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RE: Graphic mods etc.?

 
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RE: Graphic mods etc.? - 11/30/2009 10:32:49 AM   
E

 

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quote:

ORIGINAL: Silvanski
Looks quite good E.
Thanks so much for finishing this mod
I haven't got the patience to do stuff like this

All the pieces were there... I just cut-n-pasted (and occasionally flipped). Took about 15-20 mins. The original author did all the work!

(in reply to Silvanski)
Post #: 31
RE: Graphic mods etc.? - 11/30/2009 3:34:59 PM   
Silvanski


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quote:

ORIGINAL: Lipa

Silvanski, what is that graphic mod that you're using?

My graphics are a mix of some homework and things I found here and there. The red arrow comes from Damezzi's mod, there's some stuff from JMass etc etc
I converte all frames and backgrounds to greyscale...
I'll see if I can put a zip on my site

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(in reply to Lipa)
Post #: 32
RE: Graphic mods etc.? - 11/30/2009 5:56:34 PM   
Silvanski


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quote:

ORIGINAL: Lipa

Silvanski, what is that graphic mod that you're using?

http://sites.google.com/site/toawredux/Home/graphics

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Post #: 33
RE: Graphic mods etc.? - 12/1/2009 9:31:15 PM   
Bulldog

 

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Need help! I overwrote graphics in altgraphics folder. Graphics are all blank in altgraphics folder. Playing a Ardennes scenario which still has the original art in upper right box. Do I need to overwitr in the normal graphics folder for this utility to take effect? What am I missing?

(in reply to Lipa)
Post #: 34
RE: Graphic mods etc.? - 12/1/2009 10:00:31 PM   
E

 

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Look for scenario-specific subdirectories in your (normal) graphics directory. You can either rename the offending files (recommended), overwrite or delete them.

Again, renaming the files is recommended in case that is not the problem (so they can be easily restored).

< Message edited by E -- 12/1/2009 10:08:53 PM >

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Post #: 35
RE: Graphic mods etc.? - 12/2/2009 8:31:54 PM   
parmenio

 

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quote:


http://sites.google.com/site/toawredux/Home/graphics


Great stuff. This is much better than the mish-mash of mods I've been using up to now.

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Post #: 36
RE: Graphic mods etc.? - 12/3/2009 6:25:22 AM   
Silvanski


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quote:

ORIGINAL: parmenio


quote:


http://sites.google.com/site/toawredux/Home/graphics


Great stuff. This is much better than the mish-mash of mods I've been using up to now.


thanks... I didn't include the square counters, just to keep the peace

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Post #: 37
RE: Graphic mods etc.? - 12/9/2009 7:45:21 PM   
BigDuke66


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@E
Where can I get your graphics for the unit box?
This minimized but still recognizable info looks highly useful.

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(in reply to E)
Post #: 38
RE: Graphic mods etc.? - 12/16/2009 12:50:08 PM   
E

 

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quote:

ORIGINAL: BigDuke66

@E
Where can I get your graphics for the unit box?
This minimized but still recognizable info looks highly useful.


Sorry, missed this post! The unit box graphics have changed since then and now look different (see below). If that's alright, send me your real email address via PM. (I don't file attach to mail forwarders like yahoo, gmail, etc).





Attachment (1)

(in reply to BigDuke66)
Post #: 39
RE: Graphic mods etc.? - 12/16/2009 2:27:27 PM   
E

 

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quote:

ORIGINAL: E

Sorry, missed this post! The unit box graphics have changed since then and now look different (see below).


I realized the first post's example was a bit misleading... the terrain hexes are still there, but only for non-open country...







Attachment (1)

(in reply to E)
Post #: 40
RE: Graphic mods etc.? - 12/16/2009 10:19:30 PM   
BigDuke66


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And do you plan to make something for the non-open country too?

Thanks for sending and it's hard to believe that there is zero interest in them.
Personally I like the minimalistic approach because you can still identify the terrain features without making it hard to read the text.
Unfortunately there seems to be a lot terrain that has no specific unit box graphic like super river, canal, etc. so that limits the usefulness of such a mod.

_____________________________

"Spread word to every slave, that even the mighty republic bleeds when struck!"
THE BLITZ WARGAMING CLUB
Mission: To help the rookies, connect the regulars and honor the hardcore!
JOIN AT http://www.theblitz.org

(in reply to E)
Post #: 41
RE: Graphic mods etc.? - 12/17/2009 1:09:28 PM   
E

 

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quote:

ORIGINAL: BigDuke66

And do you plan to make something for the non-open country too?


I don't understand the question. I both sent and showed pics of non-open country just above your post.? If you mean do I plan on adding a hex of grass to the open country background, (i.e. non-mountainous, non-swamp, non-hills, etc)... no. But if you really need it, you can cut and paste the grass hex from the first version examples back on page 1 of this thread.


(in reply to BigDuke66)
Post #: 42
RE: Graphic mods etc.? - 12/17/2009 5:21:01 PM   
BigDuke66


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I mean do you plan to make something out of the terrain that is shown in the hex like you did for road, river, forest, etc.,
For example the hill hex in the upper left could be replaced by a hill contour or something like that, just something that is instantly recognizable.

_____________________________

"Spread word to every slave, that even the mighty republic bleeds when struck!"
THE BLITZ WARGAMING CLUB
Mission: To help the rookies, connect the regulars and honor the hardcore!
JOIN AT http://www.theblitz.org

(in reply to E)
Post #: 43
RE: Graphic mods etc.? - 12/17/2009 6:08:19 PM   
E

 

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quote:

ORIGINAL: BigDuke66

I mean do you plan to make something out of the terrain that is shown in the hex like you did for road, river, forest, etc.,


No plans at the moment... that's why I left the hexes with original game graphics in. (Note: I didn't make the non-hex graphics... I basically just moved them and minimized the terrain background into hexes). But feel free to modify the files I sent for your use!

(in reply to BigDuke66)
Post #: 44
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