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Thread: Polished Landscapes - Mipmap Mod 2

  1. #1

    Icon14 Polished Landscapes - Mipmap Mod 2

    Quote Originally Posted by gutekfiutek
    http://forums.taleworlds.com/index.p...c,76706.0.html

    Hi all.
    Some time ago I've done this:
    http://forums.taleworlds.net/index.p...c,37173.0.html

    That mod is not fully compatible with new M&B versions, Fei Dao asked me to fix this, I even started to do thiis, but finally I started new mod instead
    I need to leave buildings for some time... I'm little bored with architecture.
    Its still just beginning, but I think I can share few screenies

    It's my old idea to make landscapes in early spring/late autumn, so there can be some snow patches and some green plants on one level.
    This mean also that I can have leafless trees, or not very dense canopies. So there will be lot of sunlight on the ground, makes it look more interesting (no more flat shadows whenever there is any tree).
    This mod will modify ground textures, tree textures, and tree models.
    I will replace single trees with tree "clusters", it looks better, and forests look veeery dense sometimes.
    There was flora relacement pack, but those trees have too many polys for M&B engine, I'm trying to make my trees have reasonable polycount, so small forest won't kill most of your pc's
    There will be less difference between different terrain types, all of them will have some snow.
    I also will try to make several very different tree types - so whole forests will feel differend (now i have only 3 types of forests - birch, wcker and very rough pine forest)

    This will be totally different from Zaro's texture mod, it will be desaturated, dirty etc.

    This mod will probably modify gameplay - I can imagine that infantry hidden between dense trees will be quite safe - suffering less from archer fire or cavalry charge.

    It's quite nice when you charge through snowy field, few second later fight in the middle of grassy field and end battle killing enemies on sandy piece of land

    I have several ideas for this mod, need to see what I will be able to do. Probably some water, maybe fog near thr ground, or insects...


    So here are few screens (note that it's only 2 day's work, I can name it "sketch")

    Wicker/hazel forest
    Spoiler Alert, click show to read: 





    Birch forest











    Pine forest:







    Here you can see effect of sunlight passing almost leafless trees:



    I think that characters blend nicely into this type of environment, like they are "properly dressed" finally







    RELEASED:

    Polished Landscapes mod

    Early test version.
    This version have no collision for trees!
    Download: http://www.mbrepository.com/file.php?id=1596

    Exactly the same place, new and old version (old without hdr mod).

    Here is link to more info/screens: http://forums.taleworlds.com/index.p...c,76706.0.html
    Some simple rules:
    Don't use this mod/objects/textures in other projects/mods without my permission.
    Don't modify models or textures from this mod without my permission.
    Don't use those object/textures in your mods without including this document.
    If you want to use this mod "outside" M&B modding community - ask me first.

    How to install:
    1 - unpack this archive
    2 - install M&B to another folder - for example "M&B_Polished_Landscapes" This mod will change some files that are not moddable, so it's better to have another game installation.
    3 - istall HDR mod (not necessary)
    3 - from unpacked folder copy
    enbseries.ini, mb.fxo, mb.fx to main M&B directory (overwrite existing files)
    - From unpacked folder /data folder copy
    flora_kinds.txt, ground_specs.txt, skyboxes.txt to M&B/data folder (overwrite)
    - From unpacked folder /modules folder copy PL_test folder to M&B modules folder.
    4 - run game, from list choose PL_test and have fun
    Ok, now some explanations.
    Files mb.fxo and mb.fx change water little bit - if you are using this mod in Warband, don't use them.
    Files flora_kinds.txt, ground_specs.txt, skyboxes.txt change:
    Spoiler Alert, click show to read: 
    flora_kinds.txt - change way some trees are generated on map, removes collision from most of trees, move some trees to winter scenes.
    ground_specs.txt - change size of one map - to avoid visible tiling.
    skyboxes.txt - change light settings.

    Files in SceneObj folder:
    Spoiler Alert, click show to read: 
    scn_random_scene - those scenes add variation to original maps - by adding different materials instead of plain grass/earth mix
    Other .sco files change some scenes - trees now look totally different, so scenes need to be tweaked (as instead of 1 tree you have for example 5 now)

    Changes in module.ini:
    Spoiler Alert, click show to read: 
    scan_module_textures = 1
    load_mod_resource materials - change grass shader only (to 128 alpha test)
    load_mod_resource = map_tree_meshes
    load_mod_resource = tree_meshes
    load_mod_resource = xtree_meshes
    load_mod_resource = grass_meshes
    load_mod_resource = plant_meshes
    load_mod_resource = xtree_meshes_b
    load_mod_resource = terrain_borders
    load_mod_resource = tree_e_meshes
    load_mod_resource = xtree_meshes_c
    load_mod_resource = grass_meshes_b

    Now - fog.
    Fog have different color every hour, also random distance (modified sometimes).
    In every mission in module_mission_templates.py you need to add this script (once again thanks to Slawomir):
    Spoiler Alert, click show to read: 

