Request - Dark Grid
Request - Dark Grid
Has anyone made a dark grid mod? I like to see the grid, I can barely see the light grid in TAOW IV.
[&o]
[&o]
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RE: Request - Dark Grid
Do you have III? The hex grid is certainly more noticeable [:D]
RE: Request - Dark Grid
Unzip into your Graphics Override Folder [:)]
- Attachments
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- Hexoutline.zip
- (791 Bytes) Downloaded 102 times
RE: Request - Dark Grid
ORIGINAL: sPzAbt653
Unzip into your Graphics Override Folder [:)]
Thank you sir!
*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
Do not accept or follow any medical advice*
RE: Request - Dark Grid
Hmm... This is only updating the 2D Large and out, but the 2D Huge hex outline remains unchanged, which is my normal view.
They really need to update the hex outline to no fancy creativity which is in play now. Those three pointed "stars" are just awful, supposed to hint at hex outline, but it is just, well, ugly.
Hex "outline" means hex outline. Just play with it off, can handle it, and it is how to play if you want a pretty map, but outline right now is useless, to me anyway. It is just too distracting.
Give me hex outlines or give me, ah, well, a lecture on how to stop being such a board game nerd.
They really need to update the hex outline to no fancy creativity which is in play now. Those three pointed "stars" are just awful, supposed to hint at hex outline, but it is just, well, ugly.
Hex "outline" means hex outline. Just play with it off, can handle it, and it is how to play if you want a pretty map, but outline right now is useless, to me anyway. It is just too distracting.
Give me hex outlines or give me, ah, well, a lecture on how to stop being such a board game nerd.
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Oberst_Klink
- Posts: 4921
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- Location: Germany
- Contact:
RE: Request - Dark Grid
Telumar's mods should be worth a look.ORIGINAL: gbaby
Hmm... This is only updating the 2D Large and out, but the 2D Huge hex outline remains unchanged, which is my normal view.
They really need to update the hex outline to no fancy creativity which is in play now. Those three pointed "stars" are just awful, supposed to hint at hex outline, but it is just, well, ugly.
Hex "outline" means hex outline. Just play with it off, can handle it, and it is how to play if you want a pretty map, but outline right now is useless, to me anyway. It is just too distracting.
Give me hex outlines or give me, ah, well, a lecture on how to stop being such a board game nerd.
https://thetoawbeachhead.wordpress.com/ ... phic-mods/
Klink, Oberst
RE: Request - Dark Grid
ORIGINAL: Oberst_Klink
Telumar's mods should be worth a look.
https://thetoawbeachhead.wordpress.com/ ... phic-mods/
Klink, Oberst
Yep, that did it. Thank you.
I forget I still have these older mods on my other computer with TOAW III and they are compatible with TOAW IV. Pick and choose. Thanks for giving me the reminder. Looks great now, I'm very content.
RE: Request - Dark Grid
Also you could use the hex files of vanilla TOAW III .
RE: Request - Dark Grid
I hate to question you, but are you sure ? Mine here doesn't show a difference. I think I see a file for 2D Huge, but mine isn't using it. The one in III is a cruddy png, so I didn't include it in the zip above. If you can double confirm the above statement, I will make a file for you [:)]This is only updating the 2D Large and out, but the 2D Huge hex outline remains unchanged
RE: Request - Dark Grid
ORIGINAL: sPzAbt653
I hate to question you, but are you sure ? Mine here doesn't show a difference. I think I see a file for 2D Huge, but mine isn't using it. The one in III is a cruddy png, so I didn't include it in the zip above. If you can double confirm the above statement, I will make a file for you [:)]
Yes, I'm sure. But everything is fine now. Don't forget, I do not use the override graphics folder in the user's documents path, its only use is for scenario specific graphic updates.
I use JSGME with MODS folder in TOAW IV main program folder. Each mod is given a folder, in which each has a "graphics" folder with the mod's updated png files. I then use JSGME to select which mods I want at same time, and it overwrites the program's main graphics files, but keeps the originals so I can so I can remove all mods before applying any game patch. Then reactivate the mods.
Your hex outline update included two files, it did not have the huge hex outline (h_Hexoutline.png)? I'm guessing, but regardless, its all good now. Thanks.
RE: Request - Dark Grid
Good that all is good !
