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

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  1. #1
    Socal_infidel's Avatar PDER Piper
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Hounf of Culan View Post
    Ummm im just confused now....could someone please clearly state exactly what I need to do to use this mod with BC?
    The files in the sea folder need to be converted from .dds to .tga to work in a mod folder, I think. At least that's what I did for PDER to get it to work with it!

  2. #2

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

    +rep

  3. #3

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

    Wait, do I need to get v 1.5 then v 1.7? Cuz I thought I could just get the latest version....basically I have no idea what to do right now.
    "Aut viam inveniam, aut faciam." -Hannibal Barca
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  4. #4

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

    You download 1.5, which is the base mod, and then unzip it into the created folder in the m2tw base folder as he said, and then download the 1.7 patch and move the files from it into the folder you already put the base files into.

    When it asks to replace/override files just click yes each time. This is what happens when you manually patch something. It is replacing the old files with the new ones from 1.7, but 1.7 doesn't contain all the files from the mod because the 1.5 download is 20 mb, and the patch is only 5 mb.

    Hope you comprehend it now.

    Btw, that is just an explanation on why you download both 1.5 and 1.7. Refer to Hister's post and follow it step by step to install the mod correctly.

  5. #5
    Mighty Bison's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    @ Hilter

    I used your instructions and for some reason I can't figure out they didn't work. For kicks I tried them again step-by-step in the DLV parent file and vola, they worked like a charm.

    I have no idea what I did wrong to prevent them from working in vanilla, but at least I got them to work.

    Thanks for posting.
    Last edited by Mighty Bison; March 28, 2008 at 01:57 AM. Reason: triple posting

  6. #6
    Charge's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Wooh... you missed 1.6 which contains new sea and wasnt included in 1.7 ...
    To avoid confusion I have uploaded full version 1.7 - here

    Also changed shoreline and waves a bit, + lighter version of sea' clouds file as option (more preferable for BC)
    Spoiler Alert, click show to read: 

    (actually they could do water_surface.tga with brighter coasts...)


    Readme included,
    Installation instructions:

    1) for easier further operations with files make folder named [insert your choice] in the M2/Data.
    2) copy terrain folder and 2 txt's (further as "mod files") from rar in this folder.
    3) now make backup somewhere of the original terrain folder and 2 txt's (descr_aerial_map_ground_types.txt and

    descr_climates.txt) if you have unpacked paks.
    4) copy mod files in the M2/Data folder

    now you can continue playing your vanilla campaign.

    However this will cause troubles with modfoldered mods, so:

    1) If you want to play them with new textures too:

    a) rename these same 2 txt's in mod's data folder (if present)
    b) rename terrain/ground_types and terrain/tree_models in mod's data (again if present)
    c) check (but dont do anything to it) if it has mod_0.pak in the *mod*/Data/packs folder (in that case most likely you will not be

    able to play with new sea)

    2) If you want to play them with vanilla stuff, or they're not compatible:

    a) delete 2 txt's and terrain folder in the MAIN data.

    to switch back to new textures, copy all stuff from your newly created folder [insert your title] in data with its backup.
    that's what I think of it.. :hmmm:

    Sea will work only in the pak so that's only devs can do..
    (..or am I mistaken here?)
    Last edited by Charge; March 28, 2008 at 03:19 AM.

  7. #7
    -Traiano-'s Avatar Miles
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Damn, it took me about 2 hours to understand how to get them working on KGC mod but finally been able!!!Very beautifull textures, well done!!
    30BC: Ottaviano Augusto becomes the first Imperator, in his 44 years of principate he will bring to the empire peace and prosperity!
    70AD: Vespasiano is the winner of first great empire's civil war,rebuilding Roman world after the Nero's dark ages.
    98AD: Traiano becomes imperator after that the senateman Nerva adopted him,he will start a gold age for the empire getting it to biggest extension!! 117AD-180AD Adriano,Antonino Pio and Marco Aurelio administrate the empire during his richest and most pacific period, with their good administration Rome lives its golden age.
    193AD: Settimio Severo wins the civil war started after the death of Commodo starting the Severan dinasty, his heirs will not be as good as him. 252-285AD Rome lives the peak of III century's crisis,onli the emperor Aureliano will be able to reunite the empire breacked in 3 parts and the great reformer Diocleziano will give to Rome militar,politic and social cohesion after decades of caos. 325AD:Costantino rules alone over the empire and christianity is for the first time accepted by the imperial government.

