Matrix Games Forums

Deal of the Week: Command Ops goes half price!New Fronts are opening up for Commander: The Great WarCharacters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Deal of the Week: Combat Command Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great WarDeal of the Week Panzer Corps
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Some Mods I have made

 
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] >> Conflict of Heroes Series >> Some Mods I have made Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Some Mods I have made - 11/21/2012 2:29:32 AM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
These are some graphics I have just started working on. I would like to remove the numbers completely. After all they can be see in the UI. I would love to do a top down mod. But there is not enough room with the numbers on the chits.The numbers seem to be hard coded.

It would be great to have a toggle for them.




Attachment (1)

< Message edited by z1812 -- 11/21/2012 1:16:26 PM >
Post #: 1
RE: Some Mods I have made - 11/21/2012 2:31:38 AM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Another view.




Attachment (1)

(in reply to z1812)
Post #: 2
RE: Some Mods I have made - 11/21/2012 3:12:33 AM   
junk2drive


Posts: 12893
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
Looking good.

I bought the game for the 3D models but play MP in chit view because it is hard to see sometimes into the terrain.

(in reply to z1812)
Post #: 3
RE: Some Mods I have made - 11/21/2012 3:27:31 AM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline

quote:

ORIGINAL: junk2drive

Looking good.

I bought the game for the 3D models but play MP in chit view because it is hard to see sometimes into the terrain.


Thanks Junk. I actually started playing thinking I would like the 3d models but I much prefer the chits

(in reply to junk2drive)
Post #: 4
RE: Some Mods I have made - 11/21/2012 3:28:22 AM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Here is more a representation of what I would really like to do.




Attachment (1)

(in reply to z1812)
Post #: 5
RE: Some Mods I have made - 11/21/2012 6:29:08 AM   
Ratzki

 

Posts: 406
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
If those graphics did not come from the Junior General website, you might want to venture there for some ideas that you can use. What you have done and propse to do look great, hope that the staff here have a work around for the numbers issue.

(in reply to z1812)
Post #: 6
RE: Some Mods I have made - 11/21/2012 12:38:42 PM   
laska2k4


Posts: 508
Joined: 11/18/2005
From: Italy
Status: offline
the background map has different textures, where I can find it ?

thanks

(in reply to Ratzki)
Post #: 7
RE: Some Mods I have made - 11/21/2012 1:04:52 PM   
junk2drive


Posts: 12893
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
In the 1.12 beta update.

(in reply to laska2k4)
Post #: 8
RE: Some Mods I have made - 11/21/2012 1:14:21 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Thanks Ratzki and you are right the top downs are from the junior general. The infantry is done by Forrest Gump and the PIV by Nicholas Scheien. I will make a post for Eric to see if anything can be done about the numbers.

< Message edited by z1812 -- 11/21/2012 1:17:55 PM >

(in reply to z1812)
Post #: 9
RE: Some Mods I have made - 11/21/2012 3:30:21 PM   
ericbabe


Posts: 10583
Joined: 3/23/2005
Status: offline
Those look nice.

The numbers are drawn dynamically to show changes in a unit's stats, say from damage effects or unit experience. To suppress the display of the numbers you could mod the number graphics files to contain blank images (they are in Data/UnitDecals/Numbers, but there are quite a few files.) If enough people are interested, I could look into adding a command line switch or something to suppress the drawing of the numbers.

You can't easily get at the giant sized map data. I had to save this in a not-very-useful format because of problems we were having with the .NET garbage collector. The regular sized board-game-style maps are found in the map directory with the word _Paper in their names. The textures for the 3D maps are found in Data/MapTextures/DetailAtlas.png.

_____________________________


(in reply to z1812)
Post #: 10
RE: Some Mods I have made - 11/21/2012 4:46:18 PM   
Ratzki

 

Posts: 406
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
z1812, what would the chits look like with the numbers and your 2nd example that you posted. It might not be as bad as we think.

(in reply to ericbabe)
Post #: 11
RE: Some Mods I have made - 11/21/2012 5:36:22 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline

quote:

ORIGINAL: Ratzki

z1812, what would the chits look like with the numbers and your 2nd example that you posted. It might not be as bad as we think.


I will try it and see. The numbers just clutter up the chit area so much. I would also like to mod the damage graphic but I think it is an xnb file.

(in reply to Ratzki)
Post #: 12
RE: Some Mods I have made - 11/21/2012 5:38:52 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Eric,

Is there any way to delete the contents from the numbers folder without having the game crash.

