Page 1 of 10 12345678910 LastLast
Results 1 to 20 of 184

Thread: BETTER GRASS 1.0

  1. #1
    DAVIDE's Avatar QVID MELIVS ROMA?
    Join Date
    Nov 2005
    Location
    ITALIA
    Posts
    15,811

    Default BETTER GRASS 1.0

    BETTER GRASS 1.0

    Better Grass' a mod who modifies the battlemap look, with brandnew grass and flora types, makin the landscape something close to things u see in a touristic postcard! Every climate has a different flora, who will catch your eye immediately... breathtake landscapes...


    WHAT'S NEW:

    - Brandnew grass high res
    - Leontopodium Alpinum aka "Edelweiss" for alpine climate
    - Cistus Monspeliensis aka "Cliff Rose" for semi arid climate
    - Taraxacum Officinale aka "Dandelion" for coniferous forest climate
    - Leucanthemun Vulgare aka "Oxeye Daisy" for deciduous forest climate
    - Primula Scotica aka "Scottish PrimRose" for highlands climate
    - Helianthus Annuus aka "Sunflower" for tropical climate
    - Alepecurus Pratensis aka "Graminae" for steppe climate
    - Lavandula aka "Lavender" for mediterranean climate






    SCREENSHOTS (sorry for quality of pics):


    Spoiler Alert, click show to read: 


    Alpine - Edelweiss
    Spoiler Alert, click show to read: 







    Tropical - Sunflowers (small variant)







    Steppe - Graminae







    Mediterranean - Lavandula






    Coniferous Forest - Dandelion









    Deciduous Forest - Oxeye Daisy








    Highlands - Scottish Primrose








    Semi Arid - Cliff Rose










    HINTS: IF U HAVE A PC NEWEST THAN A C64, I HINT U TO GROW UP "GRASS DISTANCE" ON MED2 PREFERENCE.CFG FILE..

    DURING THE BATTLE, DISABLE (IF U CAN) OR REDUCE USER INTERFACE THRU INGAME OPTIONS, TO HAVE A BETTER VIEW OF THE FLORA



    THE GAME MUST BE UNPACKED!!!!!




    HOW TO CREATE
    io.file_first, NECESSARY TO LAUNCH THE GAME WITH UNPACKED GAME:

    to create the .bat alternative exe of the game, io.file_first
    :

    To do this, copy your medieval2.preference.cfg file and name the copy "mymod.cfg"
    Then open "mymod.cfg" with a text editor and add the following to the top:


    [io]
    file_first = 1

    [log]
    to = logs/system.log.txt
    level = * error


    This will tell the game to use the files it finds in the data directory instead of those in the packs.
    It will also enable error logging to a custom error log, which is highly
    recommended, but not strictly necessary.

    In order to be able to start your game using this config, create a new text file inside your MTW2 directory called mymod.bat
    Open it (right-click, edit) and write this into it:


    medieval2.exe @mymod.cfg
    Congratulations. If everything worked, you should now be able to run the game with your unpacked files by starting mymod.bat


    now open your data directory (inside your MTW2 directory) and delete or rename descr_geography_new.db and descr_geography_new.txt (this is important - if you don't do it, your game won't run)




    README:



    For Vanilla Med II owners:

    Open the .rar file, copy the folder "new_vegetation" and paste it in:

    .....\Medieval II Total War\data

    a window will ask u to overwrite, say yes!

    now enter the game, via mymod.bat or whateva you use



    For people who has MedII version with mods installed:

    copy the folder new_vegetation, inside the data folder of the mod u are using, and overwrite sayin yes!


    FILE IS FINDABLE IN THE ATTACHMENTS:





    folder inside rar, goes inside new_vegetation/grass


    if u have bugs et similia, post here.. i will happy to help!



    TEAM MODDERS WHO WANTS TO USE THIS WORK FOR THEIR MODIFICATIONS, I WILL HAPPY TO GIVE U MY PERMISSION... SEND ME A PM TELLING ME THE MOD U RAPRESENTS AND I'LL GIVE U THE PERMISSION TO USE IT 200%



    Have a nice BETTER GRASS 1.0 game!



    Last edited by DAVIDE; July 23, 2010 at 10:22 AM.

  2. #2
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,434

    Default Re: BETTER GRASS 1.0 (released)

    it's great dude



    may we use this mini-mod in other mods?

    (credits will be given)
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod

  3. #3
    PubliusKhannus's Avatar Senator
    Join Date
    Mar 2009
    Location
    Austin Texas
    Posts
    1,207

    Default Re: BETTER GRASS 1.0 (released)

    woot thanks man, been watching u develop it..finally here..great little mod that fixes the little things, but will enhance so much more



  4. #4
    DAVIDE's Avatar QVID MELIVS ROMA?
    Join Date
    Nov 2005
    Location
    ITALIA
    Posts
    15,811

    Default Re: BETTER GRASS 1.0 (released)

    Quote Originally Posted by Swagger View Post
    it's great dude



    may we use this mini-mod in other mods?

    (credits will be given)
    Sure!!!!!!
    Last edited by DAVIDE; March 23, 2009 at 07:05 PM.

  5. #5
    PubliusKhannus's Avatar Senator
    Join Date
    Mar 2009
    Location
    Austin Texas
    Posts
    1,207

    Default Re: BETTER GRASS 1.0 (released)

    what other mods have u done davide? or are u working on any other mods or have any wips?



