ORIGINAL: Telumar
This is what i am currently working on. It's not yet fully finished, but almost:
![]()
Telumar's "Final" Graphic Mod ?
-
- Posts: 552
- Joined: Mon Apr 10, 2006 5:21 pm
- Location: Eagle River, Alaska
Telumar's "Final" Graphic Mod ?
Does anyone know what came of Telumar's final graphic mod which apparently was never finished, or at least posted? I really like this and in the process of doing something similar when I stumbled on this old thread.
-
- Posts: 4884
- Joined: Sun Feb 10, 2008 7:37 pm
- Location: Germany
- Contact:
RE: Telumar's "Final" Graphic Mod ?
Nick
AFAIK that were his latest projects. I tried to get in touch with Stefan, and I hope he's alright. In a way, he was/is one of my mentors.
https://thetoawbeachhead.wordpress.com/ ... phic-mods/
Klink, Oberst
AFAIK that were his latest projects. I tried to get in touch with Stefan, and I hope he's alright. In a way, he was/is one of my mentors.
https://thetoawbeachhead.wordpress.com/ ... phic-mods/
Klink, Oberst
RE: Telumar's "Final" Graphic Mod ?
I still have all the files.. though it has evolved into this (if there is need i can compile all the files and make them available):


- Attachments
-
- newmod.jpg (849.58 KiB) Viewed 649 times
- Franciscus
- Posts: 830
- Joined: Wed Dec 22, 2010 4:29 pm
- Location: Portugal
RE: Telumar's "Final" Graphic Mod ?
It looks very good.
It would be great to have this mod [&o]
It would be great to have this mod [&o]
Former AJE team member
RE: Telumar's "Final" Graphic Mod ?
The great Telumar resurfaced, so I'm sure he'll be able to shed some light on this
The TOAW Redux Dude
-
- Posts: 552
- Joined: Mon Apr 10, 2006 5:21 pm
- Location: Eagle River, Alaska
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: Telumar
I still have all the files.. though it has evolved into this (if there is need i can compile all the files and make them available):
Well I would certainly appreciate your posting them. By far the best use of low contrast colors and textures, which I find very appealing. Love the forest textures too - I dug up a sheet of Letraset dry transfer decal with the same pattern to scan as I lost all my Photoshop brushes when by external backup HD died. Needless to say I'd rather simple use your terrain and play than work on terrain! [:D]
Glad you are back. Thank you!
RE: Telumar's "Final" Graphic Mod ?
Letraset dry transfer decal - had to google this. [:D]
You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.
You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.
RE: Telumar's "Final" Graphic Mod ?
Reminds me a lot of the beautiful Command Ops maps, very nice! [:)]
OUW (Order of the Upgrade Wars)

There are folks out there with way too much time on their hands.
- Norm Koger

There are folks out there with way too much time on their hands.
- Norm Koger
-
- Posts: 552
- Joined: Mon Apr 10, 2006 5:21 pm
- Location: Eagle River, Alaska
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: Telumar
Letraset dry transfer decal - had to google this. [:D]
You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.
Understood, the transparencies are a pain.
Here's a very reduced size image of that decal. Purchased it over 30 years ago when I was making my own maps for board wargames.

- Attachments
-
- WoodsPattern.jpg (291.97 KiB) Viewed 649 times
-
- Posts: 552
- Joined: Mon Apr 10, 2006 5:21 pm
- Location: Eagle River, Alaska
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: larrybush
Remind me a lot of SPI maps too.
So true and so nice for old-timers like myself. [:)]
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: Nicholas Bell
ORIGINAL: Telumar
Letraset dry transfer decal - had to google this. [:D]
You will have to wait a few days as the IV graphics engine is kind of giving me a headache with hills and mountain terrain. When I use the files in IV the mountains are not visible when hill terrain is in the same hex. Has something to do with the transparency in tiles_hills_overlay which I still have to figure out. The above screenshot is from TOAW III.
Understood, the transparencies are a pain.
Here's a very reduced size image of that decal. Purchased it over 30 years ago when I was making my own maps for board wargames.
![]()
Lol, it indeed looks like my forest tiles [:D]

- Attachments
-
- Unbenannt.jpg (104.36 KiB) Viewed 644 times
- Rasputitsa
- Posts: 2902
- Joined: Sat Jun 30, 2001 8:00 am
- Location: Bedfordshire UK
- Contact:
RE: Telumar's "Final" Graphic Mod ?
Very nice looking map, I would certainly use it, if it became available. [:)]
"In politics stupidity is not a handicap" - Napoleon
“A people which is able to say everything becomes able to do everything” - Napoleon
“Among those who dislike oppression are many who like to oppress" - Napoleon
“A people which is able to say everything becomes able to do everything” - Napoleon
“Among those who dislike oppression are many who like to oppress" - Napoleon
RE: Telumar's "Final" Graphic Mod ?
look like real military map.Great mod
....I said:"Isn't this letting the enemy catch us all in an action?We run away for ourselves,How can we worthily of our soldiers?Tell them run for themselves."
-Lieutenant General Du Yuming,Deputy Commander of Xuzhou Anti-Bandit HQ
-Lieutenant General Du Yuming,Deputy Commander of Xuzhou Anti-Bandit HQ
- sandman2575
- Posts: 315
- Joined: Sat Sep 05, 2009 1:02 pm
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: Rasputitsa
Very nice looking map, I would certainly use it, if it became available. [:)]
+1. Amazing. Would love to be able to use these maps.
RE: Telumar's "Final" Graphic Mod ?
Telumar is this available through your mod?
Plans are worthless, but planning is essential.
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: gliz2
Telumar is this available through your mod?
No. Not yet. I will release this soon, still doing some fine- tuning, mostly with hills and mountains as these work in a different manner from TOAW III [:@]
The mod really looked better in III ...
RE: Telumar's "Final" Graphic Mod ?
Take Your time dear Sir. Your work looks amazing - reminds me of ol' good boardgaming times [8D]
My only gripe with the development of TAOW4 is that the graphic solutions are actually worse then before. I had high hopes for customizable counters and unit display panels but unfortunatelly it never came to be [:(][:(][:(]
My only gripe with the development of TAOW4 is that the graphic solutions are actually worse then before. I had high hopes for customizable counters and unit display panels but unfortunatelly it never came to be [:(][:(][:(]
Plans are worthless, but planning is essential.
RE: Telumar's "Final" Graphic Mod ?
ORIGINAL: gliz2
My only gripe with the development of TAOW4 is that the graphic solutions are actually worse then before. I had high hopes for customizable counters and unit display panels but unfortunatelly it never came to be [:(][:(][:(]
Yes, the new counters are really a step backward in regard to moddability. Pity.
I have found that tiles_hills_overlay (tiles_hills ist still there but does nothing), tiles_mountainous and tiles_impassable work as a kind of overlay with hard coded transparency settings. That works somehow ok with the standard graphics, but if one wants to use a kind of terrain graphics that is more like a sort of 'area fill' as in the above mod this just does not look good. I. e. when i combine hills with mountains it gives a different shading than mountains alone. See here:

- Attachments
-
- Unbenannt.jpg (447.38 KiB) Viewed 642 times
RE: Telumar's "Final" Graphic Mod ?
The graphic performance is also pretty atrocious when compared to the previous game.