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RE: Uxbridge counters

Posted: Fri Oct 09, 2009 7:43 pm
by Bleck
Correct, all you guys can do for now is to reload units skin every time you change map skin.

RE: Uxbridge counters

Posted: Fri Oct 09, 2009 8:07 pm
by Uxbridge
That's fine. Suppose there will be a hotfix soon.

Meanwhile I have made some new changes. Wasn't all that happy with rain and snow, so I made the first a little more distinctive:



Image

RE: Uxbridge counters

Posted: Fri Oct 09, 2009 8:08 pm
by Uxbridge
... and I liked the soldiers of the counter world to really feel the snow flakes coming down on their heads:



Image

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 1:43 am
by Magpius
Cool snow
[8D]

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 2:12 am
by coxville
Thanks Uxbridge, still feeling my way through graphics modding but have scanned the forums and now know what to change so will have a tweak myself once Moscow lies in ruins.

keep up the good work.

Chris

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 5:47 am
by Michael the Pole
Uxbridge, I have to tell you that using the Army symbols for corps was pure genius.  Love it.  With all you guys producing these counter mixes, we're getting a real embaressment of riches.

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 10:16 am
by jack54
great job,I love the new weather!!!

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 7:34 pm
by gwgardner
Much impressed by this counter mod. Thx for making it available.

The use of the army symbol is much more fitting than the guards symbols, indeed. The use of the blue checker-board for motorized is kewl, but I actually like having those two wheel symbols in the previous version you did. Wish you had kept the wheels while changing to blue, since wheels are present with divisions.

Finding a way to show at a glance the tech level is a big plus, and the clear differentiation between divisions and corps.

questions:

1)I prefer Agent S's ship counters due to their size and the ship identifier, eg BB or CV, etc. Having no clue about this stuff, I'll ask: is it possible to use your counters with Agent S's ships?

2) what exactly does the eye candy file do for the scenarios?

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 8:41 pm
by Uxbridge
You can only mix mine and Agent's graphics if either I remake his or he remakes mine. Not sure I like to venture into that.
 
The eyecandy is just that - something to look at. The file is included only so the system don't crash for lack of it. I have taken away all previous images in it.
 
In a day or two I will make a special motorized corps with wheels for you. [:)]

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 9:55 pm
by gwgardner
You're too kind.

By eye candy you mean the snow and rain on the counters?

RE: Uxbridge counters

Posted: Sat Oct 10, 2009 10:13 pm
by Bleck
Take a look at data\gfx\[MapSkin]Normal\eyecandies.png [;)] Snow and rain/mud are not eyecandies, those are "states" of hex and are in terrain.png, eyecandies are just for map so it looks better.

RE: Uxbridge counters

Posted: Sun Oct 11, 2009 12:31 am
by Magpius
As far as I am aware, the basic terrain maps don't even use eyecandies. I know I have never bothered to mod the file. I think it works on the normal map sprites.
As for the mix/ match of Ux's land units and my naval... go for it, but I think it unlikely the Ux or I would bother hybridising each others graphics, there's more fun in working on new stuff.
if anyone else wants to do it feel free. the more the better.

RE: Uxbridge counters

Posted: Sun Oct 11, 2009 1:29 am
by Bleck
ORIGINAL: Agent S
As far as I am aware, the basic terrain maps don't even use eyecandies. I know I have never bothered to mod the file. I think it works on the normal map sprites.
That is true, there is no need to have eyecandies.png in [MapSkin]... directory, in such case game will simply not draw eyecandies, even if they are defined in scenarios eyecandies.csv.

P.S. You can also add your own flags to specific scenario, because "data\scenarios\<scenario name>\Flags" is first place where game is looking for them for each country, if there is no file that fits the criteria (<country name>.png) then "data\gfx\Flags\" is scanned. So you can attach your own flag for lets say Germany that will work only in your scenario.

RE: Uxbridge counters

Posted: Sun Oct 11, 2009 6:05 am
by Uxbridge
No eyecandies? Great. I didn't dare removing it.
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For the future, it would be nice if you could also include the possibility to write something in the candy hex; the tenth column. This way one can place some well known WWII-locations on the map without acctually affecting the game itself.
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RE: Uxbridge counters

Posted: Tue Oct 13, 2009 8:51 pm
by LuckyJim1005
Can I just say that your counter mod is superb. Just being to be able to tell Corps from Divs and then you tack on the Motorised bling and at a glance I can see where my forces are weak, where the powerful armour corps are, seeing those para units at glance.

We are not worthy.

RE: Uxbridge counters

Posted: Wed Oct 14, 2009 3:02 am
by Uxbridge
Well, I'm rather pleased myself. Many thanks to Wasteland, making these moddings possible.
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Which reminds me I have to finish the map mod. [8D]