JM's TOAW III mod
Moderators: ralphtricky, JAMiAM
- SpaceKnight
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RE: JM's TOAW III mod
Thank you, JMass. [:)]
War is merely the continuation of policy by other means. Carl von Clausewitz
RE: JM's TOAW III mod
This zipped file contains the my mod's tiles for destroyed bridges (TOAW III patched 3.2.29.26) and a new version of clear terrain.
Download from GameSquad
Download from ZShare
Download from Net Wargaming Italia

Download from GameSquad
Download from ZShare
Download from Net Wargaming Italia

- Attachments
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- dam_bridge.jpg (119.06 KiB) Viewed 251 times
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
RE: JM's TOAW III mod
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
RE: JM's TOAW III mod
Just one question JMass. What is the current definite terrain file? It seems not all versions contain everything.
If I want to be sure of getting the latest changes, what file(s) would I download?
marcus
If I want to be sure of getting the latest changes, what file(s) would I download?
marcus
Deus Vult.
RE: JM's TOAW III mod
ORIGINAL: marcusm
If I want to be sure of getting the latest changes, what file(s) would I download?
The file I'm currently working on, I am including in it all the latest changes.
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
RE: JM's TOAW III mod
Ok, looking forward to that. I think I got it all right now.
I like the flat squared counters best. Always disliked the rounded counters of the original.
marcus
I like the flat squared counters best. Always disliked the rounded counters of the original.
marcus
Deus Vult.
RE: JM's TOAW III mod
Always nice terrain mods JMass.
square counters rule
square counters rule

The TOAW Redux Dude
RE: JM's TOAW III mod
ORIGINAL: Silvanski
square counters rule
Heretic...
RE: JM's TOAW III mod
[blockquote]
Blasphemous indeed.
[/blockquote]
[blockquote]quote:
ORIGINAL: Silvanski
square counters rule![]()
[/blockquote]
Heretic...
Blasphemous indeed.
"I would rather he had given me one more division"
- Rommel, when Hitler made him a Field Marshall
- Rommel, when Hitler made him a Field Marshall
- Jeff Norton
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RE: JM's TOAW III mod
I'm looking for 3-dimensional polygons, but I'm a Luddie for the 'wargaming traditional'...ORIGINAL: desert
[blockquote][/blockquote]
[blockquote]quote:
ORIGINAL: Silvanski
square counters rule![]()
[/blockquote]
Heretic...
Blasphemous indeed.
-Jeff
Veritas Vos Liberabit
"Hate America - love their movies" -Foos Babaganoosh - Anchor - Jihad Tonite

Veritas Vos Liberabit
"Hate America - love their movies" -Foos Babaganoosh - Anchor - Jihad Tonite

