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Map mod - 3/25/2011 11:37:15 AM   
JMass


Posts: 2180
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Buyed and modded! Just a test of "moddability", I could release a mod in the next future.





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RE: Map mod - 3/25/2011 12:35:30 PM   
Bison36

 

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You might be on to something here.

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RE: Map mod - 3/25/2011 1:55:12 PM   
Joram

 

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That makes the game about a 1000 times more attractive.

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RE: Map mod - 3/25/2011 2:37:14 PM   
elmo3

 

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Nice work.

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RE: Map mod - 3/26/2011 1:01:31 AM   
sabre1


Posts: 1928
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If you weren't a guy I'd kiss ya.

If you make it to San Diego, I 'll buy you a beer.

< Message edited by sabre1 -- 3/26/2011 1:03:01 AM >

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Post #: 5
RE: Map mod - 3/26/2011 8:45:06 AM   
Obsolete


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What is this!? Using GIMP on a Winblows box!

Tut-tut-tut!



Awww, just teasing.



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RE: Map mod - 3/26/2011 9:24:03 AM   
JMass


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Thanks guys, I replaced CCME NATO symbols with those from my TOAW mod, a bit more clear, SS when possible.


quote:

ORIGINAL: Obsolete
What is this!? Using GIMP on a Winblows box!


I know, I know, unfortunately PC Ostfront doesn't run on Linux and I must work on seven to test my models...


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RE: Map mod - 3/26/2011 7:06:24 PM   
JMass


Posts: 2180
Joined: 6/3/2006
From: Italy
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Desert terrain:





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RE: Map mod - 3/27/2011 12:31:40 AM   
sulla05

 

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Great work thank you.

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RE: Map mod - 3/27/2011 12:44:55 AM   
sabre1


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Just let us know when we can have your wonderful creations, and thanks!


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RE: Map mod - 3/27/2011 11:13:27 AM   
JMass


Posts: 2180
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quote:

ORIGINAL: sabre1
Just let us know when we can have your wonderful creations, and thanks!


I don't know when a full mod will be available because I am working mainly on Ostfront models but I can attach here some files (in two zip files), I worked only on zoom 1. NATO symbols are new, desert graphics are almost completed, other environments graphics are usable but they lacks tile and transition effects.


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RE: Map mod - 3/27/2011 11:14:48 AM   
JMass


Posts: 2180
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Second file:

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Post #: 12
RE: Map mod - 3/27/2011 12:39:55 PM   
sabre1


Posts: 1928
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Thanks JMass,

I DL, so will this work if I unzip into what directory? I'm a real noob when it comes to this stuff, and apologize upfront for being one.

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Post #: 13
RE: Map mod - 3/27/2011 1:46:05 PM   
JMass


Posts: 2180
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From: Italy
Status: offline

quote:

ORIGINAL: sabre1
I DL, so will this work if I unzip into what directory?


You should unzip it in the main game directory, my files are in a directory named SupportFiles as the game directory so you must integrate them.

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RE: Map mod - 3/27/2011 2:09:16 PM   
junk2drive


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sabre1 or anyone else, would you like to use a mod swapper program with these?

I can set these up to be used with JSGME.

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RE: Map mod - 3/27/2011 3:51:19 PM   
junk2drive


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They are already set up for JSGME.

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 16
RE: Map mod - 3/28/2011 3:14:59 PM   
Erik Rutins

 

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Those look great, JMass!

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Post #: 17
RE: Map mod - 3/29/2011 9:52:08 AM   
Agent S


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Thanks JMass, downloaded almost on the strength of the mod alone.
Been a fanboy of your work since TOAW.
(consider this further encouragement)



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Post #: 18
RE: Map mod - 3/29/2011 2:06:30 PM   
vonRocko

 

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Very nice Jmass! That makes me wonder why the developers couldn't do it? It appears to have taken just a few days for you to improve the game, why couldn't they do it and make the game look a little newer? After all, they want new game prices.
Anyhow, thanks Jmass.

