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RE: Woah I had no idea!!!:)

 
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RE: Woah I had no idea!!!:) - 8/26/2006 2:16:00 AM   
Telumar


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I am using Corel Graphics Suite 11. It's not free, but i don't know the price... let's say i have a key....

But 'Gimp' is a good freeware programm and can do almost everything photoshop or others can do. It's used by Bob Cross in the scenario-BMP tutorial.

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RE: Woah I had no idea!!!:) - 8/26/2006 4:29:34 AM   
Dr. Foo


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quote:

ORIGINAL: Telumar

I am using Corel Graphics Suite 11. It's not free, but i don't know the price... let's say i have a key....



Yes, I went outside and there in the middle of the street was Corel Paint Pro X w/ key...it's the strangest thing.


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RE: Woah I had no idea!!!:) - 8/28/2006 4:40:08 AM   
JMass


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quote:

ORIGINAL: Telumar
But 'Gimp' is a good freeware programm and can do almost everything photoshop or others can do. It's used by Bob Cross in the scenario-BMP tutorial.


I prefer to use open source applications but The GIMP is not only a obliged choice, it is a real alternative to Photoshop. You can find it (windows version) here: http://gimp-win.sourceforge.net/stable.html


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Post #: 33
More mods - 9/3/2006 4:28:35 AM   
Okimaw


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Here's a link to the mods I use. It's a mix of JMass, GJK, Peter Szabo, Teluterrain and others. If you like the pics in the AAR here's the goods

http://filexoom.com/files/15373/Okimaw%20mods.zip

()

< Message edited by Okimaw -- 9/7/2006 2:45:59 PM >


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RE: More mods - 9/7/2006 10:00:54 AM   
Silvanski


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quote:

ORIGINAL: Okimaw

Here's a link to the mods I use. It's a mix of JMass, GJK, Peter Szabo, Teluterrain and others. If you like the pics in the AAR here's the goods

http://www.strategyzoneonline.com/forums/downloads.php?do=file&id=1239&act=down




I downloaded it Okimaw, but the zipfile appears to be empty.....


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Post #: 35
RE: More mods - 9/7/2006 10:42:38 AM   
dirtyharry500

 

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actually the file can't be recognized by unrar or unzip

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RE: More mods - 9/7/2006 2:39:44 PM   
Okimaw


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quote:

ORIGINAL: dirtyharry500

actually the file can't be recognized by unrar or unzip


Hmmm it's a winzip file, it should be good to go. Although I had that same problem with Veers railroad mod and winzip. If you pm me your email addy I'll send you one in pkzip format.

< Message edited by Okimaw -- 9/7/2006 2:49:14 PM >


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RE: More mods - 9/7/2006 2:47:53 PM   
Okimaw


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quote:

ORIGINAL: Silvanski


quote:

ORIGINAL: Okimaw

Here's a link to the mods I use. It's a mix of JMass, GJK, Peter Szabo, Teluterrain and others. If you like the pics in the AAR here's the goods

http://www.strategyzoneonline.com/forums/downloads.php?do=file&id=1239&act=down




I downloaded it Okimaw, but the zipfile appears to be empty.....



I just changed the link directly to the file share site and tested it. I downloaded the zip and all files are there. I'm not sure what hppened there but it seems to work fine now.


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Post #: 38
RE: More mods - 3/24/2007 10:03:37 AM   
Boonierat


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Still looking for ways to better customize my Vietnam scenarios I'm looking into the possibility of adding units insignias to the counters, even though the possible free space on them is very tiny (like 6x9 pixels ). Here's an example with the 1st Cavalry Division patch, turns out quite good despite the very small size. Also, I will probably use square counters in the future, instead of clipped ones, opinions?



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RE: More mods - 3/24/2007 10:07:29 AM   
larryfulkerson

 

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If you didn't already know that the 1st CAV patch is the black diagonal with a horsehead in the upper right you might not be able to discern what in the world it is.

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Post #: 40
RE: More mods - 3/24/2007 12:32:37 PM   
shunwick


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quote:

ORIGINAL: Boonierat
Also, I will probably use square counters in the future, instead of clipped ones, opinions?


Boonierat,

I love your Vietnam series but if you are going over to square counters please allow the player an option to swap in the lovely rounded ones. I am not sure why but the square counters look so toy town to me. Thanks.

