Board game style mod

Graphics, sound, and database mods.

Scenarios should still be posted in the main 'Mods and Scenarios' forum below
Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

Just some additions to the mod.

A flatter looking border for urban hex (the old one is included as well). I have also tweaked the hex outline and included a black version, for those that are hex outline lovers like me. An alternative light urban hex was also included.

Image
Attachments
SCREENSHOTS33_v1_3.jpg
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gwgardner
Posts: 7184
Joined: Fri Apr 07, 2006 1:23 pm

RE: Board game style mod

Post by gwgardner »

Better and better; those urban outlines are so much less intrusive than before.

Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

I have updated the mod to version 1.4 with new mountains, alpine and hills tiles and some tweaks to urban tiles.

Excuse me those that have just downloaded it for my erratic updates, but I never know when I'll have the time and will to deal with it. Usually it is something that is bothering me while playing.

Anyway, if you use a customized mod, the files that have been changed are listed in the instruction, so you can just grab those.


Image
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SCREENSHOTS34_v1_4.jpg
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Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

One more picture

Image
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SCREENSHOTS35_v1_4.jpg
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budd
Posts: 3095
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: Board game style mod

Post by budd »

This really is fantastic work, thank you for sharing.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
rocketman71
Posts: 489
Joined: Tue Feb 20, 2007 8:43 pm

RE: Board game style mod

Post by rocketman71 »

I have the version of the mod before the interface was added. Now I wanted to update with the new tiles and not the interface so I grabbed the 15 files as noted in the intstructions. Now I get these weird artifacts. How come?

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toawborder.jpg
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Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

There was really some uncleaned borders on the hills tiles bitmap. I've cleaned it and have uploaded the corrected version. But it should be noted that it shouldn't display the way it does in the picture you have posted, since the level of transparency is very high. In my computer it is unnoticeable. Anyway, try to use the new version and see if it works for you.
rocketman71
Posts: 489
Joined: Tue Feb 20, 2007 8:43 pm

RE: Board game style mod

Post by rocketman71 »

It looks great now again, thanks :)
I just installed all files again. However, I would like to go back to the previous Cursors. Can those be downloaded seperately?
Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

This depends on what you mean by previous cursors. If you want the original TOAW cursors, just delete the cursors folder inside the graphics override folder. If you mean the cursors of the first version of the mod, just download it on the site (below) and substitute the cursors folder inside the graphics override folder. You'll notice the difference in the file name. The version 1 cursors have, all of them, .cur extension; from version 1.3 on, two of the files have .ani extension.
rocketman71
Posts: 489
Joined: Tue Feb 20, 2007 8:43 pm

RE: Board game style mod

Post by rocketman71 »

Solved. I got confused and thought that there were only three cursor files, so the animated ones remained when I updated the other three.
BTW, also had a look at the flow chard player's aid you made. Terrific stuff [:)]
lamarax
Posts: 6
Joined: Mon Jun 20, 2016 9:26 am

RE: Board game style mod

Post by lamarax »

My first post (ok, maybe second) in this forum after many years of lurking and being a Matrix customer, is to thank you for your outstanding work!

Below are my "historically corrected" flag and roundel files, adjusted for your mod. I hope you can find the time to review and integrate them better.
Attachments
altflags.zip
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Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

Thanks for the compliment. I'll take a look at your file when I get some time. But it is important to notice that the objective flags are the only thing in my mod with which I'm still very dissatisfied. I didn't find a way to alter the mask used to display the flag. It seems to be coded somewhere. It doesn't seem to be defined by a bitmap mask available for change. I may be wrong, but I've already posted a question about it and got no answer. I have just changed saturation and the flag's borders.

The flags are just extremely invasive, as you can see from the pictures I've posted. They cover all terrain features, but when there are a lot of objective hexes (exactly when they are more invasive) it is mandatory to keep them on. There are two solutions: one is to allow editing the mask and position of the flags in the hex, so that one can design a less invasive solution; the other would be to program a keyboard hotkey to switch on/off the flags and keep them above the counters while pressed (like the way the space bar works). Going to the panel to switch it below, above or off every time is painful, so that I'll keep them on all the time while planning, blocking the view of the terrain features and kind of spoiling the look of the map.

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objectiveflag1.jpg
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Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

Without flags

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objectiveflag2.jpg
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gliz2
Posts: 454
Joined: Sat Feb 20, 2016 9:04 am

RE: Board game style mod

Post by gliz2 »

I'd wish to make a complaint ;)

The new interface colours are to washed out and not contrasting enough. Yellow on drab green/olive is perefectly visible whereas yellow on beige is I can't see shit :(

Other than that amazing work. They should implement it by default in the next iterration.
Plans are worthless, but planning is essential.
Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

If you refer to the text inside the boxes, they shouldn't be yellow anymore. Are you sure you are using the fonts file provided. Anyway, if you don't want to use the provided fonts, just change them at will in the Player Options menu. Yellow text won't work for sure.

Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

This is the way it should look. You may prefer the original, but I think it is readable. If you want still further contrast, just don't adjust the transparency as suggested in the instructions.

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Attachments
interfaceexample.jpg
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gliz2
Posts: 454
Joined: Sat Feb 20, 2016 9:04 am

RE: Board game style mod

Post by gliz2 »

Ok. Now it looks better. Thank You Sir :)
Plans are worthless, but planning is essential.
tcarusil
Posts: 222
Joined: Sun May 01, 2011 12:50 pm
Location: Indianapolis, IN

RE: Board game style mod

Post by tcarusil »

I am trying out this mod and have a question. In the standard Opart4.ini there was a line "HugeIcons=Y" that would make the fonts in the Information Panel larger. This was a big help for my aging eyes. This command does not seem to work with this mod. Am I doing something wrong, or is this feature not supported by the mod?

Thanks for all your effort.

TomC
Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: Board game style mod

Post by Cabido »

The mod doesn't change anything in Opart4.ini. The fonts should continue to work as previously. If you can't get the results you want by changing the ini file, try setting the font's size directly in the fonts editor (Play > Player Options > right arrow > Edit Fonts). I think the Information Panel font is called Status Bar in the editor. Just change the size, leave the editor and press CTRL + R in order to refresh.
tcarusil
Posts: 222
Joined: Sun May 01, 2011 12:50 pm
Location: Indianapolis, IN

RE: Board game style mod

Post by tcarusil »

You were on the right track, but not the correct name. Changing the font for the "Status Bar" impacts the box at the bottom of the screen. To change the fonts in what I called the "Information Panel" I discovered that the changes need to be made to the "Unit Info Medium Font" and the "Unit Info Value Font".

Again, thanks for your wonderful work on this mod.

TomC
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