimental squiggles on all the counters but as you see in my post 41 they came out in different clours, and some had numbers and little green squares on them.
Also, at the zoomed out levels they all revert back to the standard stock icons.



< Message edited by PoorOldSpike -- 11/23/2017 11:56:32 PM >

(in reply to sPzAbt653)
Post #: 43
RE: Change Graphics to Non-Nato Icons - 11/24/2017 12:23:00 AM   
Meyer1

 

Posts: 899
Joined: 2/9/2010
Status: offline

quote:

ORIGINAL: sPzAbt653

Prior to TOAW IV, we had 100+ Counter Sheets to work with, making modifications a snap. TOAW IV absent-mindedly reduced that to one sheet, making modifications near impossible. So what you see in Post #35 is all you get. We need this situation to be corrected, so I will gripe about it at every opportunity. However, my voice alone carries little weight, so more of you need to speak up so that we can get something done. Half measures will not work, we need FULL modification abilities returned.

Wonder what was the logic behind the change, oh well.

(in reply to sPzAbt653)
Post #: 44
RE: Change Graphics to Non-Nato Icons - 11/24/2017 12:47:11 AM   
Silvanski


Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
BMP's were a piece of cake to mod. Even with Irfanview's pedestrian draw application.

_____________________________

The TOAW Redux Dude

(in reply to Meyer1)
Post #: 45
RE: Change Graphics to Non-Nato Icons - 11/24/2017 9:41:33 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

I did use the file 'h_counterunits'

Skype is free and easy, except you have to buy a mic if you don't have one. It comes in handy for long distance conversations, I have had quite many with other scenario designers. Sometimes typing is time consuming and difficult to understand
h_counterunits is only for one of the zoom levels, as are the 's_units' and Micro views. You want the 'counterunits' to start with.

(in reply to PoorOldSpike)
Post #: 46
RE: Change Graphics to Non-Nato Icons - 11/24/2017 8:44:25 PM   
PoorOldSpike


Posts: 228
Joined: 4/19/2008
From: Plymouth, England
Status: offline
quote:

ORIGINAL: sPzAbt653
Skype is free and easy..


I tried Skype a while back when a guy was helping me get a game working, but I had to keep saying "Slow down a bit mate, I'm writing down everything you say for future reference".
We got there in the end but it'd have been much quicker and efficient for both of us if he'd simply sent me an email in the first place!
PS- I'm in my 60's, maybe today's younger snowflake generation is shy of giving away their email address, I dunno..;)


< Message edited by PoorOldSpike -- 11/24/2017 8:48:38 PM >

(in reply to sPzAbt653)
Post #: 47
RE: Change Graphics to Non-Nato Icons - 11/24/2017 9:04:48 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
I get that, but from my view, trying to help out, it's an awful lot of typing when we don't know each other. A quick call and in a minute or two I can gauge what I need to tell you. For example, I spend time typing out detailed instructions for 20 minutes, and the reply is 'ok thanks, too much for me'. So, I'm glad to help, but a call would suit the purpose initially.

(in reply to PoorOldSpike)
Post #: 48
RE: Change Graphics to Non-Nato Icons - 11/25/2017 8:10:50 AM   
jnpoint


Posts: 549
Joined: 8/9/2007
From: Holstebro, Denmark
Status: offline
The new game has some interesting non-NATO counters:
http://www.matrixgames.com/products/product.asp?gid=676


< Message edited by jnpoint -- 11/25/2017 8:12:34 AM >

(in reply to sPzAbt653)
Post #: 49
RE: Change Graphics to Non-Nato Icons - 11/25/2017 10:17:54 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

Is it possible to switch the icons around so the 2D map uses the 3D icons?

In theory I think it is possible, by copying all the 2D map files and then renaming them as the 3D map files, then replacing the original 3D files with the newly renamed ones, I think. But I wouldn't do it myself unless several people asked for it. I'd rather that someone who wants such a thing do it themselves, but I shouldn't be so selfish

This means you would copy all the Graphics files titled 'tile_' and then rename them as you see the 'D3' tiles named. I think.

(in reply to deskman)
Post #: 50
RE: Change Graphics to Non-Nato Icons - 11/25/2017 12:27:05 PM   
76mm


Posts: 4688
Joined: 5/2/2004
From: Washington, DC
Status: offline
quote:

ORIGINAL: sPzAbt653
...and some of these icons have obvious attributes that restrict their use for particular purposes.

What does the line above mean--does the program assign certain attributes to a unit if you select certain icons, or do you mean that the icons just indicate attibutes, but don't actually have any effect on the unit?

(in reply to sPzAbt653)
Post #: 51
RE: Change Graphics to Non-Nato Icons - 11/25/2017 12:48:37 PM   
76mm


Posts: 4688
Joined: 5/2/2004
From: Washington, DC
Status: offline
quote:

ORIGINAL: sPzAbt653
Put the modified sheet into a scenario specific folder for it to be used. Hopefully someday we will have the ability to modify multiple sheets.

Just for clarity, does it go in the scenario folder, or the scenario's graphic override folder?

