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Old 07-09-2009, 09:36 PM   #46
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Re: ***New Full Tilt Mods Post-Update***

I've removed the "(Non-commercial)" stipulation, I think it's best if *all* new FTP mods are easily found in one thread, and I'd rather we not have two big FTP mod threads running at the same time.

Free non-commercial mods are always desirable, but surely we can share the thread with those who charge for their modding works? If there's an outcry I can easy change it back / move posts etc.
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Old 07-09-2009, 09:38 PM   #47
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Re: ***New Full Tilt Mods Post-Update*** (Non-commercial)

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Originally Posted by SirFelixCat View Post
outphasen has posted his mods and he made a few adjustments that I asked:




TBH, I think this is better than what my layout was prior to the update. Major props to him and I asked him to come here to post both of his mods (the original and the one that he made for me *posted above*)
where can i get this mod?
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Old 07-09-2009, 09:39 PM   #48
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Re: ***New Full Tilt Mods Post-Update*** (Non-commercial)

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Originally Posted by SirFelixCat View Post
I added the red bolded part for clarification.

Hope that helps!
That's what I get for skip-reading that post earlier (I thought the c:\Cards folder was just a temp folder to copy your old mods to so you didn't delete them)!
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Old 07-09-2009, 09:52 PM   #49
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Re: ***New Full Tilt Mods Post-Update*** (Non-commercial)

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Originally Posted by elite4life View Post
all of the suits work except for the diamonds. the other suits are the modded cards, the diamonds are the original ftp cards.
edit: these cards are not always the same, they are mixed with the modded and original ftp cards. its not jsut the diamonds.
Uncheck "Four Color Cards".
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Old 07-09-2009, 09:56 PM   #50
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Re: ***New Full Tilt Mods Post-Update***

anyone figured out how to have empty seats at your table show in just a red box, so that it is really easy to see at a quick glance how many ppl are at your table? with the mod i have now the seat just completely dissapears and its just empty black, and its really hard to tell at a quick glance
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Old 07-09-2009, 10:00 PM   #51
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Re: ***New Full Tilt Mods Post-Update***

My deck isn't fancy but if you just play Hold 'Em (doesn't work for mixed games) and you play tiny tables these cards are easy to read because the numbers are relatively huge:

Unzip, place cards folder in Full Tilt Poker\Graphics\NewTable\Common



http://www.mediafire.com/?nzowjymtx20
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Old 07-09-2009, 10:00 PM   #52
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Re: ***New Full Tilt Mods Post-Update***

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Originally Posted by ********** View Post
anyone figured out how to have empty seats at your table show in just a red box, so that it is really easy to see at a quick glance how many ppl are at your table? with the mod i have now the seat just completely dissapears and its just empty black, and its really hard to tell at a quick glance
It's pretty easy. The file you want to modify is:

C:\Program Files\Full Tilt Poker\Graphics\NewTable\RaceTrack\Pod\BasePod_Empt y.svg

If you send me a copy of your C:\Program Files\Full Tilt Poker\Graphics\NewTable\RaceTrack\Pod\BasePod_Off. svg I will happily modify it so it's just bright red.
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Old 07-09-2009, 10:03 PM   #53
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Re: ***New Full Tilt Mods Post-Update***

wow, Mr Q is pissed!

i have no problems with table mods and chips in the new software but wtf is going on with the decks? i have enough vector skills to rebuild my decks from scratch in illustrator, but this svg format is not accepting trensparency masks or layereffects and is blurry on the edges even when i build the card directly over ftp original card
so sick. so they made their software just for their ugly white cards with stupid text on it? sick, sick, sick, im pissed!

going to bed now. 12 hours of work yesterday and 10 hours today are enough. hopefully i can figure out something tomorrow

****ing ftp idiots >

good night
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Old 07-09-2009, 10:12 PM   #54
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Re: ***New Full Tilt Mods Post-Update***

please can some1 convert this to the new file system, or at least tell me how =D
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Old 07-09-2009, 10:12 PM   #55
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Re: ***New Full Tilt Mods Post-Update***

Quote:
Originally Posted by Mr Quicksilver View Post
wow, Mr Q is pissed!

i have no problems with table mods and chips in the new software but wtf is going on with the decks? i have enough vector skills to rebuild my decks from scratch in illustrator, but this svg format is not accepting trensparency masks or layereffects and is blurry on the edges even when i build the card directly over ftp original card
so sick. so they made their software just for their ugly white cards with stupid text on it? sick, sick, sick, im pissed!

going to bed now. 12 hours of work yesterday and 10 hours today are enough. hopefully i can figure out something tomorrow

****ing ftp idiots >

good night
svg...sucks
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Old 07-09-2009, 10:14 PM   #56
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Re: ***New Full Tilt Mods Post-Update***

Quote:
Originally Posted by Mr Quicksilver View Post
wow, Mr Q is pissed!

i have no problems with table mods and chips in the new software but wtf is going on with the decks? i have enough vector skills to rebuild my decks from scratch in illustrator, but this svg format is not accepting trensparency masks or layereffects and is blurry on the edges even when i build the card directly over ftp original card
so sick. so they made their software just for their ugly white cards with stupid text on it? sick, sick, sick, im pissed!

going to bed now. 12 hours of work yesterday and 10 hours today are enough. hopefully i can figure out something tomorrow

****ing ftp idiots >

good night
Why don't you see if FTPDoug can put you in touch with one of the developers at Full Tilt who works on graphics - representing the principle commercial mod developer, you would stand more of a chance than some random, and it might be good for business if FTP opened up a little, especially given this mess. As long as you don't mind summarising the situation post-mortem - what do you say?
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Old 07-09-2009, 10:25 PM   #57
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Re: ***New Full Tilt Mods Post-Update***

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Originally Posted by neverbeclever View Post
svg...sucks
Actually, it's really awesome that they finally decided to switch to SVG. If you're unaware, svg allows all graphical elements to render much faster than standard raster formats (png, gif, jpg, etc.). SVG uses mathematical algorithms to display graphics instead of scaling pixels (raster format) up and down.

As far as the transparency issue goes, it seems like an matter of what version of the SVG format you are using. I haven't had time to play around with it much but I am sure it is an easy fix.
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Old 07-09-2009, 10:27 PM   #58
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Re: ***New Full Tilt Mods Post-Update*** (Non-commercial)

Quote:
Originally Posted by Nazo View Post
Hello everybody, my first post and first deck made by me.



You can download it from HERE (Cards + Table).

On the screen you can see some stuff from limpshove! tnx m8
this deck is pretty sweet
question tho... why is the lettering on the spades smaller than the lettering on other cards lol
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Old 07-09-2009, 10:31 PM   #59
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Re: ***New Full Tilt Mods Post-Update***

what will this change? its the format they chose for their graphics. ftp doug didnt listen to anybody in the beta feedback thread. finally they bring out a client that can handle png files where it would be easy to integrate high quality png cards and then they screw up their graphics like this. you think i can change their mind so they step back from svgs to pngs? i dont think so. imo they even did it to make it harder for us modders (commercial).
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Old 07-09-2009, 10:39 PM   #60
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Re: ***New Full Tilt Mods Post-Update***

outphasen: its not about oppacity. its about oppacity gradient masks and layerstyles
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