Please post graphics mods here
Moderators: JAMiAM, ralphtricky
RE: road tiles problem - resolved
I'm having trouble seeing the default road graphics against a light (snow, or sand, or pale brown) background. In huge map view, the double sided road is clear enough, but usually I'm trying to see where to go, and the 8 or so hexes available per screen in huge view works against that. Which means I'm looking for a mod to work in large view or small view.
I've done some looking through the mods I have (Telumar's, JMass's, Damezzi's ) but I am not finding anything. Of course that might be my poor searching as well.
Soooo, can anyone direct me to a mod that has set of darker road graphics ?
(I think if the colors in the default are reversed -- which would give a black road with a pale brown edge -- that would make the graphic stand out against the paler backgrounds.)
Or, if there's a simpler way for clumsy people to mod the colors, I'd appreciate advice on that.
Thanks.
EDIT/UPDATE
I have a working solution - I found in Telu's Complete Pack (available at his site or at GS), a version of the road tile labelled road_tile YELLOW. (This is the png graphic, which is what I'm mostly using these days.)
I copied this and pasted it into the graphics folder of the scenario where I was having problems and I pasted a copy into my archived version of the scenario plus graphics plus documents (I keep a copy of what I download). I went back to the GRAPHICS>SCENARIO folder and renamed the file "road_tile" (without quotes). Saved everything; started up a .sal and it worked ! I can see roads -- more importantly, I can where there aint no roads.
I tested this in a couple of other light-background scenarios -- and it works against snow, against light brown roughlands, against dusty brown/light tan. Even I do not think the bright yellow against light tan or bluish white is a wonderful color contrast, but it works. Thanks, Telumar.
I've done some looking through the mods I have (Telumar's, JMass's, Damezzi's ) but I am not finding anything. Of course that might be my poor searching as well.
Soooo, can anyone direct me to a mod that has set of darker road graphics ?
(I think if the colors in the default are reversed -- which would give a black road with a pale brown edge -- that would make the graphic stand out against the paler backgrounds.)
Or, if there's a simpler way for clumsy people to mod the colors, I'd appreciate advice on that.
Thanks.
EDIT/UPDATE
I have a working solution - I found in Telu's Complete Pack (available at his site or at GS), a version of the road tile labelled road_tile YELLOW. (This is the png graphic, which is what I'm mostly using these days.)
I copied this and pasted it into the graphics folder of the scenario where I was having problems and I pasted a copy into my archived version of the scenario plus graphics plus documents (I keep a copy of what I download). I went back to the GRAPHICS>SCENARIO folder and renamed the file "road_tile" (without quotes). Saved everything; started up a .sal and it worked ! I can see roads -- more importantly, I can where there aint no roads.
I tested this in a couple of other light-background scenarios -- and it works against snow, against light brown roughlands, against dusty brown/light tan. Even I do not think the bright yellow against light tan or bluish white is a wonderful color contrast, but it works. Thanks, Telumar.
RE: Please post graphics mods here
Greetings all
Nice work to all on the new graphics!
Among other things, I really like the Forest and Evergreen Forest graphics. But to my eye the darker old Light Woods hex seems a bit incongruous. That is, they appear more dense than a Forest.
Is there someone with more graphic skill than I able to modify the Light Woods to the same scale and shade of light green as the Forest except thinner, more spread out trees?
I would very much appreciate your contribution.
Nice work to all on the new graphics!
Among other things, I really like the Forest and Evergreen Forest graphics. But to my eye the darker old Light Woods hex seems a bit incongruous. That is, they appear more dense than a Forest.
Is there someone with more graphic skill than I able to modify the Light Woods to the same scale and shade of light green as the Forest except thinner, more spread out trees?
I would very much appreciate your contribution.
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
RE: Please post graphics mods here
re: my previous post concerning Light Woods.
I found what I was looking for in Telumar's screen shots above (3/9/10)- Light Woods with small trees. I went to his mod and cut and pasted the Light Woods...perfect!
I found what I was looking for in Telumar's screen shots above (3/9/10)- Light Woods with small trees. I went to his mod and cut and pasted the Light Woods...perfect!
Avatar image was taken in hex 87,159 Vol 11 of
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
- lion_of_judah
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RE: Please post graphics mods here
with this latest patch, i do not care for the graphics much sorry. so how does one actually go back to the one's which came with the game. I have tried to roll them back but was not successful so any suggestions will be appreciated, thanks.
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RE: Please post graphics mods here
Ahlan Gever,ORIGINAL: lion_of_judah
with this latest patch, i do not care for the graphics much sorry. so how does one actually go back to the one's which came with the game. I have tried to roll them back but was not successful so any suggestions will be appreciated, thanks.
ma kara ve what 'Rollback'? The program *see attached* ?! and did you change the settings fro the graphics from .PNG to .BMP as well in the TOAW game options menu?
Klink, Oberst

