Please post graphics mods here

Post discussions and advice on TOAW scenario design here.

Moderators: JAMiAM, ralphtricky

User avatar
JMass
Posts: 2363
Joined: Sat Jun 03, 2006 4:45 pm
Location: Italy

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by JMass »

ORIGINAL: papajack

Just want to ask , is there any mod to increase the text font size , thanks

You must edit the file Opart 3 Fonts.ini
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
User avatar
BigDuke66
Posts: 2035
Joined: Thu Feb 01, 2001 10:00 am
Location: Terra

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by BigDuke66 »

Anyone realize that the railroad PNG graphics have an error?
5th row and 7th column should have instead of the south running line a south-west running line.
This is so in:
h_Tiles_damaged_railroad.png
h_Tiles_railroad.png
h_Tiles_railroad(YELLOW).png
h_Tiles_railroad_damaged_bridge.png
s_tiles_damaged_railroad.png
s_tiles_railroad.png
s_Tiles_railroad(YELLOW).png
s_Tiles_railroad_damaged_bridge.png
Tiles_damaged_railroad.png
Tiles_railroad.png
Tiles_railroad(YELLOW).png
Tiles_railroad_damaged_bridge.png
User avatar
BigDuke66
Posts: 2035
Joined: Thu Feb 01, 2001 10:00 am
Location: Terra

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by BigDuke66 »

Fix is done but these silly file limits drive me crazy, does anyone know a good place to host small files?
ColinWright
Posts: 2604
Joined: Thu Oct 13, 2005 6:28 pm

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by ColinWright »

What's the name of the file with the graphics for oil wells, mines, industry, etc? I'd like to put some of that to my own uses.
I am not Charlie Hebdo
User avatar
sPzAbt653
Posts: 10068
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by sPzAbt653 »

Mine are in the AltGraphics file, mapOptional1 thru mapOptional9.
User avatar
Curtis Lemay
Posts: 14798
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by Curtis Lemay »

ORIGINAL: ColinWright

What's the name of the file with the graphics for oil wells, mines, industry, etc? I'd like to put some of that to my own uses.

It's built-in to 3.4. Read section VIII, item 9 of the 3.4 part of the What's New document.
My TOAW web site:

Bob Cross's TOAW Site
ColinWright
Posts: 2604
Joined: Thu Oct 13, 2005 6:28 pm

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by ColinWright »

ORIGINAL: sPzAbt653

Mine are in the AltGraphics file, mapOptional1 thru mapOptional9.

Tally ho! Thanks.
I am not Charlie Hebdo
ColinWright
Posts: 2604
Joined: Thu Oct 13, 2005 6:28 pm

RE: ACOW Graphics Mod Global 2D Lifting by Steamrobin

Post by ColinWright »

Pleasant surprise...

As I was happily modifying the little man to be something else, a nasty thought crossed my mind.

What if the program insisted on reading the file from the altgraphics folder rather than the file from the scenario-specific folder?

...then I'd have to change the altgraphics file itself -- which would involve manually switching back and forth from the original file to the modified file for anyone who wanted to play the scenario with the look intended.

Happily, it turns out that as it will with entries from the graphics folder, the program will override the file from the altgraphics folder with what is in the scenario-specific folder. You can change any of those little symbols to be anything you want for your specific scenario.
I am not Charlie Hebdo
User avatar
morleron1225
Posts: 118
Joined: Thu Dec 28, 2006 10:05 pm
Contact:

RE: where to get

Post by morleron1225 »

ORIGINAL: Telumar

This is due to the repeated renaming of Strategy Zone Online to Xtreme Gamer and then to Gamesquad (argh! beat DonMaddox for that). Here's the link to the GS toaw misc downloads. You may have to create an account to be able to download.

http://www.gamesquad.com/forums/downloa ... =cat&id=38

The GJK mod is on page 2.

Hi folks,
The link above is no longer good. However, this one: http://forums.gamesquad.com/downloads.php?do=cat&id=16 does work. Be aware that you do need to have a Gamesquad account and be logged in before you can access this page.

