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RE: New Graphic Mod: Classic Redux II

 
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RE: New Graphic Mod: Classic Redux II - 10/7/2013 6:17:12 AM   
Silvanski


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quote:

ORIGINAL: Telumar

Sorry. The link is fixed now.

You're a good man

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Post #: 241
RE: New Graphic Mod: Classic Redux II - 10/7/2013 6:24:22 AM   
Lobster


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muchos garcias. Very nice work. Very nice indeed.

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Post #: 242
RE: New Graphic Mod: Classic Redux II - 10/7/2013 3:55:12 PM   
lecrop

 

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I love the look of the counters

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Post #: 243
RE: New Graphic Mod: Classic Redux II - 10/7/2013 4:43:56 PM   
Telumar


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Thank you guys. Any comments on the GUI? Feldgrau and Eastern Rust are my personal favourites.

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Post #: 244
RE: New Graphic Mod: Classic Redux II - 10/7/2013 10:59:34 PM   
Lobster


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I'm kinda leaning towards Pacific or one of the camo ones. Still have not decided yet.

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Post #: 245
RE: New Graphic Mod: Classic Redux II - 11/29/2013 8:23:23 PM   
Telumar


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Two more GUI Mods. Download links at the end of post.

Grey III:




Blue III:
- leaned on the default TOAW III interface -




This comes quite with some extras:

I customized the TOAW III standard background graphics for the news, the era-specific reinforcements and replacements screens. These backgrounds are the default of the Mod (as in the screenshot) and in their era-specific folders which should be extracted to AltGraphics - don't overwrite your original files in the Graphics folder. There are alternative WWII versions of cwnews.bmp, cwreplacements.bmp and cwreinforcements.bmp in the .zip (with the addition ALT in the file name) that can be used instead.

In the screenshots, the equipment items are silver. However, the standard is gold:



The silver version of equipment256.bmp is also included in the download.


Two different background textures (neutraltexture_1152.bmp) - standard (blurred):



Grainy:




Frames and buttons are also compatibel with the default TOAW III background texture:




Download Links:

(Dropbox)

Grey III

Blue III

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Post #: 246
RE: New Graphic Mod: Classic Redux II - 11/30/2013 1:05:52 AM   
Lobster


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Great work as always. You are the GUI Monet.

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Post #: 247
RE: New Graphic Mod: Classic Redux II - 11/30/2013 4:57:46 PM   
Falcon1


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Looks nice. I already have the Redux 2 mod, and I switch GUI styles depending on which scenario/side I am playing. I notice this one also has the terrain graphic removed from the unit window. This is a good change because as everyone probably agrees, the terrain graphic makes the text in that window harder to read. Hopefully the development team is paying attention to this for the future.

Just curious, what resolution those latest screen shots taken at? I've been having trouble deciding on a resolution to play TOAW at. I usually run my desktop at 1280x720 (24 inch monitor) since reading is easy. But when I play TOAW at this res, the large counters are a bit too small for my liking and the huge counters are a bit too big. I like the way the map looks at 1600x900 with the huge counters, plus you can see everything on the panels on the right side of the screen, but the text in the various information windows is a bit too small. I guess there's just no pleasing me!

What resolution do others like using?

< Message edited by Falcon1 -- 11/30/2013 6:00:09 PM >


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Post #: 248
RE: New Graphic Mod: Classic Redux II - 12/1/2013 1:10:30 AM   
Lobster


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Wow. I did not realize what crazy stuff you can do till I got hold of Telumar's work.








Attachment (1)

< Message edited by Lobster -- 12/1/2013 2:16:07 AM >

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Post #: 249
RE: New Graphic Mod: Classic Redux II - 12/1/2013 1:30:47 AM   
Lobster


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The background picture becomes the background for everything. Even some windows. But to get the background picture to display properly you have to set this in the Opart 3.ini. I think you can put any screen resolution, just so it's set to something otherwise the game stretches the picture so it's all screwed up.

ChangeScreenResolution=y
ScreenY=900
ScreenX=1440










Attachment (1)

< Message edited by Lobster -- 12/1/2013 2:34:27 AM >

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Post #: 250
RE: WIP: GUI Mod Brown - 1/31/2014 6:37:47 AM   
Ruppich


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@ SCAF where can i find those unit info pics from your post http://www.matrixgames.com/forums/tm.asp?m=1161658&mpage=7&key=# post nr 198

< Message edited by Ruppich -- 1/31/2014 7:38:28 AM >

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Post #: 251
RE: WIP: GUI Mod Brown - 1/31/2014 2:15:24 PM   
Oberst_Klink

 

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quote:

ORIGINAL: Ruppich

@ SCAF where can i find those unit info pics from your post http://www.matrixgames.com/forums/tm.asp?m=1161658&mpage=7&key=# post nr 198

Yeah, where are those? The JTCS style unit info would be bloody marvellous!

Klink, Oberst




Attachment (1)

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Post #: 252
RE: Please post graphics mods here - 6/10/2014 4:11:26 PM   
kiddytoto

 

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Hello everyone, Black Steel UI is now available!



Installation:

A. Manually Install
1. Always make a backup first.
2. Simply unzip and copy-paste overwriting all the relevant files in the directory: C:\Matrix Games\The Operational Art of War III

B. Ready for JSGME install (Plz refer to the relevant installation)

*Also STRONGLY recommend to go with my fonts to have the best visual effects.