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- TOAW_Old_Graphics.jpg (84.58 KiB) Viewed 355 times
- lion_of_judah
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RE: Please post graphics mods here
I don't know if I did that or not, will have to double check this and get back to you....
- Crossroads
- Posts: 18262
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RE: Telu Mod 2.0
ORIGINAL: Telumar
ORIGINAL: OTZ
Does anyone have GJK's mod? I tried the gamesquad site, but the download section appears to be unavailable...
Yes, the site has moved to a new server but they didn't update the links yet. Here we go:
http://forums.gamesquad.com/downloads.p ... le&id=1156
Being an old school type myself I just loved the work GJK has done. A quick question to check whether the TOAWGJK-mod-v2.1 is still valid with latest 3.4 patch level of TOAW? I noticed the files are from 2006 so just want to play safe before installing them on the system. Thanks in advance!
EDIT: Decided to go and try it anyway using JSGME. It seems the files within the \Graphics folder change, but I do not see the change taking effect? I am a new TOAW player, so maybe I am missing something obvious. I noticed the map files are bitmaps. Is it possible to use png unit counters over bitmap maps? How do I revert to bitmap look and feel anyway, I bet that's the reason I do not see the changes?
EDIT2: Found the "Support PNG" option under advanced options. That one's figured out. Now I can enjoy the various map mods. Great work you guys! I am not using the alt-graphics menu, instead I am controlling them with JSGME tool. Anyone not yet familiar with it: it is worth a look as it basically offers you a graphical user interface to tick which mods you currently would like to use. It does the version control for you, so whenever you revert back from using a certain mod it copies the original files back into correct locations.
For example at the moment I am trying out Telumar's 2.0 UI so enabled that first, them additionally enabled his Damaged bridges counters on top of that as I had that set up as a separate mod.
Here's a pic of the tool. At the time I was obviously trying out GJK's excellent mod.

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- lion_of_judah
- Posts: 2306
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RE: Please post graphics mods here
I was able to get the orignial graphics to work now with your suggestion, except now the borders are the old " black borders". I have checked the graphics folder and it shows the new borders both PNG and Bitmap but I'm at a loss on how to get the bitmap image to show.
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RE: Please post graphics mods here
Did you switch back to 'support PNG OFF?ORIGINAL: lion_of_judah
I was able to get the orignial graphics to work now with your suggestion, except now the borders are the old " black borders". I have checked the graphics folder and it shows the new borders both PNG and Bitmap but I'm at a loss on how to get the bitmap image to show.
Klink, Oberst

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- lion_of_judah
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RE: Please post graphics mods here
yes, I did switch the PNG graphic button to off and the original graphics came bck with the original black border, just cannot get the newer looking border to work.
RE: Please post graphics mods here
Hi.
I am impressed with .bmp graphic in this marvellous game. It looks really....like earth, but icons aren't too sharp like in Telumar .png mods. Is any of these mods compatible with latest patch? BMP please:)
I am impressed with .bmp graphic in this marvellous game. It looks really....like earth, but icons aren't too sharp like in Telumar .png mods. Is any of these mods compatible with latest patch? BMP please:)
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RE: Please post graphics mods here
ORIGINAL: Oberst_Klink
Tried to switch to .PNG mode already? See the post/my reply to LoZ.
Klink, Oberst
I cannot find it[&:]
RE: Please post graphics mods here
ORIGINAL: Pantera
ORIGINAL: Oberst_Klink
Tried to switch to .PNG mode already? See the post/my reply to LoZ.
Klink, Oberst
I cannot find it[&:]
Click the options box in the TOAW start screen. On the second page is the png support option..
Btw, the counters aren't from me, they're JMass' work. They are in his png Mod: http://www.gamefront.com/files/21299214 ... _1.0.1.zip
RE: Please post graphics mods here
+1 LikeORIGINAL: Telumar
Classic Redux (.PNG)
Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
RE: Please post graphics mods here
To all those who have prepared mods, I say thank you for your effort. I have picked through numerous of them selecting the options that appeal to me. I have no idea how you do what it is you do, so I have a question.
Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.
TomC
Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.
TomC
RE: Please post graphics mods here
ORIGINAL: tcarusil
To all those who have prepared mods, I say thank you for your effort. I have picked through numerous of them selecting the options that appeal to me. I have no idea how you do what it is you do, so I have a question.
Currently, I am using the red dot with the brackets in it for blown bridges. I find this to be useful, but sometimes that blown bridge is buried under a stack and I lose track of it. Is there a way instead of having the dot in the hex to show the bridge is blown, to have the hex outlined in some color similar to how a hex is highlighted when a unit is selected? Just a thought.
TomC
Could this be of use?
Note that the hexes that have a railroad and a road bridge have more opacity. This is because there is one graphic file for each destroyed bridge, so the shaded red adds up. I use my Classic Redux Graphic Mod, but it should fit to any other graphics as well. In the screenshot i use 3.4 standard cursors (the blue HQ and the supply unit). With the hexagonal .bmp cursors the red shade in the selected unit's hex probably wouldn't be visible.
Download is in the next post.

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- damagedbridges.jpg (186.12 KiB) Viewed 357 times
RE: Please post graphics mods here
And the download..
- Attachments
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- Damaged Br..cial PNG.zip
- (70.9 KiB) Downloaded 45 times
RE: Please post graphics mods here
And a .bmp version - just an outlined hex. Download is in the next post.


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- damagedbri..version.jpg (188.19 KiB) Viewed 359 times