    (0,0,ti_once,[],[
    (store_time_of_day,":hour"),(store_random_in_range,"$temp",301,1100),
    (try_begin),
    (eq,":hour",1),(val_add,"$temp",500),
    (set_fog_distance,"$temp",0x292A2D),(val_add,"$temp",-500),
    (else_try),
    (eq,":hour",2),
    (set_fog_distance,"$temp",0x181B1C),
    (else_try),
    (eq,":hour",3),
    (set_fog_distance,"$temp",0x111010),
    (else_try),
    (eq,":hour",4),
    (set_fog_distance,"$temp",0x171514),
    (else_try),
    (eq,":hour",5),
    (set_fog_distance,"$temp",0x241E1A),
    (else_try),
    (eq,":hour",6),
    (set_fog_distance,"$temp",0x59524B),
    (else_try),
    (eq,":hour",7),
    (set_fog_distance,"$temp",0x837F79),
    (else_try),
    (eq,":hour",8),
    (set_fog_distance,"$temp",0x7C818C),
    (else_try),
    (eq,":hour",9),(val_add,"$temp",500),
    (set_fog_distance,"$temp",0x7C818C),(val_add,"$temp",-500),
    (else_try),
    (eq,":hour",10),(val_add,"$temp",500),
    (set_fog_distance,"$temp",0x7C818C),(val_add,"$temp",-500),
    (else_try),
    (eq,":hour",11),(val_add,"$temp",800),
    (set_fog_distance,"$temp",0x9E9E9A),(val_add,"$temp",-800),
    (else_try),
    (eq,":hour",12),(val_add,"$temp",-1000),
    (set_fog_distance,"$temp",0xB3B3AC),(val_add,"$temp",-1000),
    (else_try),
    (eq,":hour",13),(val_add,"$temp",500),
    (set_fog_distance,"$temp",0x9E9E9A),(val_add,"$temp",-500),
    (else_try),
    (eq,":hour",14),(val_add,"$temp",500),
    (set_fog_distance,"$temp",0x7C818C),(val_add,"$temp",-500),
    (else_try),
    (eq,":hour",15),(val_add,"$temp",400),
    (set_fog_distance,"$temp",0x7C7467),(val_add,"$temp",-400),
    (else_try),
    (eq,":hour",16),
    (set_fog_distance,"$temp",0x635A54),
    (else_try),
    (eq,":hour",17),
    (set_fog_distance,"$temp",0x4A433F),
    (else_try),
    (eq,":hour",18),
    (set_fog_distance,"$temp",0x4A403B),
    (else_try),
    (eq,":hour",19),
    (set_fog_distance,"$temp",0x1B1510),
    (else_try),
    (eq,":hour",20),
    (set_fog_distance,"$temp",0x100D0B),
    (else_try),
    (eq,":hour",21),
    (set_fog_distance,"$temp",0x14100E),
    (else_try),
    (eq,":hour",22),
    (set_fog_distance,"$temp",0x1F1B19),
    (else_try),
    (eq,":hour",23),(val_add,"$temp",500),
    (set_fog_distance,"$temp",0x1F1E1E),(val_add,"$temp",-500),
    (else_try),
    (this_or_next|eq,":hour",0),(eq,":hour",24),(val_add,"$temp",800),
    (set_fog_distance,"$temp",0x25272B),(val_add,"$temp",-800),
    (try_end),

    ]),

    This is tweaked to match my skyboxes.
    So with different skyboxes colors should be changed.

    Known bugs:
    Spoiler Alert, click show to read: 

    - some textures are low res now
    - snowy pines are sometimes strange (z fighting, some bad models)
    - when river appears on map sometimes there will be some strange polygon/material appearing on the ground - this is engine limitation.
    - from time to time fog is really dense. This is rare, and you can hit Tab and choose another map.
    - trees sometime floating in air when generated on steep slope.
    - new terrain borders seen from very high have holes.

    You can also use my other mods:
    Polished buildings: http://forums.taleworlds.com/index.p...c,56440.0.html
    and darker corners: http://forums.taleworlds.com/index.p...c,76810.0.html
    Some more screens (exactly the same place, new and old version):
    Spoiler Alert, click show to read: 






    Last edited by Adorno1; December 15, 2009 at 03:01 PM.

  2. #2

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Update:

    Spoiler Alert, click show to read: 
    Quote Originally Posted by quoteutekfiutek

    http://forums.taleworlds.com/index.p...tml#msg2052307

    I have no answer from Armagan.
    I don't think he will answer me, maybe I should try with other devs (maybe Archosond?)
    If anyone have other ideas how to get some attention from devs - let me know.

