COUNTER MOD 1.0

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Magpius
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COUNTER MOD 1.0

Post by Magpius »

After much pixel pushing, here is a very simple mod. Which pre-empts my 'old-skool' map mod.
all feedback considered for ongoing improvement...
thanks
Attachments
UnitsSkinV1.zip
(29.83 KiB) Downloaded 173 times

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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doomtrader
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RE: COUNTER MOD 1.0

Post by doomtrader »

A screenie please,

and BTW: It's Wastelands [;)]
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

as requested...

Image
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1.0.jpg
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

naval also...

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2.0.jpg
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doomtrader
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RE: COUNTER MOD 1.0

Post by doomtrader »

This is really nice modification
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Tac2i
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RE: COUNTER MOD 1.0

Post by Tac2i »

Love the counters! The map shown in the screenshot, well, it just looks really old: don't like it. The map reminds me of The Russian Campaign by Avalon Hill (still have a copy too).

 webZ
Tac2i (formerly webizen)
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Uxbridge
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RE: COUNTER MOD 1.0

Post by Uxbridge »

Very good!! [:)] Even though I'm a bit concerned by the missing info, for the first time I can actually see the strength of the units directly on the counters. This was very difficult earlier because of my infernal LCD-screen. This new mod made gaming a lot easier.
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

Thank Webizen,
actually I'm working on 2 versions.
a black and white gray scale mod. (a nostalgic tactics II tribute) and a coloured version based on a strategy and tactics magazine game called 'cobra' which I played to death as a teen. (I've taken the map and scanned the colour palette directly), although I'm grabbing .png ideas from games I currently own.
I wanted a retrograde old style map, and I realise it wont be everyone's 'cup of tea'. I'll leave really amazing mods up to the pros like GJK and JMass.
@Uxbridge, I fretted for a while about taking info off the counters, (and could be convinced to put it back on), but given all the information is repeated in the GUI, I felt the counter information was a little redundant.
...and finally to bleck. could you tell me how to get reasonably good black counter text, or I fear we will all have unit mods with yellow text and black drop shadow! I've tried but the text is not too sharp.
keep the feedback rolling in.
-ta.


"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Uxbridge
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RE: COUNTER MOD 1.0

Post by Uxbridge »

Couldn't you have the traffic lights at the right side, between the NATO-symbol and edge of the counter? That info were good.
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Bleck
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RE: COUNTER MOD 1.0

Post by Bleck »

ORIGINAL: Agent S
could you tell me how to get reasonably good black counter text
Not sure what you mean by that - what text and shadow RGBs are the best to get black text?
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Wolfe1759
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RE: COUNTER MOD 1.0

Post by Wolfe1759 »

Very nice counter mod, I can almost see the cardboard [:)]

I'm not sure if this is possible but could a way of displaying the trafic light info on the counters be done by having unit strength in white if the unit is under full strength and the AP number in white if the unit can no longer participate in a multi-hex attack.

Only other thing I'd like to see is the displayed unit strength as a non decimal rounded to the nearest full number.

Thanks again for the mod.
"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

Bleck,
from appearance.csv.
65;110;60;20;Arial;20;70;255;255;0;0;0;0;AP and Strength Text Dst and Font
okay
as I understand it...
all distances in pixels.
65; distance x horizontally left to right defining starting point of text.
110; distance y vertically top to bottom defining starting point of text
60; horizontal width of text display (like a cropping box if too small a value)
20; vertical height of text display (as above)
Arial; font name, can be anything as long as it's a defined font on machine
20; strength of character, how 'bold' to make text.
70;255;255 RGB(?) Colour definition of top character (in this case yellow)
0; -unknown
0;0;0 RGB(?) Colour definition of underlying (drop shadow) text. (in this case black).
questions.
1. Can the drop shadow text be 'removed' entirely so I only have 1 colour defined? or
2. Can the drop shadow text be located exactly under the top text to effectively hide it?
3 What is the unknown 0 that I can'y account for?
thanks.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

to all,
when I have some more time
I'll add the supply indicators back in.
Will also change text from times roman to arial narrow

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Bleck
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RE: COUNTER MOD 1.0

Post by Bleck »

You messed it up
65;110;60;20;Arial;20;70;255;255;0;0;0;0;AP and Strength Text Dst and Font

Meaning (from another thread):
Left ; Top ; Width ; Height ; FontName ; FontSize ; FontWeight ; TextColorR ;TextColorG ;TextColorB ;ShadowColorR ;ShadowColorG ;ShadowColorB ; Description of this line

So in your description you forgot about FontSize (20), so correct RGB values are 255/255/0 not 70/255/255.
ORIGINAL: Agent S
1. Can the drop shadow text be 'removed' entirely so I only have 1 colour defined? or
2. Can the drop shadow text be located exactly under the top text to effectively hide it?
3 What is the unknown 0 that I can'y account for?
1. No
2. No
3. Explained above

If you want black text, you can try white shadow:
65;110;60;20;Arial;20;70;0;0;0;255;255;255;AP and Strength Text Dst and Font
or gray (all shadow R, G and B equal, higher value=brighter color):
65;110;60;20;Arial;20;70;0;0;0;150;150;150;AP and Strength Text Dst and Font
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

Thanks B.,
that will help tweak them nicely.
I have used the gray drop shadow approach, and it gives the numbers an embossed look. Quite acceptable.
I appreciate your help here.
-A.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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RandomAttack
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RE: COUNTER MOD 1.0

Post by RandomAttack »

Agent S,
Really like the counters!  And I LOVE the map--it DOES look just like AH The Russian Campaign.  Is it available for download yet??
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Magpius
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RE: COUNTER MOD 1.0

Post by Magpius »

thanks...
...soon

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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MAP & COUNTER MOD 1.1

Post by Magpius »

Time to play more than mod...
zip contains
upgraded counters & interim 'cobra' coloured map.
Attachments
Smith.zip
(419.55 KiB) Downloaded 79 times

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: MAP & COUNTER MOD 1.1

Post by Magpius »

screen grab for above.



Image
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sample.jpg
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Anraz
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RE: MAP & COUNTER MOD 1.1

Post by Anraz »

Wow it  has its own magick!
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