  6. #6
    DAVIDE's Avatar QVID MELIVS ROMA?
    Join Date
    Nov 2005
    Location
    ITALIA
    Posts
    15,811

    Default Re: BETTER GRASS 1.0 (released)

    Quote Originally Posted by PubliusKhannus View Post
    what other mods have u done davide? or are u working on any other mods or have any wips?
    for med2:

    Thermopylae Map 1.0, which is in this section
    Battle for Eilean Donan's, which is in this section too

  7. #7
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,434

    Default Re: BETTER GRASS 1.0 (released)

    thanks dude
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod

  8. #8

    Default Re: BETTER GRASS 1.0 (released)

    spoilerize your screenshots. other than that. YAY and THANK YOU! I'm honored to be the third downloader of this!

    Ebullient Princesses! Titles! Bloodlines! Bastard Traitors!
    So much fun in one little BBB package! Get yours today!

  9. #9

    Default Re: BETTER GRASS 1.0 (released)

    This is a good surprise !
    Son of _Pontifex_Father to Mithrandir
    - Citizen, Artifex, Civitate - Librarian

    Third Age: Total War - Most Promising Mod of 2008
    2D Graphical Artist & Moderator

  10. #10
    PubliusKhannus's Avatar Senator
    Join Date
    Mar 2009
    Location
    Austin Texas
    Posts
    1,207

    Default Re: BETTER GRASS 1.0 (released)

    thermopylae sounds real interesting..ill def look into it!



  11. #11
    Argent Usher's Avatar [sɪθlɔ:d]
    Join Date
    Jun 2007
    Location
    Berlin/Germany
    Posts
    1,240

    Default Re: BETTER GRASS 1.0 (released)

    Nice efforts but the most of the new grass textures are completely unrealistic.


    Regards A.U.
    Those who dream by day are cognizant of many things that escape those who dream only at night. Edgar Allan Poe

  12. #12

    Default Re: BETTER GRASS 1.0 (released)

    Couple questions.
    Can I paste it in a mods on Kingdoms engine as well?
    I participate in several hotseats-it would be problems in dl?

  13. #13
    Horsa's Avatar Artifex
    Join Date
    Nov 2008
    Location
    Isle of Slingers
    Posts
    3,782

    Default Re: BETTER GRASS 1.0 (released)

    Hail Mr Davide

    Your name shall live on.

  14. #14
    fightermedic's Avatar Ordinarius
    Join Date
    Feb 2008
    Location
    Bavaria
    Posts
    756

    Default Re: BETTER GRASS 1.0 (released)

    well done mister!

  15. #15
    Nevada's Avatar Domesticus
    Join Date
    Jun 2007
    Location
    Bavaria
    Posts
    2,207

    Default Re: BETTER GRASS 1.0 (released)

    This is just amazing work!

    I'm pulling my hat from you.



  16. #16
    DAVIDE's Avatar QVID MELIVS ROMA?
    Join Date
    Nov 2005
    Location
    ITALIA
    Posts
    15,811

    Default Re: BETTER GRASS 1.0 (released)

    Quote Originally Posted by dearmad View Post
    spoilerize your screenshots. other than that.
    done


    Quote Originally Posted by garato View Post
    Couple questions.
    Can I paste it in a mods on Kingdoms engine as well?
    yes. It works perfectly even in Kingdoms..



    Quote Originally Posted by garato View Post

    I participate in several hotseats-it would be problems in dl?
    what's dl?
    Last edited by DAVIDE; March 24, 2009 at 08:24 AM.

  17. #17
    Horsa's Avatar Artifex
    Join Date
    Nov 2008
    Location
    Isle of Slingers
    Posts
    3,782

    Default Re: BETTER GRASS 1.0 (released)

    Quote Originally Posted by davide.cool View Post
    what's dl?
    It stands for Download doesn't it?

  18. #18
    hull19's Avatar Ordinarius
    Join Date
    Oct 2008
    Location
    In Quebec, Canada
    Posts
    700

    Default Re: BETTER GRASS 1.0 (released)

    wow. simply. just. wow.
    SS 6.4, Eras 2.3, DotS Project
    The first computer you had always was the best.
    R.I.P. 2001-2011

  19. #19
    Civis
    Join Date
    Jun 2005
    Location
    Santiago Chile
    Posts
    187

    Default Re: BETTER GRASS 1.0 (released)

    how do i unpack? im decent modding rtw, but medieval 2 and etw seem bulletproof to me jejeje

  20. #20
    DAVIDE's Avatar QVID MELIVS ROMA?
    Join Date
    Nov 2005
    Location
    ITALIA
    Posts
    15,811

    Default Re: BETTER GRASS 1.0 (released)

    Quote Originally Posted by campesino View Post
    how do i unpack? im decent modding rtw, but medieval 2 and etw seem bulletproof to me jejeje
    there's a folder called "Tools" inside Med2, open it and launch "unpack_all.bat"


    to create the .bat alternative exe of the game, io.file_first:

    To do this, copy your medieval2.preference.cfg file and name the copy "mymod.cfg"
    Then open "mymod.cfg" with a text editor and add the following to the top:

    [io]
    file_first = 1

    [log]
    to = logs/system.log.txt
    level = * error

    This will tell the game to use the files it finds in the data directory instead of those in the packs.
    It will also enable error logging to a custom error log, which is highly recommended, but not strictly necessary.

    In order to be able to start your game using this config, create a new text file inside your MTW2 directory called mymod.bat
    Open it (right-click, edit) and write this into it:


    medieval2.exe @mymod.cfg
    Congratulations. If everything worked, you should now be able to run the game with your unpacked files by starting mymod.bat


    now open your data directory (inside your MTW2 directory) and delete or rename descr_geography_new.db and descr_geography_new.txt (this is important - if you don't do it, your game won't run)
    Last edited by DAVIDE; March 24, 2009 at 09:22 AM.

Page 1 of 10 12345678910 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •