Search found 25 matches

by caygraph
Wed Jan 24, 2024 6:51 pm
Forum: Command: Modern Operations series
Topic: Symbols - a small addition to lovers of aesthetics.
Replies: 8
Views: 707

Re: Symbols - a small addition to lovers of aesthetics.

UPDATE 2: Alternative icons - primarily to indicate "time" using a texts and color.
Additionally changed icons for "turbo-time" & slightly alignment of graphics and text on icons
by caygraph
Wed Jan 24, 2024 12:18 pm
Forum: Command: Modern Operations series
Topic: Symbols - a small addition to lovers of aesthetics.
Replies: 8
Views: 707

Re: Symbols - a small addition to lovers of aesthetics.

UPDATE:
1. Changed "design" of arc,
2. Proper scale in various zoom level
3. Changed background color
by caygraph
Wed Jan 24, 2024 10:03 am
Forum: Command: Modern Operations series
Topic: Symbols - a small addition to lovers of aesthetics.
Replies: 8
Views: 707

Re: Symbols - a small addition to lovers of aesthetics.

DWReese wrote: Tue Jan 23, 2024 9:52 pm If you were to post a pic with some examples it might attract many users who could appreciate your efforts. Just a thought. It sounds good, though.
You're right. thnx :)
by caygraph
Wed Jan 24, 2024 10:00 am
Forum: Command: Modern Operations series
Topic: Symbols - a small addition to lovers of aesthetics.
Replies: 8
Views: 707

Re: Symbols - a small addition to lovers of aesthetics.

Thank you for your feedback- as you can see in the folder - all parts have the same dimension, but this "effect" depends on UI scale - if you increase the view % - everything will be fine. But I think I can easily fix it. I will try to fix it today. Could you tell from what particular plat...
by caygraph
Tue Jan 23, 2024 8:55 pm
Forum: Command: Modern Operations series
Topic: Symbols - a small addition to lovers of aesthetics.
Replies: 8
Views: 707

Symbols - a small addition to lovers of aesthetics.

Hi, A small graphic change for all enthusiasts of aesthetics while browsing DB - graphic representation of wave emissions (radars, etc.). Better presentation in higher resolutions :) While browsing DB, I felt dissatisfied with a graphic "glitch" in a part dedicated to "emission",...
by caygraph
Mon Feb 27, 2023 2:44 pm
Forum: Mods and Scenarios
Topic: Modding - 3 questions about creating units
Replies: 7
Views: 1017

Re: Modding - 3 questions about creating units

Thank you! I'll try it today.

EDIT: Checked! Everything is working as you describe. Thank you! :)
by caygraph
Sun Feb 26, 2023 8:05 pm
Forum: Mods and Scenarios
Topic: Modding - 3 questions about creating units
Replies: 7
Views: 1017

Re: Modding - 3 questions about creating units

#4 - The best way is to copy and rename an existing data file. From there, you can add in your own items and remove the old ones. Formation Code, Units SUTag, and Systems WEAPTAG must all be unique alphanumeric identifiers. All of the tabs must exist as named. Ok, i got it. One clarification - in a...
by caygraph
Sat Feb 25, 2023 7:00 pm
Forum: Mods and Scenarios
Topic: Modding - 3 questions about creating units
Replies: 7
Views: 1017

Re: Modding - 3 questions about creating units

@CapnDarwin - do you plan to publish/describe Unit's Abilities/Systems, like: Night Vision Sight/System - Limited, Laser Designation System - Coded (LDSC), Command & Control Radio Systems , etc. - in terms of imapct on gameplay? Will be great to know how to correctly used them to create new unit...
by caygraph
Sat Feb 25, 2023 6:23 pm
Forum: Mods and Scenarios
Topic: Modding - 3 questions about creating units
Replies: 7
Views: 1017

Re: Modding - 3 questions about creating units

Great! Thank you for very much. Yeah, you helped a lot - everything is clear now :)
by caygraph
Sat Feb 25, 2023 11:01 am
Forum: Mods and Scenarios
Topic: Modding - 3 questions about creating units
Replies: 7
Views: 1017

Modding - 3 questions about creating units

Hi, i've 3 questions about creating Units. Have searched all available manuals, but can't find any helpful information, so please advise me, thank you! :) 1. How can I set up VP (victory points) for Unit? In excel file (e.g: CW 80s United States.xls) or in other place? 2. What mean "SA Value&qu...
by caygraph
Wed Feb 22, 2023 7:27 pm
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

ok. got it. thnx :) anyway imho your approach to make map using vector tools, is not match to FCSS's map style.
by caygraph
Tue Feb 21, 2023 9:06 pm
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

@Comcikda - i dont get it.. could you give some examples? i bet that maps was created in photoshop like apps. so i gladly hear what you mean. thnx
by caygraph
Sun Feb 19, 2023 5:50 pm
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

Sure! no problem! he already helped me a lot :)
by caygraph
Sun Feb 19, 2023 1:05 pm
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

@22sec - you don't have to reply for my questions anymore... :D
"A need or problem encourages creative efforts to meet the need or solve the problem.- Plato"
by caygraph
Fri Feb 10, 2023 9:28 am
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

22sec wrote: Fri Feb 03, 2023 7:26 pm
Extracting data: The data needs to be exported at 7.8125m per pixel. (500m hex/64 pixel sized hexagon)
Hi, I am trying to export a map at 7.8125m and the scale is not 500m per hex. value=15 got me the right scale I guess, so where am I going wrong?
by caygraph
Wed Feb 08, 2023 3:56 pm
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

Great! Thank you! so if i good understand: for places where are height information and e.g trees ->you use pattern "filling" with two colors (one color for elevation, another one for land type (trees). and if there is a road, simply use color for height info + draw road with proper color? ...
by caygraph
Sat Feb 04, 2023 2:00 pm
Forum: Mods and Scenarios
Topic: Left Unsupervised Map Mod
Replies: 56
Views: 8744

Re: Left Unsupervised Map Mod

22sec - could you provide some info about export from GM, because i stuck at the moment when GM tell me "there are a lot of data..." and the export proces, even the small map (7x4km) is extra long... EDIT: much better when i export wit 7.812 m per pixel :) but the map resolution is small.....

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