Please post graphics mods here
Moderators: JAMiAM, ralphtricky
RE: Please post graphics mods here
And the .bmp version download.
- Attachments
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- Damaged Br..cial BMP.zip
- (59.15 KiB) Downloaded 36 times
RE: Please post graphics mods here
Sir:
Thank you so much. I really appreciate you taking the time. I wish I had the skills to contribute myself.
TomC
Thank you so much. I really appreciate you taking the time. I wish I had the skills to contribute myself.
TomC
RE: Please post graphics mods here
I am missing something. I am trying to upload a file, but these instructions are not doing it for me.
"Can I upload an image or attachment to my post?
You may attach a file to your post. The allowed file format and the maximum file size will be displayed when you click on "Click here to upload".
For graphical files (jpeg, gif, bmp, png), you can embed the uploaded picture in the post directly by checking the box: “Embed picture in post”."
Where should I be looking for "Click here to upload". I am sure it is something simple, but I must be a little thick. Thanks
TomC
"Can I upload an image or attachment to my post?
You may attach a file to your post. The allowed file format and the maximum file size will be displayed when you click on "Click here to upload".
For graphical files (jpeg, gif, bmp, png), you can embed the uploaded picture in the post directly by checking the box: “Embed picture in post”."
Where should I be looking for "Click here to upload". I am sure it is something simple, but I must be a little thick. Thanks
TomC
- Curtis Lemay
- Posts: 14798
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: Please post graphics mods here
The "Click here to upload" option is contained within the "Reply to Message" dialog. You must post a reply to a message in order to upload a file.
RE: Please post graphics mods here
Thank you for the advice. I will give it a try.
TomC
TomC
RE: Please post graphics mods here
Telumar kindly prepared a custom mod for me. It involves blown bridge hexes being outlined in red so that you can locate blown bridges that are covered by a unit.
I haven't the skills to create such a mod, but I was able to modify the existing steel and brass cursors for use with the new blown bridge mod.
For the solid brass cursor that is used to designate the active unit, I substituted the steel cursor with the open sides. I made the openings larger and changed the color to neon green. This makes the red for the blown bridge more easily visible.
For the steel cursor I changed the color to neon yellow and made the open sides larger.
If I do this correctly, the green "brass" cursor is attached as a jpg. The file extension will need to be changed to .bmp.
The steel will follow.
TomC
I haven't the skills to create such a mod, but I was able to modify the existing steel and brass cursors for use with the new blown bridge mod.
For the solid brass cursor that is used to designate the active unit, I substituted the steel cursor with the open sides. I made the openings larger and changed the color to neon green. This makes the red for the blown bridge more easily visible.
For the steel cursor I changed the color to neon yellow and made the open sides larger.
If I do this correctly, the green "brass" cursor is attached as a jpg. The file extension will need to be changed to .bmp.
The steel will follow.
TomC
- Attachments
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- brass_cursor.jpg (6.58 KiB) Viewed 450 times
RE: Please post graphics mods here
Here is the steel cursor. Also as a .jpg. Rename with the extension .bmp.
TomC
TomC
- Attachments
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- steel_cursor.jpg (6.58 KiB) Viewed 445 times
RE: Please post graphics mods here
Classic Redux Addendum
This is not a standalone Graphic Mod, it’s just an update – or better a mixture of updated, improved, corrected and alternate files – for the Classic Redux Mod.
Note that the download doens’t always contain a huge or small view version of a specific graphic file. You will need a s_ or H_ version of the according terrain tile in AltGraphics for the best results. Some files are only present in the huge version (H_tiles..), for them you certainly need according normal and small versions.
Get it here: http://ge.tt/7jY2nTF/v/2?c
The addendum contains a corrected version of tiles_misc.png as the original file didn’t display frozen shallow water. Now there is also an alternate version of open terrain in the zip file’s subfolder ‘Tiles Misc Alt’:

In the above screenshot you can also see an updated version of marsh terrain and a slightly modified version of urban terrain. More of this here…:

And the urban tiles:

Another version of urban terrain is visible below (in the .zip file’s folder ‘Urban Version 2′). Also movement arrows and updated supply markers:

Supply markers in huge view and a clearer version of hills (only in huge view):

Last but not least: A much improved version of canal and major canal terrain tiles. First in normal view:

And in zoomed in huge view. The download also contains new versions of river and major river in huge view (only) which are more in accordance with the normal view versions:

This is not a standalone Graphic Mod, it’s just an update – or better a mixture of updated, improved, corrected and alternate files – for the Classic Redux Mod.
Note that the download doens’t always contain a huge or small view version of a specific graphic file. You will need a s_ or H_ version of the according terrain tile in AltGraphics for the best results. Some files are only present in the huge version (H_tiles..), for them you certainly need according normal and small versions.
Get it here: http://ge.tt/7jY2nTF/v/2?c
The addendum contains a corrected version of tiles_misc.png as the original file didn’t display frozen shallow water. Now there is also an alternate version of open terrain in the zip file’s subfolder ‘Tiles Misc Alt’:

In the above screenshot you can also see an updated version of marsh terrain and a slightly modified version of urban terrain. More of this here…:

And the urban tiles:

Another version of urban terrain is visible below (in the .zip file’s folder ‘Urban Version 2′). Also movement arrows and updated supply markers:

Supply markers in huge view and a clearer version of hills (only in huge view):

Last but not least: A much improved version of canal and major canal terrain tiles. First in normal view:

And in zoomed in huge view. The download also contains new versions of river and major river in huge view (only) which are more in accordance with the normal view versions:

