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RE: JM's TOAW III mod

Posted: Tue Aug 28, 2007 6:53 pm
by SpaceKnight
Thank you, JMass. [:)]

RE: JM's TOAW III mod

Posted: Sun Sep 09, 2007 2:03 pm
by JMass
This zipped file contains the my mod's tiles for destroyed bridges (TOAW III patched 3.2.29.26) and a new version of clear terrain.

Download from GameSquad

Download from ZShare

Download from Net Wargaming Italia


Image

RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 2:19 pm
by JMass
I hope to release the new version of my mod before Christmas, here's one screenshot:

Image

[:)]

RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 2:54 pm
by marcusm
Just one question JMass. What is the current definite terrain file? It seems not all versions contain everything.
If I want to be sure of getting the latest changes, what file(s) would I download?

marcus

RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 3:00 pm
by JMass
ORIGINAL: marcusm
If I want to be sure of getting the latest changes, what file(s) would I download?

The file I'm currently working on, I am including in it all the latest changes.

RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 3:14 pm
by marcusm
Ok, looking forward to that. I think I got it all right now.

I like the flat squared counters best. Always disliked the rounded counters of the original.

marcus



RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 6:05 pm
by Silvanski
Always nice terrain mods JMass.
square counters rule
 
 

RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 6:11 pm
by secadegas
ORIGINAL: Silvanski


square counters rule



Heretic...





RE: JM's TOAW III mod

Posted: Fri Dec 14, 2007 9:22 pm
by desert
[blockquote]

[blockquote]quote:

ORIGINAL: Silvanski


square counters rule


[/blockquote]


Heretic...
[/blockquote]
Blasphemous indeed.

RE: JM's TOAW III mod

Posted: Sat Dec 15, 2007 2:19 am
by Jeff Norton
ORIGINAL: desert
[blockquote]

[blockquote]quote:
ORIGINAL: Silvanski
square counters rule
[/blockquote]
Heretic...
[/blockquote]
Blasphemous indeed.
I'm looking for 3-dimensional polygons, but I'm a Luddie for the 'wargaming traditional'...

RE: JM's TOAW III mod

Posted: Fri Dec 21, 2007 12:47 am
by JMass
ORIGINAL: JMass

I hope to release the new version of my mod before Christmas


Version 3.0 is ready, Merry Christmas! [:)]

fb.asp?m=1179502

RE: JM's TOAW III mod

Posted: Fri Dec 21, 2007 2:26 am
by marcusm
Great. Downloading asap.

Wow. This mod makes TOAW3 the best looking wargame ever in my book. At least one of them.
Should be part of the standard install imho.

marcus

RE: JM's TOAW III mod

Posted: Fri Dec 21, 2007 11:19 am
by OTZ
Great work - looks beautiful!

RE: JM's TOAW III mod

Posted: Sat Dec 22, 2007 6:04 am
by cesteman
Bless you! Great Christmas present! Too bad I can't use it until after Cday. Cheers and see you on the battlefield!

RE: JM's TOAW III mod

Posted: Sat Dec 22, 2007 1:26 pm
by PaulWRoberts
Thank you, JMass!  The map looks great.

However, I notice that I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle.  In the zip and in my "alt graphics" directory I see that you've used a photo of two tanks for this picture (cwtitle.bmp), but I don't see them.

(I have also installed the rounded tiles file, but I can't imagine that this is the problem.)

RE: JM's TOAW III mod

Posted: Sun Dec 23, 2007 1:21 pm
by JMass
ORIGINAL: Paul Roberts
I don't get an image on my "front page" (the first screen shown upon starting TOAW III), just a black rectangle.

I have tested my mod without notice your problem, please be sure your cwtitle.bmp is not corrupted, you can also delete it from AltGraphics to use the original file from Graphics.
[&:]

RE: JM's TOAW III mod

Posted: Sun Dec 23, 2007 3:12 pm
by Heldenkaiser
ORIGINAL: Boonierat

By the way Telu, do you know why german Gliederungen are read from right to left?

The reason would most likely be that the right flank is the position of honour. Hence, a unit on parade would always have the lowest-numbering (i.e. highest precedence) sub-element on the right. For instance a German regiment, first company on the right, twelfth on the left. Hence, a schematic graphical representation follows the same logic, it portrays the unit as if arrayed on parade - the lowest number on the right, highest on the left. [:)]

RE: JM's TOAW III mod

Posted: Thu Dec 27, 2007 8:03 pm
by DeadInThrench
I recently DLed your set and in general find it superior (the terrain set that is) to what was there before. However, some comments for what they are worth.

I preferred the snow-covered alpine, so that these impassable hexes stick out clearly (so, I just renamed the impassable.bmp file to .bm and, voila).

Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers. Now, on this one just renaming the misc.bmp to .bm will lose me your clear terrain which I definately preferred so, played around with the classic graphics and ended up using misc.bmp from the classic terrain set (yeah, have to put up with the circled Bs for the port symbols).

I also perferred the water and roads from the current set though this is a minor thing. I had a problem sometimes differentiating between the improved roads and the railroads and with your railroads the roads are thiner and thus no problem now. But, your roads are a bit wider and thus not as good, for me.

The nice thing is with the TOAW3 set, the classic set, and your set, one can always mix and match to suit their own taste.

As far as the gui set, I checked much of that out and, well, I prefer the brass colors <g>. However, the borders set, was major as previously much of the time I could not see the borders and now no problem.

As far as the counters are concerned, I prefer the thicker numbers. But, I kinda like your yellow better. So, I can always rename the numbers bmp file to bm and take another look and, add what I like.

Yeah, IMO some of the counter color combinations in TOAW are hard to see or are quite garish... and could definately use some work... mainly with more pleasing color combinations.

In any case, now I have much better hills, mountains, forests, urban, dense urban, rocky, marsh, railroads, etc.... and all from your set!

Many thanks!

DiT

RE: JM's TOAW III mod

Posted: Thu Dec 27, 2007 11:00 pm
by JMass
ORIGINAL: DeadInThrench

Also, as far as the numbers in the excluded zones, in Double Eagle - Rising Sun, Eric Nygaard has the entire Koren/Mancurian/Russian coast in an excluded zone and those big 1's stick out like a sore thumb. Also looked at a couple other scenarios with exclusion zones and did not like the numbers.

Thanks for your comments, remove the numbers from tiles_misc is very easy so tomorrow I'll upload one version with the original grids and one version with smaller numbers.




Added: screenshot of two new versions, with small numbers or with reversed grid, download them from the post below:

Image

RE: JM's TOAW III mod

Posted: Fri Dec 28, 2007 2:11 am
by DeadInThrench
What you might consider, if you want to be able to diferentiate betweed the two exclusion zones, is meshes going in different directions. NE to SW for one and maybe NW to SE for the other. Just an idea.

DiT