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Thread: MapMod: Trees, Textures, Sea v1.0

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  1. #1
    Indefinitely Banned
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Charge View Post
    And another update, 1.7 this time. This will stand as current for a while....:hmmm:
    http://files.filefront.com/TTS+patch.../fileinfo.html (5.7 Mb)
    12 changed textures in ground types folder + new txt's. Now compatibility with BC map is 100% : )
    Here's some screenies:



    To make it work with another mod in the modfolder all you need to do is to place 2 my txt's in the mod's data folder; if mod doesnt have them it will work definitely; if has, most likely it will still work just fine, ...or will need 'special-edition'

    Next version will be 2.0, and probably final so it will be not soon
    (oh, and people, stop downloading 1.0 - it is outdated already )
    Very nice. +rep

  2. #2
    Charge's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Trying to put patches in attachment which seems to be working odd....
    ,..cant attach 1.7, but it's mainly fixing some pattern-repeating stuff etc. In this zip where is 1.6 + txt's from 1.7


    Actually I missed something in instructions
    perfect installation should be like this

    1) making folder, ie 'mapmod' in the main data folder; copying all mod's files there.
    2) copying these same files (terrain folder and 2 txt's) in the main data folder (backup files if you have unpacked them).

    now you can continue vanilla campaign with new textures.
    To uninstall, delete terrain folder and 2 txt's (descr_aerial_map_ground_types.txt, descr_climates.txt)

    Now,
    a) if you want to play vanilla only with new textures and not other mods: to switch uninstall mapmod first (you still have them in the mapmod folder though..), to switch back just copy files from mapmod f. to data again ;

    b) if you want to play certain mod-foldered mod with new textures copy 2 txt's in its data folder (with backuping originals of course) (and keep my files in main data). If mod has its own different from vanilla descr_aerial_map_ground_types.txt and descr_climates.txt I need to make special edition for it (though BC ok as it is , that's not a BC sub-mod is it? ); otherwise it is 100% compatible
    Last edited by Charge; March 26, 2008 at 02:56 PM.

  3. #3

    Default Re: MapMod: Trees, Textures, Sea v1.0

    I cant seem to unzip 1.5 there seems to be a problem unzipping the trees folder.

  4. #4

    Default Re: MapMod: Trees, Textures, Sea v1.0

    very good!
    .:|Sudcommaner aka siculo-calabrese|:.

    .:Song Dynasty Preview:.

  5. #5
    loet66's Avatar Senator
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Hi,

    Very nice textures map.

    + rep

    loet66

  6. #6

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Nice work! + Rep

  7. #7

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Is this compatible with Bare Geomod?
    Last edited by Kong Ming; June 27, 2012 at 03:57 AM.

  8. #8

    Default Re: MapMod: Trees, Textures, Sea v1.0

    I'm about to apply these textures to the newly released "Planet Mod", I'm stoked to see how they look.
    Thanks a bunch!

  9. #9
    Charge's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    hmm. what archiver are you using? I can suggest 7zip (free), opens most archives and compresses better than rar..

  10. #10
    Hister's Avatar Domesticus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    I've tried your mod on BC and it really makes the map feel like real! It's an awesome improvement and I highly advice everyone to use it! +REP for you Charge

    Tyre, I'm not having any problems, try to re-download it.
    PROUD MEMBER OF PAENINSULA ITALICA TEAM

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  11. #11

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Sooo do I just put the files in the main BC data folder?
    "Aut viam inveniam, aut faciam." -Hannibal Barca
    http://[IMG]http://img52.imageshack.....png[/IMG]

  12. #12

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Holy crap, this is HOT, you should talk to some of the major mod leaders about incorporating 2.0 into their mods.

  13. #13
    \Vazul's Ghost/'s Avatar Senator
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Amazing!!! +REP!
    γνῶθι σεαυτόν ~ μηδὲν ἄγαν

  14. #14
    pilatus's Avatar Civis
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    does it work with ss 5.1 ?

  15. #15
    Charge's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    I dont have it yet, so you need to give info - does it have any of these files in its data,
    descr_aerial_map_ground_types.txt
    descr_climates.txt
    does it have terrain folder in the same *SS*/data/ folder,
    does it have mod_0.pak in the *SS*/data/packs folder.

    If mod has none of this you dont need to do anything at all to play with new textures, otherwise I need to look what is different in it and make corresponding version of my txt's. + if it has mod_0.pak you cant play with new sea as it needs repacking into mod's pak...

    In BC's case you only need to rename descr_climates.txt in its data.

  16. #16
    pilatus's Avatar Civis
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    for SS 5.1
    the files which you described has been modified by the mod :-(

  17. #17

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Exceptional!

    Could I use these fantastic textures in my mod?

  18. #18
    Mighty Bison's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Mod looks nice!

    I'm having problems getting it to work though. I believe I followed your instructions: unpack into Sega/Medieval II Total War/Data/terrain

    but I see no changes.

    I am trying to use your mod with DLV. I think I successfully disabled the DLV terrain and have vanilla textures. I also checked by opening vanilla MTWII and I still didn't see your textures.

  19. #19
    Hister's Avatar Domesticus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Here's info for all of you who have problems with installation:

    Download 1.5 version and 1.7 patch of this mod.
    1. Go into the main "vanilla" data folder and create a new folder there and name it NewTextureMap or whatever you wish to call it.
    2. In this newly created folder first copy 1.5 version of the mod so that you have both txt. files in it and also terrain folder.
    3. Now it's time to copy 1.7 patch over 1.5 version in that newly created folder (NewTextureMap in our case).
    4. After you've done that it's time to copy terrain folder and both txt files from that folder and put them in main vanilla data folder.
    5. If you want to have new textures in any mod you posses you will also have to copy both txt. files into the data folder of the mod. Note that the mod will work properly only if descr_aerial_map_ground_types.txt, descr_climates.txt, terrain folder and mod_0.pack were not previously present in the mod folder.

    Hope this help!
    PROUD MEMBER OF PAENINSULA ITALICA TEAM

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  20. #20

    Default Re: MapMod: Trees, Textures, Sea v1.0

    Ummm im just confused now....could someone please clearly state exactly what I need to do to use this mod with BC?
    "Aut viam inveniam, aut faciam." -Hannibal Barca
    http://[IMG]http://img52.imageshack.....png[/IMG]

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