[EDIT]Nevermind, it seems to work in the graphics override folder.

I just added an icon for armored TD--currently the sheet has assault gun, and armored TD artillery, so I just removed the dot from the latter.

< Message edited by 76mm -- 11/25/2017 12:54:58 PM >

(in reply to sPzAbt653)
Post #: 52
RE: Change Graphics to Non-Nato Icons - 11/25/2017 1:39:22 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

ORIGINAL: 76mm
quote:

ORIGINAL: sPzAbt653
...and some of these icons have obvious attributes that restrict their use for particular purposes.

What does the line above mean--does the program assign certain attributes to a unit if you select certain icons, or do you mean that the icons just indicate attributes, but don't actually have any effect on the unit?

Some are quite obvious. For example, changing the fighter icon to a tank icon doesn't give you a tank, it's still a fighter. Some are not so obvious. For example, change a HQ icon to a combat unit icon, and you still have a HQ which will attempt to stay out of the front lines in order to protect itself.

(in reply to 76mm)
Post #: 53
RE: Change Graphics to Non-Nato Icons - 11/25/2017 1:41:22 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

Just for clarity

Putting custom graphics in the graphic override folder will cause them to be used in all scenarios.
Putting custom graphics in a scenario specific folder located inside the graphic override folder will cause them to be used in that specific scenario only.

(in reply to 76mm)
Post #: 54
RE: Change Graphics to Non-Nato Icons - 11/25/2017 5:25:25 PM   
SIPRES


Posts: 398
Joined: 7/23/2015
Status: offline
just a test with tank unit

Shame that we cant have access to counters colors anymore, its seems to be hardcoded.




Attachment (1)

(in reply to sPzAbt653)
Post #: 55
RE: Change Graphics to Non-Nato Icons - 11/25/2017 5:31:12 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Well, it goes against my religion, but at least I am fair:
http://www.matrixgames.com/forums/tm.asp?m=4385511

Nice to see you working your majic here, Sipres !

(in reply to SIPRES)
Post #: 56
RE: Change Graphics to Non-Nato Icons - 11/25/2017 5:37:22 PM   
SIPRES


Posts: 398
Joined: 7/23/2015
Status: offline
Just read the thread from Curtis
so still do able, but not so obvious.

I may do so try at least for the silhouettes vs Natos (a WW2 version)

(in reply to sPzAbt653)
Post #: 57
RE: Change Graphics to Non-Nato Icons - 11/25/2017 10:51:57 PM   
PoorOldSpike


Posts: 228
Joined: 4/19/2008
From: Plymouth, England
Status: offline
quote:

ORIGINAL: jnpoint

The new game has some interesting non-NATO counters:
http://www.matrixgames.com/products/product.asp?gid=676



(Forthcoming 'Desert War 1940-1942'), Wow, nice ..:)



< Message edited by PoorOldSpike -- 11/25/2017 11:01:23 PM >

(in reply to jnpoint)
Post #: 58
RE: Change Graphics to Non-Nato Icons - 11/25/2017 11:20:38 PM   
76mm


Posts: 4688
Joined: 5/2/2004
From: Washington, DC
Status: offline
quote:

ORIGINAL: sPzAbt653
Some are quite obvious. For example, changing the fighter icon to a tank icon doesn't give you a tank, it's still a fighter. Some are not so obvious. For example, change a HQ icon to a combat unit icon, and you still have a HQ which will attempt to stay out of the front lines in order to protect itself.

Sorry, I'm still not totally understanding. Let's say I have an infantry unit and decide to give it a HQ icon instead of infantry, although all of the other attributes remain those of an infantry unit. Are you saying that just by assigning an HQ icon I will be affecting how the unit behaves in the game? As I mentioned, I changed one of the aviation icons to a TD unit--will that have weird affects on my TDs?

quote:

ORIGINAL: sPzAbt653
Putting custom graphics in the graphic override folder will cause them to be used in all scenarios.
Putting custom graphics in a scenario specific folder located inside the graphic override folder will cause them to be used in that specific scenario only.

Well in retrospect that makes sense but someone didn't get it till just now--thanks.

(in reply to sPzAbt653)
Post #: 59
RE: Change Graphics to Non-Nato Icons - 11/25/2017 11:34:12 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

Are you saying that just by assigning an HQ icon I will be affecting how the unit behaves in the game?

Oh my gosh, I said nothing like that. I said giving an icon to unit does not change the unit.

quote:

I changed one of the aviation icons to a TD unit--will that have weird affects on my TDs?

So you did nothing to change the aviation unit, other than to make it look like a TD. Now your TD will move and fight like a plane.

The program has no idea what graphical changes you are making. For example, take the Armor Icon and replace it with the words **** UNIT, and it will still be an Armor Unit, it has no idea that it is supposed to be a **** Unit. Take a German Chocolate cake and cover it in American White Frosting, it is still a German Chocolate cake, it just looks funny.

(in reply to 76mm)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios >> RE: Change Graphics to Non-Nato Icons Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.250