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Terrain Mod Help - 7/19/2009 12:53:35 AM   
Magpius


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I'd like to have a go at creating a terrain graphic mod.
does a photoshop file exist with the hex grid masks or guides? The terrain.png shapes are rather ambiguous, and the trial and error of moving a plain hex a pixel at a time, and then loading it into the game is proving rather tedious.
- thanks for any help on this.
-A
Post #: 1
RE: Terrain Mod Help - 7/19/2009 2:49:29 AM   
cpdeyoung


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From: South Carolina, USA
Status: online
Good luck, you are way out of my area, but I will mention the editor that comes with the game, just in case you did not notice it. I know it is not what you are looking for, but may do something for you.

Chuck

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RE: Terrain Mod Help - 7/19/2009 3:27:35 AM   
Bleck


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First of all, you don't have to restart the game (or even scenario) to see the results of modification in map (or units) skin. Those files are reloaded when you change skin in options. So all you need to do is change skin to other one, click OK (this is when files are reloaded if skin changed), and then change skin back to your.

As for the hexes grid in terrain.png and others.png there is the same rule. Just take this hex mask file and multiply it side-by-side.
Red lines are borders - never should be visible in game;
White area is what should be filled fully opaque;
Black area is where you can do what you want.



Feel free to ask any questions about map and units skins, I coded them :)


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RE: Terrain Mod Help - 7/19/2009 7:14:44 AM   
swatter555

 

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I am mostly happy with the terrain graphics, but I think the cities are horrendous. If you have any ideas for city textures that are more akin to a standard wargame, Id love to see em.

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RE: Terrain Mod Help - 7/19/2009 10:47:30 AM   
Magpius


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I'm aiming for a avalon hill/ tactics II style. (retro old school, similar to what gjk did for advanced tactics).
White background, square counters...I'd like to see counters looking like schwerpunk's AGW.
but for the moment terrain tweaking is where I'm at.
Thanks Bleck very helpful.
Long term I'd like to try and make a WW1 mod.
At first glance, this system appears very flexible.

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RE: Terrain Mod Help - 7/19/2009 11:13:39 AM   
doomtrader


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Guys, please remember that you don't have to overwrite original files.
Just create new folder and make your changes there, after that you can just switch counters in preferences screen two times (new_counters -> old_counters and old_counters -> new_counters) and then you will see changes made by you without restaring the game.


Agent S: We put a lot of effort to make this game as moddable as possible

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RE: Terrain Mod Help - 7/22/2009 1:32:55 AM   
Magpius


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I'm looking for some good examples of graphic files to incorporate into a retro style mod.
  • cities
  • ports
  • resources
  • sand/ desert texture
  • mountains
@bleck, (sorry) could you highlight the line(s) in the appearance.csv file that lets me turn the arial map text black instead of white?


< Message edited by Agent S -- 7/22/2009 4:12:19 AM >

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RE: Terrain Mod Help - 7/22/2009 1:55:58 AM   
Bleck


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Unfortunately font name, size and colors of texts displayed on map (AP left on hex, city name) are now in GUI liles... so it is very unpleasant to modify, especially if you want to share your mod ... in each GUI_???x???.csv last 7 lines describes fonts, last one (described as "AP left") also is used to write city name.
Maybe I will change it (add something like appearance.csv but for cities) in patch, but I can't tell for sure, or even when.

appearance.csv is in [UnitsSkin]??? folder therefor it describes only displaying units, so that making and sharing units skins doesn't change anything else.

btw: It's Bleck ;)




< Message edited by Bleck -- 7/22/2009 1:59:37 AM >


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Work in progress - 7/22/2009 4:20:55 AM   
Magpius


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It's a start...




the units text is clearer on the monitor. and the sprites are easier to see on the map.
I'm trying to play just as much as move pixels. Only so many spare minutes in the day.

Attachment (1)

< Message edited by Agent S -- 7/22/2009 4:25:13 AM >

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Post #: 9
RE: Work in progress - 7/24/2009 8:57:03 PM   
Uxbridge


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Look really nostalgic. I might very well opt to use something like this.

Shouldn't the plain hexes be somewhat coloured? Otherwise one can't see the snow effect in winter, eh.

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Post #: 10
RE: Work in progress - 7/24/2009 11:59:16 PM   
Magpius


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Thought of that...
at the moment the colours fade 1/2tone in winter. And I'll be making the clouds a little darker than they are now. (although I play with clouds off, as I don't recall seeing clouds while playing my old games!!)
Now that I have the file and layers working, I'm trialling a tactics II style black and white version first. I still need to work on the fortress, town and mine graphics. Style pointers from ceaw and boardgame scans are helping in this regard. But for the moment I'm trying to arrange counter information placement to look more 'original'. This is a long term project....


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RE: Work in progress - 7/25/2009 12:15:03 AM   
Uxbridge


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Good luck!

I just posted a counters alternative. Try that on top of the map. If it looks good I would like to se a screenie.