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Post #: 19
RE: Map mod - 3/29/2011 11:00:37 PM   
Emir Agic


Posts: 325
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quote:

ORIGINAL: vonRocko

Very nice Jmass! That makes me wonder why the developers couldn't do it? It appears to have taken just a few days for you to improve the game, why couldn't they do it and make the game look a little newer? After all, they want new game prices.
Anyhow, thanks Jmass.


+1

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Post #: 20
RE: Map mod - 3/30/2011 2:18:28 PM   
boatrigm


Posts: 140
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From: Texas
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Sweet mod....just installed it and it looks great! Thanks a bunch!!!!

-Mike

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Post #: 21
RE: Map mod - 3/30/2011 6:42:10 PM   
JMass


Posts: 2180
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From: Italy
Status: offline
Thank you guys! A new summer file is ready:


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RE: Map mod - 3/30/2011 6:44:02 PM   
JMass


Posts: 2180
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From: Italy
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A screenshot taken from scenario "Troina":




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RE: Map mod - 3/30/2011 6:45:16 PM   
JMass


Posts: 2180
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From: Italy
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And from "Carentan":




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RE: Map mod - 3/31/2011 10:26:51 PM   
tommict

 

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OK, I am a rookie with mods - how do you install them? Just dump the files in a folder? Does it overwrite the existing files?

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Post #: 25
RE: Map mod - 3/31/2011 10:41:36 PM   
junk2drive


Posts: 12901
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From: Arizona West Coast
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You could extract the folder in the zip and then copy the files to overwrite the originals. But then you are stuck with them.

Better is to read the thread on using JSGME mod swapper.

Edit BTW the originals are in the Support Files folder

< Message edited by junk2drive -- 3/31/2011 10:42:07 PM >


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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 26
RE: Map mod - 4/6/2011 1:23:58 AM   
Hentzau


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I don't understand why JMass doesn't actually work for Matrix. I remember the "old" demo for Combat Command and I thought Matrix had actually made it uglier, sorry to whoever did the art. This makes it look MUCH better.

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Post #: 27
RE: Map mod - 4/7/2011 6:41:34 PM   
henri51


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I had never used JSGME or any mod enable, but I downloaded it and the mods and installed the whole thing in about 5 minutes. I turned the mod on and off just to see and it is easy as pie.

I was surprised to see some terrain differences in the Faid Pass scenario: the mod has some terrain that the original does not have. For example, there is a salt marsh in the NW part, just W of the intersection, and there are some N-S Wadis (unpassable I suppose) in the Western part of the map. These are not on the original map. I am not complaining mind you, just wondering...

I agree that the terrain looks a lot better than in the original game. Too bad it doesn't support zooms (yet). I hope you will make a whole terrain set (I would pay $5 for it - the terrain reminds me of Squad Leader).

Henri

Edit:Strange, when I went back and removed the mod, now this new terrain is there in the original mod when I start the game. Must have been a glitch in my graphics, but I had even right-clicked over the salt marsh area and it was indicated as "clear". I will check it out on my home computer tonight, before I install the mod.

Edit2: OK I loaded a saved game of this scenario (the mod doesn't change saved games terrain), and the new terrain (salt marshes and Wadis) is definitely NOT there in the saved game, so I didn't dream it.

Edit 3: I just checked it on my hoe computer with Win7 and the salt marshes and Wadis ARE present in the unmodded game. So it seems like a problem related to XP or some instability.

< Message edited by henri51 -- 4/8/2011 12:27:08 AM >

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Post #: 28
RE: Map mod - 4/8/2011 3:09:59 PM   
JMass


Posts: 2180
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From: Italy
Status: offline
Jungle terrain, I am almost ready to upload the zoom level 1, it will be available in two versions, the first with original flags and the second with swastika, SS runes, Afrika Korps symbol (swastika under the palm) and Soviet Guards medal. I am correcting some small issues, i.e. the jungle terrain file is missing of four symbols (amphibious and airborne operations etc.).





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Post #: 29
RE: Map mod - 4/8/2011 3:25:39 PM   
JMass


Posts: 2180
Joined: 6/3/2006
From: Italy
Status: offline
Fall terrain:




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Post #: 30
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