silvanski Graphic Mod 1

Graphics, sound, and database mods.

Scenarios should still be posted in the main 'Mods and Scenarios' forum below
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Silvanski
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RE: silvanski Graphic Mod 1

Post by Silvanski »

ORIGINAL: jjdenver

Does this mean we lose the crossed sword functionality when using this mod?

Also does this mod include broken rail lines? If not do you know which one does?
Broken rail and damaged bridges are included.
As far as the swords are concerned, I hope someone from the TOAW community can help out here.

Doing away with bmp files for units and terrain was in my opinion a huge mistake.
Those were easy to mod.

My attempts at manipulating png files are botched. Zoom out always looks a shambles. I have to learn how to use the program but for now time eludes me.. Working 6 days a week till Christmas.
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zakblood
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RE: silvanski Graphic Mod 1

Post by zakblood »

these looks really good, all i need now is one that's none nato [X(][8|][:D]

thanks[&o]
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RE: silvanski Graphic Mod 1

Post by larryfulkerson »

Original: Silvanski
My attempts at manipulating png files are botched. Zoom out always looks a shambles. I have to learn how to use the program but for now time eludes me.. Working 6 days a week till Christmas.
Have you tried using "paint.net" yet? It's a free program you can download and use to convert pictures and manipulate
their contents with lots of tools and functions. I'm learning how to use it to convert bmp's to png's right now.
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Silvanski
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RE: silvanski Graphic Mod 1

Post by Silvanski »

ORIGINAL: larryfulkerson
Have you tried using "paint.net" yet?
I've got it. I managed to convert my road and rail tiles. Making alterations to the tiles_misc png's is troubling me. I'll master it [;)]
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gbaby
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RE: silvanski Graphic Mod 1

Post by gbaby »

Silvanski,

I'm using your mod and really enjoy it. Only thing I didn't like was the hex yellow broken around other units in formation. Too much yellow. I like the hex yellow outline for selected instead of circle, so I kept that, it helps. For formation I use the circle white. Other than that, I like all your changes, very nice. Like the green flags in planner, the yellow arrow, destroyed bridges, the 2D large view, all looks great to me. It helps a lot.

PS: After playing for a long time, I found I went back to the all yellow formation hi-light. It works better. I'm convinced all your changes to enhance visibility is the way to go. It helps these old eyes. Thanks.
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sPzAbt653
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RE: silvanski Graphic Mod 1

Post by sPzAbt653 »

tiles_misc png's is troubling me
You know more about this stuff than I do, but I took my custom tiles_misc file from III, deleted the background, saved it as png, then cut the swords from IV and pasted them in. I also converted all of the III graphics to png [they are posted here], but if you are working with mod packages with hundreds of bmp's, conversion is a pain. Shame they have made us do all this work, while they also flushed twenty years of custom bmp work down the toilet [and don't forget the icon debacle]. Criminal I would say, maybe we should call F. Lee Bailey [;)]
DanNeely
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RE: silvanski Graphic Mod 1

Post by DanNeely »

For anyone who'd like an easy way to fix the roads/rail/river at high zoom levels, you can get acceptable results by making copies of the relevant mod files, and using a good graphics editor (I used Paint.net, but anything other than MSPaint will probably do), resizing them to 270x192 and then saving them as s_Tiles_railroad.png, etc in the graphics mods folder. The results might not be as pixel perfect as hand drawing would allow, but they more than fit the good enough threshold, vs the results being rather awful at this zoom level without s_ files.

I've attached a before/after of the results using the area just north of the Crimean peninsula on the D21 map.

Image
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toawFixedZoom.jpg
toawFixedZoom.jpg (354.91 KiB) Viewed 371 times
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Silvanski
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RE: silvanski Graphic Mod 1

Post by Silvanski »

Uploaded v3 which adds some more alternate tiles, but without the swordless 'tiles_misc' files

File can be found in post 1
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