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Telumar's "Final" Graphic Mod ?
Posted: Tue Dec 26, 2017 3:52 pm
by Nicholas Bell
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.
ORIGINAL: Telumar
This is what i am currently working on. It's not yet fully finished, but almost:
RE: Telumar's "Final" Graphic Mod ?
Posted: Tue Dec 26, 2017 4:32 pm
by Oberst_Klink
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
RE: Telumar's "Final" Graphic Mod ?
Posted: Tue Dec 26, 2017 6:53 pm
by 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):

RE: Telumar's "Final" Graphic Mod ?
Posted: Tue Dec 26, 2017 7:33 pm
by Franciscus
It looks very good.
It would be great to have this mod [&o]
RE: Telumar's "Final" Graphic Mod ?
Posted: Tue Dec 26, 2017 8:01 pm
by Silvanski
The great Telumar resurfaced, so I'm sure he'll be able to shed some light on this
RE: Telumar's "Final" Graphic Mod ?
Posted: Wed Dec 27, 2017 2:08 am
by Nicholas Bell
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 ?
Posted: Wed Dec 27, 2017 7:54 pm
by 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.
RE: Telumar's "Final" Graphic Mod ?
Posted: Thu Dec 28, 2017 7:57 am
by Shadrach
Reminds me a lot of the beautiful Command Ops maps, very nice! [:)]
[Deleted]
Posted: Thu Dec 28, 2017 9:29 am
by Anonymous
[Deleted by Admins]
RE: Telumar's "Final" Graphic Mod ?
Posted: Thu Dec 28, 2017 5:04 pm
by 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.

RE: Telumar's "Final" Graphic Mod ?
Posted: Thu Dec 28, 2017 5:05 pm
by Nicholas Bell
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 ?
Posted: Thu Dec 28, 2017 6:27 pm
by Telumar
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]

RE: Telumar's "Final" Graphic Mod ?
Posted: Thu Dec 28, 2017 6:38 pm
by Rasputitsa
Very nice looking map, I would certainly use it, if it became available. [:)]
RE: Telumar's "Final" Graphic Mod ?
Posted: Mon Jan 08, 2018 10:17 pm
by wzfcns
look like real military map.Great mod
RE: Telumar's "Final" Graphic Mod ?
Posted: Fri Jan 12, 2018 10:43 pm
by sandman2575
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 ?
Posted: Mon Feb 12, 2018 2:28 pm
by gliz2
Telumar is this available through your mod?
RE: Telumar's "Final" Graphic Mod ?
Posted: Mon Feb 12, 2018 9:20 pm
by Telumar
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 ?
Posted: Tue Feb 13, 2018 3:42 pm
by gliz2
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 [:(][:(][:(]
RE: Telumar's "Final" Graphic Mod ?
Posted: Tue Feb 20, 2018 11:32 am
by Telumar
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:

RE: Telumar's "Final" Graphic Mod ?
Posted: Tue Feb 20, 2018 12:50 pm
by jmlima
The graphic performance is also pretty atrocious when compared to the previous game.