Screws_Optional: There is an alternative logo for the optional install in the" Screws_Optional" folder, simply copy and replace the default in the directory: Black Steel UI\Kiddytoto's Black Steel UI\Graphics if you wish. (The default is none/removed)

Have fun!

Download https://www.dropbox.com/s/o72mureq9hp8yg2/Black%20Steel%20UI.rar




Attachment (1)

< Message edited by kiddytoto -- 6/11/2014 9:21:09 PM >


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Post #: 253
RE: Please post graphics mods here - 6/10/2014 7:50:36 PM   
kiddytoto

 

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Please re-download for a small correction if your download before this correction announcement!! THX!

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Post #: 254
RE: WIP: GUI Mod Brown - 10/6/2014 7:33:38 AM   
fulcrum28


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SCAF post with new icons for units is awesome. is it already available?

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Post #: 255
RE: WIP: GUI Mod Brown - 2/7/2015 6:56:07 PM   
Telumar


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This is what i am currently working on. It's not yet fully finished, but almost:









< Message edited by Telumar -- 2/7/2015 8:06:19 PM >


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Post #: 256
RE: WIP: GUI Mod Brown - 2/8/2015 5:16:25 PM   
Crossroads


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quote:

ORIGINAL: Telumar

This is what i am currently working on. It's not yet fully finished, but almost:


Nice work, Telumar! Looking forward to final version

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Post #: 257
RE: WIP: GUI Mod Brown - 2/26/2015 10:42:26 PM   
Telumar


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quote:

ORIGINAL: Crossroads

Nice work, Telumar! Looking forward to final version




Thanks. It's almost finished. It still requires some finetuning, but is 99% done.


quote:

ORIGINAL: Telumar





I changed some tiles in the meantime - this is how it looks now:



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Post #: 258
RE: WIP: GUI Mod Brown - 2/26/2015 11:03:22 PM   
Telumar


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There will also be a second Mod as a separate download. I think both will be finished by the coming weekend.



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Post #: 259
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/1/2015 1:59:00 PM   
Curtis Lemay


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quote:

ORIGINAL: BigDuke66

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


Did you ever post your fixes anywhere?

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Post #: 260
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/1/2015 7:57:28 PM   
BigDuke66


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No, at that time I asked for a file hoster, I wanted one that works without registering because for this one time use there is simply no need in my eyes to do that.
If you want them PM me your mail.

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Post #: 261
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/1/2015 8:13:52 PM   
Curtis Lemay


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PM sent.

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Post #: 262
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/1/2015 8:29:53 PM   
BigDuke66


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Files sent.

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Post #: 263
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/1/2015 9:30:10 PM   
Curtis Lemay


Posts: 11056
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From: Houston, TX
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quote:

ORIGINAL: BigDuke66

Files sent.


Received. Those appear to be a good correction. Do you mind if we were to include them in the update?

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Post #: 264
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/3/2015 2:29:25 PM   
BigDuke66


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No not at all, that would be flattering for me.

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Post #: 265
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/3/2015 7:26:52 PM   
Curtis Lemay


Posts: 11056
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From: Houston, TX
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quote:

ORIGINAL: BigDuke66

No not at all, that would be flattering for me.


PM me your name and we'll add it to the credits.

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Post #: 266
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/3/2015 10:01:38 PM   
BigDuke66


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PM send, thanks for adding me!

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Post #: 267
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/5/2015 3:58:22 PM   
Cmdr_Vessery

 

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Hey Graphics gru's. Nice work btw. Where can I find a mod for formation highlights? The standard gray is tough to see sometimes. I like the yellow on Telumar's screenshots above, but didn't see where I can get that option. I am using his "Grey III" color mod.

Looking for Yellow, or something other than the standard gray for formation highlighting.

Thanks,

-Vess

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Post #: 268
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/5/2015 10:16:45 PM   
Telumar


Posts: 2210
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From: niflheim
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quote:

ORIGINAL: Cmdr_Vessery

Hey Graphics gru's. Nice work btw. Where can I find a mod for formation highlights? The standard gray is tough to see sometimes. I like the yellow on Telumar's screenshots above, but didn't see where I can get that option. I am using his "Grey III" color mod.

Looking for Yellow, or something other than the standard gray for formation highlighting.

Thanks,

-Vess


I suppose you mean the cursor like in the attached screenshot? Initially i included these in the Classic Redux 2 Mod in the zip with the terrain tiles. I uploaded them to my dropbox, so you can eeasily download them:

https://www.dropbox.com/s/lt0in05j6c05hp6/cursors.zip?dl=0




Attachment (1)

< Message edited by Telumar -- 3/5/2015 11:17:13 PM >


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Post #: 269
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin - 3/6/2015 1:28:41 AM   
Cmdr_Vessery

 

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quote:

ORIGINAL: Telumar

quote:

ORIGINAL: Cmdr_Vessery

Hey Graphics gru's. Nice work btw. Where can I find a mod for formation highlights? The standard gray is tough to see sometimes. I like the yellow on Telumar's screenshots above, but didn't see where I can get that option. I am using his "Grey III" color mod.

Looking for Yellow, or something other than the standard gray for formation highlighting.

Thanks,

-Vess


I suppose you mean the cursor like in the attached screenshot? Initially i included these in the Classic Redux 2 Mod in the zip with the terrain tiles. I uploaded them to my dropbox, so you can eeasily download them:

https://www.dropbox.com/s/lt0in05j6c05hp6/cursors.zip?dl=0






Thank you, much appreciated.

(in reply to Telumar)
Post #: 270
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