  8. #8

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

    Can I use your mini-mod in our The Turks: Realism Mod for M2TW? Credits will be given of course

  9. #9

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

    Oh ok, thanks for everyone's help.
    "Aut viam inveniam, aut faciam." -Hannibal Barca
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  10. #10
    Otsman's Avatar Senator
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    after looking at it for a while I really love it, +rep


    damn, wrong forum, lol




  11. #11

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

    Actually, I have no idea where these files are in either BC or the main m2 data, I don't really understand the instructions either cuz I have no idea where these files are.
    "Aut viam inveniam, aut faciam." -Hannibal Barca
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  12. #12
    Hister's Avatar Domesticus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Hounf of Culan View Post
    Actually, I have no idea where these files are in either BC or the main m2 data, I don't really understand the instructions either cuz I have no idea where these files are.
    Hum,it's still not clear for you?:hmmm:

    Well the simplest way to explain you is:

    1. First download the new texture mod from this site:
    http://www.twcenter.net/forums/downl...o=file&id=1900

    2. Unpack it. You now have terrain folder and two .txt files in front of you.

    3. Copy everything (terrain folder and two .txt files) in main vanilla data folder. Here's an example:
    C:\Games\Medieval2TotalWar\data\

    4. Now you are able to play your vanilla M2TW with new textures.

    5. You are also able to play Broken Crescent with new textures although I'm not sure about the sea - I guess the sea will not have new textures.

    Hope now it really helps
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  13. #13
    Ramah's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Hister View Post
    Hum,it's still not clear for you?:hmmm:

    Well the simplest way to explain you is:

    1. First download the new texture mod from this site:
    http://www.twcenter.net/forums/downl...o=file&id=1900

    2. Unpack it. You now have terrain folder and two .txt files in front of you.

    3. Copy everything (terrain folder and two .txt files) in main vanilla data folder. Here's an example:
    C:\Games\Medieval2TotalWar\data\

    4. Now you are able to play your vanilla M2TW with new textures.

    5. You are also able to play Broken Crescent with new textures although I'm not sure about the sea - I guess the sea will not have new textures.

    Hope now it really helps
    That dosen't work for me, any ideas why?

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Ramah View Post
    That dosen't work for me, any ideas why?
    Check here










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

    Quote Originally Posted by gigantus View Post
    Check here
    Ok, what do I need to convert the dds to TGA's? Is it possible to use this tool?

    I should add that I don't have unpacked my MTW2.
    Last edited by Ramah; April 22, 2008 at 03:11 AM.

  16. #16

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

    Thank you hor the help Hister, + rep
    "Aut viam inveniam, aut faciam." -Hannibal Barca
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  17. #17
    Hister's Avatar Domesticus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Oh you are welcome HoC! It would be a shame to miss the best textures out there! They really make everything look so alive and real...
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  18. #18

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

    Might the 1.6 sea textures be momentarily re-upped again, or a link provided for the old ones?

    I forgot to get them, and was told that 1.7 patch didn't contain them.

  19. #19
    HIC SVNT LEONES's Avatar Senator
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    The only issues I'm having with it, is on the "Britannia" vanilla campaign, it gave Ireland Palm Trees.

  20. #20
    Charge's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by CyborgHamsterMan View Post
    The only issues I'm having with it, is on the "Britannia" vanilla campaign, it gave Ireland Palm Trees.


    The only reason I can think of is that it has semi-arid climate somewhere on Ireland. Palms are also on rocky/sandy desert climates and tropical (for america mainly) so I guess it's semi arid. File attached (rename previous descr_climates if you want palms for this climate somewhere else, and copy this file there, rename to descr_climates.txt)
    EDIT: maybe it's a tropical climate for swamps though, so new file in attach that places there same summer trees as in deciduous forest climate.
    See if that fixes this problem, it's definitely fixable but I dont have kingdoms so cant look myself.

    1.6 patch was in attachment in post 19
    Last edited by Charge; March 30, 2008 at 04:48 AM.

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