- Robin le guetteur
- Posts: 37
- Joined: Tue Jul 18, 2006 1:48 pm
- Location: France
- Contact:
ACOW Graphics Mod Global 2D Lifting by Steamrobin
Hi everybody.
After almost ten years, I am playing again with TOAW.
The fabulous mods I saw here gave me the desire to finish an old project I had by the past.
SO, I am proud to present you my own mod for TOAW.
As I am playing with the old version (ACOW) I am not sure if my files are fully compatible with the new version by Matrix.
Thanks for your feedback on any issue...
About the PNG/Transparency versus Pixels, I ve decided to keep the mod fully compatible for all the players with any versions. It was a great challenge for the weather system and the trees, for example, but I find it pretty cool like this.
I d like to have your feedback and suggestions for that.
PS : I ve tried to put links and images of my mod in this post but the forum doesn't allow me before my tenth post ! If someone have a solution (better than post Ten times anywhere...).
After almost ten years, I am playing again with TOAW.
The fabulous mods I saw here gave me the desire to finish an old project I had by the past.
SO, I am proud to present you my own mod for TOAW.
As I am playing with the old version (ACOW) I am not sure if my files are fully compatible with the new version by Matrix.
Thanks for your feedback on any issue...
About the PNG/Transparency versus Pixels, I ve decided to keep the mod fully compatible for all the players with any versions. It was a great challenge for the weather system and the trees, for example, but I find it pretty cool like this.
I d like to have your feedback and suggestions for that.
PS : I ve tried to put links and images of my mod in this post but the forum doesn't allow me before my tenth post ! If someone have a solution (better than post Ten times anywhere...).
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
??? I see you have 31, are the posts really the problem?
- Robin le guetteur
- Posts: 37
- Joined: Tue Jul 18, 2006 1:48 pm
- Location: France
- Contact:
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Not sure but I can't see any other reason as it said that I must post tenth before put links... ?
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Inserting liknks into posts should be no problem.
as for graphics - there is a size limitation (250 k?). However this shouldn't stop you from uploading a screenshot to a picturehoster (imageshack i.e.) and insert the picture's url between the image tags:
as for graphics - there is a size limitation (250 k?). However this shouldn't stop you from uploading a screenshot to a picturehoster (imageshack i.e.) and insert the picture's url between the image tags:
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Mr. Le Guetteur asked me to post his links and his presentation. Download is link at the end of the presentation. Let me just add one thing: [&o]
Voilà:

Get it here:
http://www.steamfactory.net/files/game- ... mrobin.zip
Voilà:

Get it here:
http://www.steamfactory.net/files/game- ... mrobin.zip
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Great. And, certainly, it's compatible with TOAW III except one minor thing: The AI mode buttons (since 3.4) will be empty. But i think we can live with that.
I especially like the clear GUI, the hills and the mountains (also impassable). I've tried one, two dozen or more different textures and patterns to get away from the default design, but didn't find a satisfying one. Which ressources have you used?
I especially like the clear GUI, the hills and the mountains (also impassable). I've tried one, two dozen or more different textures and patterns to get away from the default design, but didn't find a satisfying one. Which ressources have you used?
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
The weather symbols look great!
- Robin le guetteur
- Posts: 37
- Joined: Tue Jul 18, 2006 1:48 pm
- Location: France
- Contact:
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Thank you very much, Telumar, for posting.
And for your encouragement. Very welcome.
Thank to you too, BigDuke.
My work for the weather was long to reach my goal. When I had the idea to break the "paradigm" (substitute oloud symboles for cloud layers) I was really excited. But it took a while to obtain the best visual solution. Especially because of pixel (no png transparency) constraints...
About the Relief, I am very happy that Telumar appreciate my (hard) work.
From my side, I appeciated your work too. The way you followed is close with this I follow in my work for Ageod (Birth of America...).
This time, for OAOW, I wanted to do something slightly different and more "realistic".
But, to be frank, I am not a big fan of 3d or google like maps.
So, my main goal and time spent was not devoted to find good textures. It was devoted to find good color schemes in goal to avoid "real world" copy and at last, to obtain something really peronnal.
Concerning the textures I worked with many apps, from Photoshop to Terragen and WorldMachine for example.
I plane to post some example of apps and process as soon as I can post images and links by myself...
[:@]
And for your encouragement. Very welcome.
Thank to you too, BigDuke.
My work for the weather was long to reach my goal. When I had the idea to break the "paradigm" (substitute oloud symboles for cloud layers) I was really excited. But it took a while to obtain the best visual solution. Especially because of pixel (no png transparency) constraints...
About the Relief, I am very happy that Telumar appreciate my (hard) work.
From my side, I appeciated your work too. The way you followed is close with this I follow in my work for Ageod (Birth of America...).
This time, for OAOW, I wanted to do something slightly different and more "realistic".
But, to be frank, I am not a big fan of 3d or google like maps.
So, my main goal and time spent was not devoted to find good textures. It was devoted to find good color schemes in goal to avoid "real world" copy and at last, to obtain something really peronnal.
Concerning the textures I worked with many apps, from Photoshop to Terragen and WorldMachine for example.
I plane to post some example of apps and process as soon as I can post images and links by myself...
[:@]
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
"no png transparency", didn't we get that with the last patch?
- Robin le guetteur
- Posts: 37
- Joined: Tue Jul 18, 2006 1:48 pm
- Location: France
- Contact:
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
PNG are, in my opinion, only available for the Matrix Version, OPART III.
[&:]
[&:]
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Indeed, I thought your mod would be made for TOAWIII.
RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin
Just want to ask , is there any mod to increase the text font size , thanks