Have fun,
Ron
P.S. Boonierat's WWII German tactical symbols mod is here.
Free men do not ask permission to bear arms.
GnuPG public key available at: pgp.mit.edu
User avatar
iangelderman
Posts: 39
Joined: Wed Mar 23, 2011 5:55 am

Classic counter mod

Post by iangelderman »

Image

Classic counter mod of all the huge and normal counter sheets in png format. JSGME ready, just open the rar file and extract to your MOD folder and add. I have tried to keep as close to the original counter colours as possible. All the Nato symbols are standard and should work fine with most scenarios unless the scenario contains modified counter sheets. Vietnam Combat Operations comes to mind here.
Also, as a separate mod, classic counter highlight can be added with JSGME.

Update: I have added the small counter sheets to the classic counters mod.

Download Classic Counter Mod:SCAFs Classic Counter Mod 19mb
Download Classic Counter Highlight Mod:SCAFs Classic Counter Highligh Mod 13kb
Erik2
Posts: 785
Joined: Thu Nov 02, 2000 10:00 am
Location: Oslo, Norway

RE: Classic counter mod

Post by Erik2 »

Hey, that's my Market-Garden scenario [:)]
User avatar
iangelderman
Posts: 39
Joined: Wed Mar 23, 2011 5:55 am

RE: Classic counter mod

Post by iangelderman »

[font=calibri]Yes, I’m currently playing the Allies vs German PO.  [;)][/font]
User avatar
Telumar
Posts: 2200
Joined: Tue Jan 03, 2006 12:43 am

RE: Classic counter mod

Post by Telumar »

And my Terrain Mod :)

Nice work, especially the huge counters and the "Cursor Highlights".
User avatar
iangelderman
Posts: 39
Joined: Wed Mar 23, 2011 5:55 am

RE: Classic counter mod

Post by iangelderman »

[font=calibri]Update: I have added the small counter sheets to the classic counters mod. The updated rar file can be downloaded from the above post.[;)][/font]
User avatar
iangelderman
Posts: 39
Joined: Wed Mar 23, 2011 5:55 am

WIP: GUI Mod Brown

Post by iangelderman »

WIP: GUI Mod Brown

I have been working on a GUI mod the past few days. It is by no means perfect and some might not like it while others might be interested. This mod does not in any way reflect on my creative abilities but is rather a collection of ideas I have seen in some other titles. If anyone is interested I could make a beta version available for testing. The terrain graphics are not mine and is a combination of Telu Mod 3.4 and Classic Redux as well as some stock files. The mod includes a Opart 3 Fonts file as well.

Screenie taken from The Third Reich 1942 – 1945 v1.9 by Mark Dabbs:
Image
User avatar
Telumar
Posts: 2200
Joined: Tue Jan 03, 2006 12:43 am

RE: WIP: GUI Mod Brown

Post by Telumar »

Nice, this looks like the WitE Red..T he icons/buttons are quite some work i think.. though they are too colourful for my taste. ;)

These oval boxes in the pop-up and in the unit info window (upper right corner) - do they display all terrain?

EDIT: The forests in the screenshot - did i make them? If so i couldn't find the file anymore on my HD.. would you mind sending them cariundel at yahoo de?
User avatar
iangelderman
Posts: 39
Joined: Wed Mar 23, 2011 5:55 am

RE: WIP: GUI Mod Brown

Post by iangelderman »

[font=calibri]Thanks for your comments Telumar. WitE uses a textured image, but you are correct I did use a similar colour. [/font]
[font=calibri]Yes the oval boxes shows all terrain except cannels, there is no cannel background bmp that I could find. I will create one a see if it pops up. [/font]
[font=calibri]I might have made the forests a bit darker, anyways email send with rar attachment. [:)][/font]
User avatar
iangelderman
Posts: 39
Joined: Wed Mar 23, 2011 5:55 am

RE: WIP: GUI Mod Brown

Post by iangelderman »

More mod ramblings, since I play the game in 2D view only I modified the 3D icon graphics and this is what I came up with. I placed some of the other unit’s info boxes as well to illustrate. Busy with the Soviet and German units now.

Screenshot is taken from the Road to Moscow 1941 scenario.
Image
sad git
Posts: 12
Joined: Fri Jul 30, 2010 3:25 pm

RE: WIP: GUI Mod Brown

Post by sad git »

Looks fantastic. Keep going! [:)]
User avatar
Stardog765
Posts: 162
Joined: Thu Aug 12, 2010 12:43 am

RE: WIP: GUI Mod Brown

Post by Stardog765 »

Wow! I would love to have this if at all possible. I am just now getting into TOAW and this looks so much nicer and easier to read.

If this is available to download please count me in.
Post Reply

Return to “Scenario Design”