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Graphic Improvement - Update 4

Posted: Mon Jun 23, 2008 12:41 pm
by BULLDOGINTHEUK
Just thought I would post an update on this mod. Basically units are now 95% done. I should be ready to upload it onto the AT site in about a week or two. These are the Russian forces, images and icons:



Image

RE: Graphic Improvement - Update 4

Posted: Mon Jun 23, 2008 12:43 pm
by BULLDOGINTHEUK
These are the icons that would be on the map (obviously without the HQ colour bar and strength numbers, etc). For how it would look on the map follow this link:

http://www.matrixgames.com/forums/tm.asp?m=1789441



Image

RE: Graphic Improvement - Update 4

Posted: Mon Jun 23, 2008 12:45 pm
by BULLDOGINTHEUK
I have done graphic sets for Allies, Russian, Germany and Japan similar to the ones above and am interested in making these loadable on random maps as an alternative graphic set. Anyone tell me how/where I save these files to in order to get the random map generator to load them? Also would I have to rename the files?

RE: Graphic Improvement - Update 4

Posted: Mon Jun 23, 2008 1:00 pm
by Vic
though some of the small counter graphics are a bit cruude and could use some anti alias.. I really like them and am looking forward to trying out a game with them.

To make them work with random map generator or with any existing scenario there are a number of things you can do.

1. overwrite the existing graphics files

2. make a new masterfile (starting from generic.ptmaster) in which your reffer the sftypes graphic file variable to another file location (like graphics/bulldog) and select it as masterfile in the random game window or in a scenario through the editor to get the graphics changed.

3. same as 2, but write over the generic.ptmaster (or from v1.17 (not released yet) upwards as advanced.ptmaster )


kind reg,
vic

RE: Graphic Improvement - Update 4

Posted: Tue Jun 24, 2008 4:04 am
by rickier65

Bulldog, my preference is for Vic's Option 2, creating a different MasterFile.

Rick

RE: Graphic Improvement - Update 4

Posted: Tue Jun 24, 2008 4:17 am
by SSFSX17
I, too, would definitely prefer that the mod be its own masterfile. This makes things much easier to manage and allows me to run different mods side-by-side.

RE: Graphic Improvement - Update 4

Posted: Tue Jun 24, 2008 12:35 pm
by BULLDOGINTHEUK
I agree, I will make a new masterfile as I still want to be able to play games with the existing graphic set if I get bored with my own. Thanks for the advice guys.

RE: Graphic Improvement - Update 4

Posted: Sat Jul 05, 2008 10:38 pm
by dkong
I am having some trouble making my own custom counters. Here what I do to create them, pls advise if I make any mistake / take other approaches. Thanks.

1. I use Photoshop to create a new PNG file with the size 38X38, and paint it pink.

2. Then I would modify a graphic that I want to use as my counter, (g. a pic of a tank) and I would use the paint all function to paint the background of the tank to pink, so I am left with a tank w/ pink background. Then cut and paste to my PNG file.

3. I save it in the AT game directory, then create my SFType and select the graphic.

4. When I run the game, The counter shows my tank w/ the pink background (I thought that the pink background would be transparent?).

What am I doing wrong. pls advise...thanks.

Image

RE: Graphic Improvement - Update 4

Posted: Sat Jul 05, 2008 11:01 pm
by dkong
oh nevermind, I figured it out... Thanks.