Alternatively is there any fast way to blank the files. As you say there are a lot of them.

I presume programming a toggle would be a bit of work.



< Message edited by z1812 -- 11/21/2012 5:42:41 PM >

(in reply to z1812)
Post #: 13
RE: Some Mods I have made - 11/21/2012 6:57:45 PM   
wodin


Posts: 7859
Joined: 4/20/2003
From: England
Status: offline

quote:

ORIGINAL: z1812

Here is more a representation of what I would really like to do.






Love the Tank..not the Infantry..I'd prefer the current counter or the helmet further up.

_____________________________

My Tactical wargame facebook page.

https://www.facebook.com/Tacticalwargame


(in reply to z1812)
Post #: 14
RE: Some Mods I have made - 11/21/2012 7:16:36 PM   
ericbabe


Posts: 10583
Joined: 3/23/2005
Status: offline

quote:

ORIGINAL: z1812
Is there any way to delete the contents from the numbers folder without having the game crash.

Alternatively is there any fast way to blank the files. As you say there are a lot of them.

I presume programming a toggle would be a bit of work.


You can't just delete the contents but you could use something like a Photoshop script to clear the files. A programming toggle might not be too hard to add.

_____________________________


(in reply to z1812)
Post #: 15
RE: Some Mods I have made - 11/21/2012 8:07:44 PM   
junk2drive


Posts: 12893
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
I never use the numbers on the chits, always the UI. Turning them off would be fine with me.

(in reply to ericbabe)
Post #: 16
RE: Some Mods I have made - 11/21/2012 8:56:42 PM   
Ratzki

 

Posts: 406
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
I tend to use the UI as well, only referring to the numbers on the chits every now and then. Turning them off would be fine for me as well.

(in reply to junk2drive)
Post #: 17
RE: Some Mods I have made - 11/22/2012 1:42:48 AM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Here is a quick and rough picture of the top down graphics with numbers. I can edit out the nationality graphic ( cross ) but the number will still appear on top of the picture. Also the CAPS numbers will appear.






Attachment (1)

< Message edited by z1812 -- 11/22/2012 1:45:32 AM >

(in reply to z1812)
Post #: 18
RE: Some Mods I have made - 11/22/2012 2:59:33 PM   
Bradley62


Posts: 44
Joined: 6/29/2006
Status: offline
Love the top down tank w/ numbers! Good work!

(in reply to z1812)
Post #: 19
RE: Some Mods I have made - 11/22/2012 4:15:55 PM   
Wolfe


Posts: 652
Joined: 1/20/2008
From: Shropshire, UK
Status: offline

quote:

ORIGINAL: z1812

Here is a quick and rough picture of the top down graphics with numbers. I can edit out the nationality graphic ( cross ) but the number will still appear on top of the picture. Also the CAPS numbers will appear.







Very nice.

Actually think it looks better with the numbers than without, keeps more of the boardgame feel.

_____________________________

"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill

(in reply to z1812)
Post #: 20
RE: Some Mods I have made - 11/22/2012 5:09:19 PM   
Ratzki

 

Posts: 406
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
Yes, after taking a look, I do not mind the numbers as well.

(in reply to Wolfe)
Post #: 21
RE: Some Mods I have made - 11/22/2012 5:22:03 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Thank you all for your comments. I will do some work over the next few days to check how these behave in game. I will post my findings with some pictures.

(in reply to z1812)
Post #: 22
RE: Some Mods I have made - 11/22/2012 10:23:49 PM   
Ratzki

 

Posts: 406
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
The tank is easy to see which way that it is facing, but not so much the infantry.

(in reply to z1812)
Post #: 23
RE: Some Mods I have made - 11/24/2012 12:34:10 AM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Well I have been trying lots of different versions of counter art and sadly none work very well in game. The issue is clarity. Top down 2d usually looks good and clear but it is not the view I wish to play in.

In other views the clarity is poor and changes as you pan and zoom. Sometimes figures look very blobby. I am not sure why the images do not maintain sharpness but there it is.

Also all the numbers just clutter the counter and take up space that may allow a larger image.

As it is I am not willing to mod all the counter art for a mediocre result. I will still experiment and hopefullyI can find a happy medium where the quality is consistent enough to warrant working through all the icons.