    Thanks i3, but my trees are extremely low poly - single tree usually have ~200-300 polys, so tree clusters have ~1000-2000. This is really not much
    And I really don't care if someone have PC - I'm already making very low poly foliage, and I don't want to limit polycount if I see that something look good.
    Strange tree is still template model, as you can see on videos.
    Screenshots from videos:













    And videos:





    Update:

    Spoiler Alert, click show to read: 

    Quote Originally Posted by gutekfiutek
    http://forums.taleworlds.com/index.p...tml#msg2057701

    News:
    Armagan told me that this bug will be fixed in both versions of M&B, so new tree/rocks collision will work.

    We just need to wait some time, those guys are probably quite busy;D
    And I need some tme to finish it (in case of this bugfix delay I can make summer version for example)
    Probably in demo I won't include those big rocks - as trees don't need collision (and game is still playable without this), new rocks are so big that without collision soldiers can hide inside them.
    Patience please!

    Ok, now some eyecandy:









    Last edited by Armatus; October 07, 2009 at 11:35 AM.

  3. #3

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Holy crap, this makes me want to get out my copy of M&B and start playing again.

  4. #4
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    that's awesome
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  5. #5

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    It's sooo nice
    "How shall humankind ever find peace if the soul remains conscious in the sky and the shadow in the Underworld? The combination of sweet bait and naivety completely destroyes Nature's best gift: death, and doubles the agony of the dying with worries of a future!" - Pliny the Elder

  6. #6

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Damn thats some pretty good graphics. Make MB much more realisitic.

  7. #7
    foesto's Avatar Civis
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    great

    where can i download this??
    Last edited by foesto; October 08, 2009 at 12:00 AM.

    this is the best mod i know just click at the sig...beregond ty 4 ur help

  8. #8
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    i dont think it's out yet, still a wip. look very much forward to this since ive finally got most of my m&b data on my new comp.

  9. #9

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Quote Originally Posted by foesto View Post
    great

    where can i download this??

    see the links in the OP, it's not fully compatible with the current version of m&b yet.

  10. #10
    ♔Gollum♔'s Avatar Decanus
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    ^whay not? in wich version it is compatible?

  11. #11

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Quote Originally Posted by gollum View Post
    ^whay not? in wich version it is compatible?


    Quote Originally Posted by Outlander999
    Gutek, really great work

    Is it compatible with M&B 1.010?
    There are conflicts/ file overwriting if i install your MOD after installed 'Colorful Textures Mod' and 'PUNKT CAMPAIGN TEXTURES PACK?'

    Quote Originally Posted by gutekfiutek
    Conflicts are caused because all those mods are simply replacing native textures.
    Mz mod is not fullz compatible with versions above 1.0, there are few bugs.
    Currently Im thinking about autumn Calradia version.
    Instead of green trees - yellow, red, brown ones, maybe some trees without leaves,
    Maybe some pathes of snow in some places etc
    Quote Originally Posted by gutekfiutek
    It's on 1st page - there will be few bugs in new versions of M&B

    http://forums.taleworlds.com/index.p...c,37173.0.html

    Also I really like this shot even though it's an older version of his work:
    Spoiler Alert, click show to read: 



    Another beauty here:
    Spoiler Alert, click show to read: 

    Last edited by Armatus; October 08, 2009 at 01:56 PM.

  12. #12
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    i probably get killed everytime because im too busy looking at the scenery

  13. #13

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    No doubt!

    I installed this on Rus XIII and here's what it looks like on my computer.

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

  14. #14

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Holy smokes

    I didn't think it would do that much.
    Now I just have to figure out if it works for Prophesy of Pendor (if anyone knows, drop a note )
    "How shall humankind ever find peace if the soul remains conscious in the sky and the shadow in the Underworld? The combination of sweet bait and naivety completely destroyes Nature's best gift: death, and doubles the agony of the dying with worries of a future!" - Pliny the Elder

  15. #15

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    More polished in Rus

    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


  16. #16

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    even more polish (on my system) there's some updates on taleworlds that look way better.

    Spoiler Alert, click show to read: 


    Here's the link as well as some new video footage:

    http://forums.taleworlds.com/index.p...tml#msg2063463

    Kicking up snow!
    Spoiler Alert, click show to read: 





  17. #17
    John I Tzimisces's Avatar Get born again.
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    holy crap that looks good.
    Sadly I turn flora and grass detail down all the way for better performance...

  18. #18
    Nazgūl Killer's Avatar ✡At Your Service✡
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    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    I don't turn them all the way down, they are actually at the highest quality for me - But what I don't get is why upgrade the terrain when you can simply upgrade the characters?
    The characters in Mount and Blade look somewhat unreal, which can get really annoying - Why not upgrade the graphics?
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  19. #19

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    You can upgrade both. For example I use a face textures/skin mod and this. I'm thinking of adding dark corners and an HDR though too as well as some quality weapon packs like Talak's for one.

  20. #20

    Default Re: [WIP] Polished Landscapes - Mipmap Mod 2

    Holycrap... Damn thats some pretty landscape.....

    I cant wait to play it... Sometime later in 2010 when i have a computer good enough that i dont have to turn down battle sizer to run this.

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