RE: JM's TOAW III mod
ORIGINAL: JMass
I hope to release the new version of my mod before Christmas
Version 3.0 is ready, Merry Christmas! [:)]
fb.asp?m=1179502
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
RE: JM's TOAW III mod
Great. Downloading asap.
Wow. This mod makes TOAW3 the best looking wargame ever in my book. At least one of them.
Should be part of the standard install imho.
marcus
Wow. This mod makes TOAW3 the best looking wargame ever in my book. At least one of them.
Should be part of the standard install imho.
marcus
Deus Vult.
RE: JM's TOAW III mod
Great work - looks beautiful!
RE: JM's TOAW III mod
Bless you! Great Christmas present! Too bad I can't use it until after Cday. Cheers and see you on the battlefield!
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RE: JM's TOAW III mod
Thank you, JMass! The map looks great.
However, I notice that I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle. In the zip and in my "alt graphics" directory I see that you've used a photo of two tanks for this picture (cwtitle.bmp), but I don't see them.
(I have also installed the rounded tiles file, but I can't imagine that this is the problem.)
However, I notice that I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle. In the zip and in my "alt graphics" directory I see that you've used a photo of two tanks for this picture (cwtitle.bmp), but I don't see them.
(I have also installed the rounded tiles file, but I can't imagine that this is the problem.)
RE: JM's TOAW III mod
ORIGINAL: Paul Roberts
I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle.
I have tested my mod without notice your problem, please be sure your cwtitle.bmp is not corrupted, you can also delete it from AltGraphics to use the original file from Graphics.
[&:]
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
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RE: JM's TOAW III mod
ORIGINAL: Boonierat
By the way Telu, do you know why german Gliederungen are read from right to left?
The reason would most likely be that the right flank is the position of honour. Hence, a unit on parade would always have the lowest-numbering (i.e. highest precedence) sub-element on the right. For instance a German regiment, first company on the right, twelfth on the left. Hence, a schematic graphical representation follows the same logic, it portrays the unit as if arrayed on parade - the lowest number on the right, highest on the left. [:)]
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RE: JM's TOAW III mod
I recently DLed your set and in general find it superior (the terrain set that is) to what was there before. However, some comments for what they are worth.
I preferred the snow-covered alpine, so that these impassable hexes stick out clearly (so, I just renamed the impassable.bmp file to .bm and, voila).
Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers. Now, on this one just renaming the misc.bmp to .bm will lose me your clear terrain which I definately preferred so, played around with the classic graphics and ended up using misc.bmp from the classic terrain set (yeah, have to put up with the circled Bs for the port symbols).
I also perferred the water and roads from the current set though this is a minor thing. I had a problem sometimes differentiating between the improved roads and the railroads and with your railroads the roads are thiner and thus no problem now. But, your roads are a bit wider and thus not as good, for me.
The nice thing is with the TOAW3 set, the classic set, and your set, one can always mix and match to suit their own taste.
As far as the gui set, I checked much of that out and, well, I prefer the brass colors <g>. However, the borders set, was major as previously much of the time I could not see the borders and now no problem.
As far as the counters are concerned, I prefer the thicker numbers. But, I kinda like your yellow better. So, I can always rename the numbers bmp file to bm and take another look and, add what I like.
Yeah, IMO some of the counter color combinations in TOAW are hard to see or are quite garish... and could definately use some work... mainly with more pleasing color combinations.
In any case, now I have much better hills, mountains, forests, urban, dense urban, rocky, marsh, railroads, etc.... and all from your set!
Many thanks!
DiT
I preferred the snow-covered alpine, so that these impassable hexes stick out clearly (so, I just renamed the impassable.bmp file to .bm and, voila).
Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers. Now, on this one just renaming the misc.bmp to .bm will lose me your clear terrain which I definately preferred so, played around with the classic graphics and ended up using misc.bmp from the classic terrain set (yeah, have to put up with the circled Bs for the port symbols).
I also perferred the water and roads from the current set though this is a minor thing. I had a problem sometimes differentiating between the improved roads and the railroads and with your railroads the roads are thiner and thus no problem now. But, your roads are a bit wider and thus not as good, for me.
The nice thing is with the TOAW3 set, the classic set, and your set, one can always mix and match to suit their own taste.
As far as the gui set, I checked much of that out and, well, I prefer the brass colors <g>. However, the borders set, was major as previously much of the time I could not see the borders and now no problem.
As far as the counters are concerned, I prefer the thicker numbers. But, I kinda like your yellow better. So, I can always rename the numbers bmp file to bm and take another look and, add what I like.
Yeah, IMO some of the counter color combinations in TOAW are hard to see or are quite garish... and could definately use some work... mainly with more pleasing color combinations.
In any case, now I have much better hills, mountains, forests, urban, dense urban, rocky, marsh, railroads, etc.... and all from your set!
Many thanks!
DiT
RE: JM's TOAW III mod
ORIGINAL: DeadInThrench
Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers.
Thanks for your comments, remove the numbers from tiles_misc is very easy so tomorrow I'll upload one version with the original grids and one version with smaller numbers.
Added: screenshot of two new versions, with small numbers or with reversed grid, download them from the post below:

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- ez.jpg (9.26 KiB) Viewed 259 times
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
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- Posts: 318
- Joined: Wed Dec 27, 2006 12:32 am
- Location: NE Pennsylvania, USA
RE: JM's TOAW III mod
What you might consider, if you want to be able to diferentiate betweed the two exclusion zones, is meshes going in different directions. NE to SW for one and maybe NW to SE for the other. Just an idea.
DiT
DiT