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 Post subject: Re: Graphics Updates
PostPosted: Tue Sep 28, 2010 6:21 pm 
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How are we on the Indian tribe icons? Don't worry about the buffalo and deer and rabbits and whatnot...if NotAToy hasn't stocked his larder for winter already, he'll just have to go hungry! :innocent:

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 Post subject: Re: Graphics Updates
PostPosted: Tue Sep 28, 2010 8:44 pm 
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Yes! Well for Indians, I have the base infantry graphic done for them, but that's it. They'll be a bit quicker since they won't need artillery crews. I guess while I'm at it, is there a way we can make the US Western OB use the tan icons? I'd like to draw some more appropriate US infantry for that period.

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 Post subject: Re: Graphics Updates
PostPosted: Wed Sep 29, 2010 5:06 am 
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Hmmm...no, I don't think so, because I've switched the nations around. US Army uses the German OOB and icon file, so it will never switch to the tan icons. CS Army would, if the map is a desert one, though.

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 Post subject: Re: Graphics Updates
PostPosted: Thu Sep 30, 2010 8:39 pm 
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May be a little hard to fudge then.. we could get by with fighting Injuns with skirmish lines.. most of the battles out there were fought by cavalry anyway, it seems. At least maybe we could do custom cavalry icons, but that fourth infantry icon set is so tempting. Is there a way to make the separate western OB around an existing nation that uses the brown infantry, same as Natives, so that when they're paired off, one automatically goes to the tan?


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 Post subject: Re: Graphics Updates
PostPosted: Fri Oct 01, 2010 8:05 am 
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Possibly...could use the USMC OOB, as it switches to tan infantry in Desert battles. Trouble with using the brown set for the US Cavalry is that it is always Player 2 who switches to tan, and that would require battles to be made with the Cavalry as P2 all the time. Better to use an Allied OOB that switches between green and tan, even if by accident the US Cav ends up using the Confederate icons sometimes (if the map is not set as a desert one).

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 Post subject: Re: Graphics Updates
PostPosted: Fri Oct 01, 2010 5:24 pm 
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Ok then.. should I go ahead and put Western infantry icons on my list?


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 Post subject: Re: Graphics Updates
PostPosted: Fri Oct 01, 2010 8:49 pm 
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Yeah...I'll also have to edit the 4 SHP files and hexedit the Mech and the OOb Editor, but those aren't that difficult.

BTW...if we are going to have a separate West OOB (I'm going with US Cavalry as a name, since that was the main force involved), we're going to need a stagecoach icon. I mean, what kinda 'wild, wild west' would it be without the In'juns ambushing the stage as it brings Miss Kitty to Dodge City? :wheee:

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 Post subject: Re: Graphics Updates
PostPosted: Fri Oct 01, 2010 9:28 pm 
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I want to see a Gatling-armed coach like in 3:10 To Yuma :teeth:


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 Post subject: Re: Graphics Updates
PostPosted: Fri Oct 01, 2010 10:58 pm 
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See, now we can do Harry Turtledove's The Guns of the South novel....Lee's Army of Northern Virginia armed with AK-47 rifles! :dance:

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 Post subject: Re: Graphics Updates
PostPosted: Sat Oct 02, 2010 7:22 pm 
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Haha.. blending the Nam mod into the CW mod. That was actually a cool book. "Never seen so many guts in a rifle before!"

Got the new power cord from Amazon Friday, and the modding laptop works like a charm again. I sent Tracer the fort BMPs and we're in the process of figuring out what the hell I did wrong. I'll be sending stuff up this week. Would be nice to get my whole graphics workload done these next eight days off :shock: Then there are sounds, and the naval aspect of things.


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 Post subject: Re: Graphics Updates
PostPosted: Tue Oct 05, 2010 7:25 pm 
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Forget the naval stuff for now...that needs more testing, and it ain't gonna happen if it's just 2 or 3 of us.

I want to get this thing out there for the rest of the community to try it out, and then feedback will start rolling in. With that, we can do a better job of editing and building things like the naval combat and other forts.

Right now, I need the following things:

1. A complete set of working Fort SHPs.
2. An icon SHP for the Indians, using file Icon0012, the "communist" brown one.
3. An icon SHP for the US Cavalry, using file Icon0013, the "desert" tan one.

That's it. Then I will do the US Cavarly flags, edit those 4 SHPs, hack the Mech and OOB Editor to change the Marines name, bundle everything into the Mod file and post it.

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 Post subject: Re: Graphics Updates
PostPosted: Wed Oct 06, 2010 2:45 pm 
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Ok. Tracer has the fort icons now, and is working on them. He says he's a little extra busy now, but will get back soon. Once he's fixed them, I can create the zoomed-out tiles and package them up. Today I finished the roads, bridges, and pontoon SHPs.

By the way, does anyone have a working copy of Windows 95?


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 Post subject: Re: Graphics Updates
PostPosted: Wed Oct 06, 2010 2:46 pm 
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By the way, are you going to need scenarios for the beta? I have one for the Philippi Races incident, one of the very first battles of the war (pre-Manassas), and can do a quick one of the battle of Miliken's Bend.


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 Post subject: Re: Graphics Updates
PostPosted: Wed Oct 06, 2010 5:12 pm 
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Yes, I'm going to want a few scenarios to include with the release; I'm going to re-do my Devil's Den one, since the nit structure has changed alot since I made the original.
Not too may, since I don't want to delay things any more, but a couple that highlight the various aspects of the Mod: one with some Indians, one that uses the fort terrain, maybe one with a railroad bridge, train, and blockhouses...

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 Post subject: Re: Graphics Updates
PostPosted: Wed Oct 06, 2010 7:03 pm 
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Ok, got a few in mind.

Indians - nothing really in particular, just an ambush of a company of cavalry by a band of Indians on the prairie.
Forts - I'm thinking the battle of Fort Sanders, Tennessee.
Railroad Bridge - A minor scrap, the battle of Staunton River Bridge during the Petersburg campaign, though I'm not sure that was a railroad bridge.
Blockhouses - could be incorporated in the battle of Fort Sanders.

Oh yeah, the USS Choctaw and USS Lexington participated at the battle of Milliken's Bend, so it'll have to wait for later.


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