I've never used JSGME so I have no idea, if it works ok then good. But just to let you know, if you stick the posted hexoutline.zip in your Graphics Override, it will use it in all scenarios, and will not be overwritten by patches/updates.
h_Hexoutline.png yes, but for some reason it is not used here. [X(]
I've never used JSGME so I have no idea, if it works ok then good. But just to let you know, if you stick the posted hexoutline.zip in your Graphics Override, it will use it in all scenarios, and will not be overwritten by patches/updates.
h_Hexoutline.png yes, but for some reason it is not used here. [X(]
RE: Request - Dark Grid
ORIGINAL: sPzAbt653
I've never used JSGME so I have no idea, if it works ok then good. But just to let you know, if you stick the posted hexoutline.zip in your Graphics Override, it will use it in all scenarios, and will not be overwritten by patches/updates.
Thanks. Yes, I'm aware of something in the override graphics outside of scenario will be used by all. But you still have to manually move files, delete, etc, to make changes. JSGME (it is free) does all that for me by just selecting from a list of mods I want to activate or de-activate.
For Panzer Corps, it is necessary, because so many user campaigns have their own mod requirements to have installed. Simple to select what they want from a JSGME mod list.
I could have setup JSGME to update the override path, which avoids program files, but I've already run into some mod files that did not have an impact as expected until moved to program graphics folder, so I'll keep in program path and be careful.
Program updates I'll do after I de-activate all the mods (since I'm not doing it override path, which is its purpose, stay out of the way of updates).
Sorry, didn't mean to go off on that tangeant. Once the TOAW mods get numerous, you'll wish for something easier. Anyway, thanks for the update, and yes, aware of override purpose, just don't use it because I've something else. Your mods still work for me.
RE: Request - Dark Grid
It's disturbing because it isn't supposed to be that way. I've noticed this with the Cursor files [put them in Override and they don't work, put them in Program Files and they do]. Computers, eh.but I've already run into some mod files that did not have an impact as expected until moved to program graphics folder
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barkhorn45
- Posts: 245
- Joined: Thu Mar 06, 2008 10:19 pm
RE: Request - Dark Grid
What part of the mod changes the hex grid?ORIGINAL: Oberst_Klink
Telumar's mods should be worth a look.ORIGINAL: gbaby
Hmm... This is only updating the 2D Large and out, but the 2D Huge hex outline remains unchanged, which is my normal view.
They really need to update the hex outline to no fancy creativity which is in play now. Those three pointed "stars" are just awful, supposed to hint at hex outline, but it is just, well, ugly.
Hex "outline" means hex outline. Just play with it off, can handle it, and it is how to play if you want a pretty map, but outline right now is useless, to me anyway. It is just too distracting.
Give me hex outlines or give me, ah, well, a lecture on how to stop being such a board game nerd.
https://thetoawbeachhead.wordpress.com/ ... phic-mods/
Klink, Oberst
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barkhorn45
- Posts: 245
- Joined: Thu Mar 06, 2008 10:19 pm
RE: Request - Dark Grid
Also when I unzip the attachment to the graphics override folder it shows as 2 png that the game apparently does not recognize.
I also use jsgme but how do you install the attachment to the MODS folderin order to enable it.
I also use jsgme but how do you install the attachment to the MODS folderin order to enable it.
RE: Request - Dark Grid
ORIGINAL: barkhorn45
What part of the mod changes the hex grid?
I downloaded "Classic+Redux+PNG.zip". In that zip file, in the GUI folder, I copied the three files..
h_Hexoutline.png
Hexoutline.png
s_Hexoutline.png
to a new mod folder I created for JSGME, but I'll use this as an example for your next question...
ORIGINAL: barkhorn45
Also when I unzip the attachment to the graphics override folder it shows as 2 png that the game apparently does not recognize.
I also use jsgme but how do you install the attachment to the MODS folderin order to enable it.
Before I copied the hexoutline png files, I created a MOD folder for it. I use the program path, but you can also set it up to use the Override graphics in the My Documents path. For me, I update the program files, not the override.
C:\Program Files (x86)\Matrix Games\The Operational Art of War IV\MODS
I created the MODS folder and then setup a shortcut to JSGME in TOAW IV directory (properties should show TOAW IV as working directory). First time it runs, since it does not find a JSGME.ini file in same directory, it allows you to set the mod directory, which of course, use the MODS default.