(in reply to z1812)
Post #: 24
RE: Some Mods I have made - 11/24/2012 2:10:28 AM   
Ratzki

 

Posts: 406
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
What about the unit looks from the Panzer Grenadier board game? I know that there are some in here somewhere.

http://www.pg-hq.com/mission.php

They will need to be doctor'd up a little firsth. It might be what you are looking for. I will look around as well.

(in reply to z1812)
Post #: 25
RE: Some Mods I have made - 11/24/2012 3:10:23 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline

quote:

ORIGINAL: Ratzki

What about the unit looks from the Panzer Grenadier board game? I know that there are some in here somewhere.

http://www.pg-hq.com/mission.php

They will need to be doctor'd up a little firsth. It might be what you are looking for. I will look around as well.


Hi Ratzki,

Thank you for the link. The counters look good but I am sure they would suffer from the same clarity problem while panning and zooming.

With one of the designs I tried the following using the Standard German Infantry Rifle Sqaud.

1. I removed the soldier at the back. So I had 3 to use.

2. I enlarged them as much as possible without infringing on the chit numbers.

3. I seperated each soldier as independent objects to maximize placement.

4. Using different combinations of darkening and dropshadows I tried to make them sharper and more visible.

5. I created 10 variations just of this design and tried each in game. None was suitable.

I have done whole counter sets for games such as Flashpoint Germany, HPS Eagles Strike, and ATF the Falklands War among others. They are all 2d, top down, BMP based so they worked quite well at least to what satisfied me.

The very thing that makes the Maps so enjoyable and clear also makes having the counters sharp and clear quite difficult. But I hope to find some compromise.

All the best

John

(in reply to Ratzki)
Post #: 26
RE: Some Mods I have made - 11/24/2012 3:24:35 PM   
junk2drive


Posts: 12893
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
If you make the art as a bmp, then convert to png, do you think that would help? I'm a bumbler when it comes to graphics. I use Paint.net and it usually gives me choices when I save or convert. Maybe one of these choices would give you the clarity at different levels.

(in reply to z1812)
Post #: 27
RE: Some Mods I have made - 11/24/2012 7:00:41 PM   
wodin


Posts: 7859
Joined: 4/20/2003
From: England
Status: offline
z1812..how did you shrink the vehicle bmps and keep clarity for the HPS game? I wanted to do 2D top down for RV and AOTR but found the coutners about 4 or 5 pixels too small to get a good clean counter...

the helmet counter was the best for Inf you did for this game..



< Message edited by wodin -- 11/24/2012 7:02:53 PM >


_____________________________

My Tactical wargame facebook page.

https://www.facebook.com/Tacticalwargame


(in reply to junk2drive)
Post #: 28
RE: Some Mods I have made - 11/24/2012 11:00:30 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline

quote:

ORIGINAL: junk2drive

If you make the art as a bmp, then convert to png, do you think that would help? I'm a bumbler when it comes to graphics. I use Paint.net and it usually gives me choices when I save or convert. Maybe one of these choices would give you the clarity at different levels.


That is exactly the process I have used.

(in reply to junk2drive)
Post #: 29
RE: Some Mods I have made - 11/24/2012 11:18:21 PM   
z1812


Posts: 1243
Joined: 9/1/2004
From: Toronto Ontario
Status: offline

quote:

ORIGINAL: wodin

z1812..how did you shrink the vehicle bmps and keep clarity for the HPS game? I wanted to do 2D top down for RV and AOTR but found the coutners about 4 or 5 pixels too small to get a good clean counter...

the helmet counter was the best for Inf you did for this game..




It was an exhausting process especially close to the end. This is how I did it.

1. I opened the existing 2d graphic set. I built a grid to reflect the placement of the units.

2. Then I cut out all the units and and filled in the spaces left.

3. Next was to seperate each unit as I prepared to work on it.

4. You must then enlarge each unit and remove any graphic artifacts left from the process above.

5. After enlarging the individual unit to the point that you see each pixel. You pixel by pixel create a black out line.

6. Now you can start, pixel by pixel, painting and replacing colours of the unit.

7. I nearly always constructed wheels myself and attached them.

8. When Finished you place it correctly back into its proper location in the grid.

9. Enlarge again and check for artifacts remove and touch up as reqiured.

10 You have now finished 1 unit and are ready to start the next.

11. Periodically you should check the appearance in game. It saves a lot of work later.

Not for the faint of heart, or short of time. At first it was satisfying. I did Eagles Strike First and then Soviet Afghan war. I never did get around to AoTR.


(in reply to wodin)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Conflict of Heroes Series >> Some Mods I have made Page: [1] 2   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

0.119