Best wishes,


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RE: More mods - 3/24/2007 12:59:35 PM   
Silvanski


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There's a wee bit more space on the square counters  

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Post #: 42
RE: More mods - 3/24/2007 1:09:46 PM   
shunwick


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Agreed. But if it's a straight choice between toy town counters with unit patches I can't distinguish and those lovely rounded counters then the latter win every time.

Just be aware that when it comes to graphics mods, every player has their own idea of what looks good. Scenario designers should not force graphics mods on players. Give players the option if at all possible.

Best wishes,


< Message edited by shunwick -- 3/24/2007 1:10:46 PM >


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RE: More mods - 3/24/2007 2:01:40 PM   
Boonierat


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Here's what I'll do, next volume will have the rounded counter templates and will also include the square ones for people wishing to use them. The mod with units insignia would be too heavy (using nearly 50 different counter templates) and not really usefull, gonna keep it for personnal use only.

< Message edited by Boonierat -- 3/24/2007 2:02:33 PM >


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RE: More mods - 3/24/2007 6:30:56 PM   
ralphtrick

 

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quote:

ORIGINAL: Boonierat

Here's what I'll do, next volume will have the rounded counter templates and will also include the square ones for people wishing to use them. The mod with units insignia would be too heavy (using nearly 50 different counter templates) and not really usefull, gonna keep it for personnal use only.

Booniwrat,
You might try expanding the counters by 2 in both direction, and adding an h_ prefix when you save it. Then if they're viewed using the Huge 2D menu option, there should be enough room for the insignia.

Let me know if you have trouble, or if it doesn't work right.

Ralph


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Post #: 45
RE: More mods - 3/24/2007 6:50:58 PM   
Boonierat


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quote:

ORIGINAL: ralphtrick
Booniwrat,
You might try expanding the counters by 2 in both direction, and adding an h_ prefix when you save it. Then if they're viewed using the Huge 2D menu option, there should be enough room for the insignia.

Let me know if you have trouble, or if it doesn't work right.

Ralph



I could be done but it would be quite some work. To do it properly I would have to redraw every counter symbols, not just resize them x2 (TOAW large 2D counters are 31x31 pixels, and when resizing them to 62x62 with a graphic editor they become blurry). I wonder if somebody had the courage to do huge version of the 110 counter templates already?


< Message edited by Boonierat -- 3/24/2007 6:53:26 PM >


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Post #: 46
RE: More mods - 3/24/2007 8:12:03 PM   
Veers


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quote:

If you didn't already know that the 1st CAV patch is the black diagonal with a horsehead in the upper right you might not be able to discern what in the world it is.

This is probably true, but a quick explination regarding the fact that Boonie has altered the graphics and added the unit patches means the players that are interested will look up the unit patches, and those that aren't interested won't worry about it.

quote:

Here's what I'll do, next volume will have the rounded counter templates and will also include the square ones for people wishing to use them. The mod with units insignia would be too heavy (using nearly 50 different counter templates) and not really usefull, gonna keep it for personnal use only.


Good plan. I too am one that loves the profesional look that the rounded counters brings to the game, over the 'I just cut these out' look of the squared counters.

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Post #: 47
RE: More mods - 3/24/2007 8:23:22 PM   
Curtis Lemay


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Here are the counter color edits that I'll be using for my update to my "Killer Angels 1863" scenario. The colors were picked from actual Civil War uniform photos. Those of you working on Civil War scenarios might be interested.

http://img58.imageshack.us/my.php?image=units1blue0ty1.png

http://img66.imageshack.us/my.php?image=units1gray4sg9.png

http://img79.imageshack.us/my.php?image=sunits1blue0rs0.png

http://img79.imageshack.us/my.php?image=sunits1gray4yx3.png

This also requires the Numbers.bmp file to be edited in a similar fashion. Lines 1 and 9 have been changed:

http://img79.imageshack.us/my.php?image=numbersbl7.png

I also edited the flags files to replace the flag of Chile with the "Stars & Bars":

http://img79.imageshack.us/my.php?image=flagsqk0.png

http://img79.imageshack.us/my.php?image=sflagsmn1.png

< Message edited by Curtis Lemay -- 3/24/2007 8:26:17 PM >

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RE: More mods - 3/29/2007 8:38:07 PM   
m5000.2006


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if i'm not mistaken, all the graphics used in the game is 8-bit, any chance that this will be changed in the future patches, to e.g. 24-bit?