Okay, so in C:\Program Files (x86)\Matrix Games\The Operational Art of War IV\MODS directory, I create a new directory to any name I want, for this, I called it "Hex Outline Dark" and then create another directory in that one which matches the TOAW IV directory name which the mod files is going to temporarily replace, in this case, the "graphics" folder contained in TOAW IV directory. Ergo, copy the mod hexoutline files to...
C:\Program Files (x86)\Matrix Games\The Operational Art of War IV\MODS\Hex Outline Dark\graphics
Now run the JSGME shortcut and you'll see the new "Hex Outline Dark" mod listed and you can enable/disable with other TOAW IV mods you follow the same technique with.
Sorry, that was a bit long winded.
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barkhorn45
- Posts: 245
- Joined: Thu Mar 06, 2008 10:19 pm
RE: Request - Dark Grid
Thanks for the response,I usually install the mod enabeler to the game directory via a setup exe and create a MODS folder.
I created a folder I named d outlines and placed the 2 png's to it and then placed the folder into the MODS folder
then ran the enabler and enabled d outlines but did not show up in game
I created a folder I named d outlines and placed the 2 png's to it and then placed the folder into the MODS folder
then ran the enabler and enabled d outlines but did not show up in game
RE: Request - Dark Grid
ORIGINAL: barkhorn45
Thanks for the response,I usually install the mod enabeler to the game directory via a setup exe and create a MODS folder.
I created a folder I named d outlines and placed the 2 png's to it and then placed the folder into the MODS folder
then ran the enabler and enabled d outlines but did not show up in game
It works fine for me, so I'm going to "assume" that you have something going with your mods folder setup. You said you put it in "d outlines"? What about the directory of TOAW IV the file is supposed to go into?
For example, let us say you created
"..\The Operational Art of War IV\MODS\d outlines"
It would show in your list of mods as "d outlines" in JSGME, however, if you enable, it would copy the mod files to the base directory of
"..\The Operational Art of War IV" and they do not work there.
You want to create the directory of the game base directory you want to the files to go to. So in this case, the files need to update files in the "graphics" directory. Your MODS directories should be...
"..\The Operational Art of War IV\MODS\d outlines\graphics"
and that is where those files should go. So now JSGME, once you activate, will save originals and move your files to
"..\The Operational Art of War IV\graphics"
I hope that is all that is going on, else make sure your "working directory" is the base TOAW IV game directory. Also look in your JSGME.ini file (in TOAW IV base directory) with notepad or whatever, it should have directories set up correctly with TOAW IV as base directory.
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barkhorn45
- Posts: 245
- Joined: Thu Mar 06, 2008 10:19 pm
RE: Request - Dark Grid
My ignorance is showing how do you "create"a directory?All the previous times I have used jsgme{sh4,etc}they have been setup for jsgme.
Thanks for the help but do not want to waste your time trying to educate me I'll just copy the png's to the graphics folder and overwrite don't like the white ones anyway.
Thanks for the help but do not want to waste your time trying to educate me I'll just copy the png's to the graphics folder and overwrite don't like the white ones anyway.
RE: Request - Dark Grid
ORIGINAL: barkhorn45
My ignorance is showing how do you "create"a directory?All the previous times I have used jsgme{sh4,etc}they have been setup for jsgme.
Thanks for the help but do not want to waste your time trying to educate me I'll just copy the png's to the graphics folder and overwrite don't like the white ones anyway.
Not a problem. Don't forget that JSGME is all about convenience in moving files around, so you can move them, save originals (rename), etc, but it will be painful when you have multiple mods and you want to mix. Anyway, I would recommend that if you do it manually, copy it to the override directory...
\Documents\My Games\The Operational Art of War IV\Graphics Override
It won't replace your original and the game will use the mod files instead of the original.
For creating a directory, well, if you are using a mouse, you can just right click anywhere in the file explorer window of the TOAW IV directory (or where ever) and choose "New/Folder". It will then let you name it. If you are too fast and didn't name it, it will get named to default "New Folder", select it and hit F2 or right click on it and select "rename" and you can call it what you want. That is all there is to create a directory. And that is what JSGME is all about, directory/file management, you just need to make sure it all setup correctly and JSGME takes it from there.
I could go into how to create directories via the command prompt, but that just shows up my age and will really confuse unless we spend pages discussing what a command interface is all about. Oh boy, the GUI's have taken over the world!