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RE: Work in progress - 7/25/2009 12:22:03 AM   
Magpius


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shall do.
...really nice counters; good job.
-Getting rid of the burnished look was high on my list.
-As soon as I'm on a bigger screen, I'll post a screenie.
I like your naval counters.





Attachment (1)

< Message edited by Agent S -- 7/25/2009 3:08:18 PM >


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Post #: 13
New Counters and map - 7/25/2009 2:03:24 PM   
Magpius


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From: Melbourne, Australia
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ticking along...
sorry the pic is so big!



Attachment (1)

< Message edited by Agent S -- 7/25/2009 2:06:23 PM >


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RE: New Counters and map - 7/25/2009 2:15:24 PM   
doomtrader


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Looking good

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RE: New Counters and map - 7/25/2009 2:16:07 PM   
Bleck


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Nice :) Glad to see someone understand and is using appearance.csv :D I only suggest to bold font (next value after font name - weight, values 0-100)

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RE: New Counters and map - 7/25/2009 3:06:02 PM   
Magpius


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I have never come across a game with such potential graphic flexibility.
Simply inspiring gentlemen.

thanks bleck, will make the text bold.
still hard, choosing between playing and modding!



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RE: New Counters and map - 7/25/2009 3:37:19 PM   
PDiFolco

 

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Woot, very nice and more legible counters !!
Is there a way to mod the looks of the strength-AP values ? It would be very useful to have both numbers in *different* colors, they would stand out much better.
Look, for example : 2.3-4 vs 2.3-4

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Post #: 18
RE: New Counters and map - 7/25/2009 4:03:08 PM   
Bleck


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No, now there is no such possibility.

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RE: New Counters and map - 7/25/2009 4:23:10 PM   
PDiFolco

 

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Too bad... Then *you*could make something in a patch, maybe ?
Thinking at another solution, if the 2 figures where a bit more distant it'll be better too : like "2.3- 4" instead of "2.3-4" . Possible ?

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Post #: 20
RE: New Counters and map - 7/25/2009 5:09:13 PM   
Bleck


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quote:

ORIGINAL: PDiFolco
Too bad... Then *you*could make something in a patch, maybe ?

Sure I can, but then all units skins you guys are making would have to be edited to work properly. I suggest to make list (in a single thread so it will be easy to find) of things/changes that modders would be happy to see, then I will check what is possible to do achieve in short time and if time (and doomtrader and Anraz ;] ) will let me, I will try to implement them at single patch. :)

quote:

ORIGINAL: PDiFolco
Thinking at another solution, if the 2 figures where a bit more distant it'll be better too : like "2.3- 4" instead of "2.3-4" . Possible ?

Yes, possible. However values will be separately and rounded, so there will be no "-". Just two numbers that can have different font/color/position.

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RE: New Counters and map - 7/25/2009 7:06:04 PM   
swatter555

 

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Slightly off topic, but this question has been bugging me: Why do you use decimal places in the strength values? Why not just scale the strength values to eliminate values less than one?

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Post #: 22
RE: New Counters and map - 7/25/2009 7:08:30 PM   
PDiFolco

 

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Many thanks Bleck !
Rounded values would do the trick for me, seeing "4 1" is pretty intuitive since I started playing boardgames in '77  . How could one mod this ?

First request for modding is to get some documentation !

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Post #: 23
RE: New Counters and map - 7/25/2009 7:30:46 PM   
Bleck


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quote:

ORIGINAL: swatter555
Why do you use decimal places in the strength values? Why not just scale the strength values to eliminate values less than one?

As I wrote - it will be rounded to full for displaying.

quote:

ORIGINAL: PDiFolco
How could one mod this ?

Must wait for patch.

quote:

ORIGINAL: PDiFolco
First request for modding is to get some documentation !

Yep, I understand, unfortunately patching ToW and working on Bitter Glory are higher in priority list ;) I hope you guys understand.

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RE: New Counters and map - 7/25/2009 7:42:29 PM   
PDiFolco

 

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Sure Bleck !
Well, we all know programmers just don't like to write documentation (waste o'time)  !


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RE: New Counters and map - 7/26/2009 4:10:36 AM   
swatter555

 

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Nice work Agent S, we are going to have old school counters before we know it.

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RE: New Counters and map - 7/26/2009 9:58:28 AM   
PDiFolco

 

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The modded counters are really nice, AgentS could you share this ? I've tried to look at counter-modding lol, but it's a tad complicated for me !

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Post #: 27
RE: New Counters and map - 7/27/2009 7:14:03 AM   
Magpius


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From: Melbourne, Australia
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a few more tweaks, and they will be good to go...
thanks for the interest.


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RE: New Counters and map - 7/27/2009 7:16:56 AM   
Magpius


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I'm working on the other zoom scales so I can see more map while playing....
just modded fleet icons.
about to start on air
have also started replacing the 3dmodel pics in the gui ie stuka for aerial bombardment, spitfire for air intercept etc.



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RE: New Counters and map - 7/28/2009 3:49:38 AM   
SeaMonkey

 

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Awesome idea AgentS, a change of icon for the designated mission, nice work here.

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