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RE: More mods - 3/29/2007 9:34:49 PM   
JAMiAM

 

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quote:

ORIGINAL: m5000.2006

if i'm not mistaken, all the graphics used in the game is 8-bit, any chance that this will be changed in the future patches, to e.g. 24-bit?

I don't see why anyone would ever need more than 8 bits of color, or 640K of system memory either, for that matter...

On a more serious note, I don't really think that the color depth is an issue. The original graphics may have been created with 8-bit limits, but as far as I know, the engine simply calls for a bmp file, and doesn't concern itself with the color depth that the file was originally created under.

In short, if you want to mod your own graphics, go ahead. However, to recreate all of the pre-existing graphics just to give them a little more color, would be more trouble than they're worth, IMO.

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RE: More mods - 3/29/2007 10:14:33 PM   
JMass


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quote:

ORIGINAL: JAMiAM
However, to recreate all of the pre-existing graphics just to give them a little more color, would be more trouble than they're worth, IMO.


Yes, I have done some tests but differences are minimal.


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RE: More mods - 3/30/2007 9:57:08 AM   
Boonierat


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The graphic mods I'm making for my scenarios are all saved in 24-bits, and they work perfectly with the game. The only interest to save them in 8-bits would be to reduce file size but with today's internet broadband and huge computer HD space that's not an issue anymore.

< Message edited by Boonierat -- 3/30/2007 9:58:01 AM >


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RE: More mods - 3/30/2007 7:05:05 PM   
m5000.2006


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sorry if i taint this thread posting such things, but it seems an appropriate place


could someone explain what these symbols are usedfor, they are from 'Tiles_misc.bmp'







i don't remember seeing them in any of my games...

Attachment (1)

< Message edited by m5000.2006 -- 3/30/2007 7:06:23 PM >


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"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC

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Post #: 53
RE: More mods - 3/30/2007 7:16:44 PM   
Boonierat


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The concentric circles are for the little animation that happens when a battle is resolved I believe and the two R are used when setting an hex for rebuild units to reenter game. Forgot what the little bridge is for.

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RE: More mods - 3/30/2007 7:17:20 PM   
Veers


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When a combat happens, you'll see the little circles over the hex.
The different Rs are to denote the general reconstitution hex that you set (only visible in editor).
I don't know what the others are.

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where to get - 4/6/2007 11:31:07 PM   
Rick

 

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I'd like to get the graphics mod that GJK posted in this thread, but the link listed doesnt seem to work (in fact many of the lnks in this thread seem to be broke).

Are these mods still availble (particularly the one posted by GJK).

Also the response on changing graphics looked like it just allowed you to choose between the classic look and the look that shipped with TOAW III, is it easy to substiture these other graphic looks?

I'm looking at ordering and downloading this today or tommorrow, but wanted to make sure I could still get these graphic mods first.

Thanks,
Rick

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RE: where to get - 4/6/2007 11:48:47 PM   
Telumar


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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.


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RE: where to get - 4/7/2007 12:22:12 AM   
Rick

 

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Hey - Great

Thanks for the new link. In fact, I was also just trying to get to xtreme amer fourm and found it gone too. Now maybe I can find my CM forums again.

Thanks again. I plan to order TOAWIII today or tommorrow. I bought TOAW I and TOAW -WOTY way back when, but I got a little bent out of shape when they put out COW 3-4 weeks after I bought the WOTY, and my wallet just couldnt give in to another TOAW purchase then.

But thats been quiet a few years, so I guess I can feed the monkey now.

Thanks,
Rick

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Post #: 58
RE: Woah I had no idea!!!:) - 5/14/2007 10:18:47 AM   
a white rabbit


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..justa graphics clarification, for the hard-of-thinking, please..

..if i put graphics in the alt-graph file, toaw'l use these for all scens ? but if i put them in a scen file then they'l only be used for that scen?

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RE: Woah I had no idea!!!:) - 5/14/2007 10:35:29 AM   
Boonierat


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quote:

ORIGINAL: a white rabbit

..justa graphics clarification, for the hard-of-thinking, please..

..if i put graphics in the alt-graph file, toaw'l use these for all scens ? but if i put them in a scen file then they'l only be used for that scen?


If there are simply in the alt graphic folder then yes, it will override the standard ones. The best is to put scenario-specific graphics in a folder of their own named with the exact same name as the scenario file. That folder can be located either in the alt graphics or graphics folders (even in the scenario folder I believe, not sure)


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