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

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  1. #1

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

    Because the Irish are known for their carribean tans?

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

    Great work! Impressive!

    How does it play? Anyone experience movement lag or something like that? But looking at the screenies I doubt it.

    Rep+!

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  3. #3

  4. #4

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

    It plays great! I haven't had any lag or anything like that while playing BC with the new textures. They are a great addition to the map.
    "Aut viam inveniam, aut faciam." -Hannibal Barca
    http://[IMG]http://img52.imageshack.....png[/IMG]

  5. #5

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

    Your textures look amazing, but I quess I don't have to tell You that I just wish to have them on some larger map then vanilla.
    but thanks for creating&sharing them
    Last edited by Vallandur; March 31, 2008 at 01:01 PM.

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

    Quote Originally Posted by Vallandur View Post
    Your textures look amazing, but I quess I don't have to tell You that I just wish to have them on some larger map then vanilla.
    but thanks for creating&sharing them
    Khmm, are you sure you can't use them on larger maps? I think it's possible! I don't have any on my PC but if you do have one please try to implement it and let us know how it goes.
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  7. #7

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

    Quote Originally Posted by Hister View Post
    Khmm, are you sure you can't use them on larger maps? I think it's possible! I don't have any on my PC but if you do have one please try to implement it and let us know how it goes.
    I apologize for obscurity. I might have misinterpreted myself. This mod, of course, works as mentioned aforesaid on larger maps. Coincidentally, I tried it in DLV, too. The reason wherefore I said what I said was: I would just like to have a larger map... (meaning I do have this mod, but I do not have that "larger" map^^)
    My sincerest apologies

  8. #8
    Hister's Avatar Domesticus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Vallandur View Post
    I apologize for obscurity. I might have misinterpreted myself. This mod, of course, works as mentioned aforesaid on larger maps. Coincidentally, I tried it in DLV, too. The reason wherefore I said what I said was: I would just like to have a larger map... (meaning I do have this mod, but I do not have that "larger" map^^)
    My sincerest apologies

    Ahah, no problem
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  9. #9
    Werebear's Avatar For Mother Russia
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Work fine in DLV (exept sea =(((((( )

  10. #10

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

    Is this mod compatible with RTW?Because i saw Lusted will use it in TE:Gold.
    Great job by the way.

  11. #11
    Lusted's Avatar Look to the stars
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Yes it is compatible with RTW, though you have to make changes to the 2 text files that come with it as some climates differ between RTW and M2TW.
    Creator of:
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  12. #12

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

    Thank you.We will pm charge for permission to use it in Ibfd.

  13. #13
    Werebear's Avatar For Mother Russia
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    strange bug

    only one place in map contain this bug



    can you help me?
    Last edited by Werebear; April 03, 2008 at 05:11 PM.

  14. #14

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

    I love your impressive work! May I feel free to use it in my project with full credits given to its creator? In advance - many thanks! +rep for you mate


    EDITED.

    OK., I launched it and here are my comments:

    Advantages:
    - nice colors overall
    - nice swamps
    - nice trees

    Disadvantages:
    - definitely to small versatile
    - fields tiles hardly recognizable
    - steppes should be more yellow-brown

    Suggestions:
    - you could work on disadvantages
    - you could work on rivers textures – vanilla one are pretty boring
    - you could add some scrubs to swamp, hills and wastelands tiles
    - you could differ trees more, so the pines one would look totally different from leaves one

    Questions:
    - can we add completely new ground type (new color to the ground types map) and therefore define completely new tile? I think it would be useful to create different types of hills – bold (as it is now) and covered with forest. Also some kind of special tile for river area would be great.

    In general you should work to make your tiles more versatile. Now the map looks too green.
    Last edited by Silesian_Noble; April 03, 2008 at 04:53 PM.

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

    Quote Originally Posted by isilendil View Post
    strange bug

    only one place in map contain this bug

    Spoiler Alert, click show to read: 


    can you help me?
    since you're using my descr_climates I guess DLV uses either of the two vanilla's unused climates here. you can post dlv's original d_c.txt so I can fix it.
    Quote Originally Posted by Silesian_Noble View Post
    I love your impressive work! May I feel free to use it in my project with full credits given to its creator? In advance - many thanks! +rep for you mate
    yep


    OK., I launched it and here are my comments:

    Advantages:
    - nice colors overall
    - nice swamps
    - nice trees

    Disadvantages:
    - definitely to small versatile
    - fields tiles hardly recognizable
    - steppes should be more yellow-brown

    Suggestions:
    - you could work on disadvantages
    - you could work on rivers textures – vanilla one are pretty boring
    - you could add some scrubs to swamp, hills and wastelands tiles
    - you could differ trees more, so the pines one would look totally different from leaves one

    Questions:
    - can we add completely new ground type (new color to the ground types map) and therefore define completely new tile? I think it would be useful to create different types of hills – bold (as it is now) and covered with forest. Also some kind of special tile for river area would be great.

    In general you should work to make your tiles more versatile. Now the map looks too green.
    yep, tiles versatile is being worked on (when I work on it);
    not sure yet how much i can differ tree-texture, file seems to be allowing this but I yet have seen any changes.. Will look more;
    think smooth fields are better...
    all climates used in vanilla has full set of trees, if you mean adding any vegetation to hills/fertility/swamp etc ground_type then this is not possible..;

    This mod so far only covers stuff outside of the map's folder, can be applied to almost any map of almost any mod, and changing single bits of map's files would break this compatibility.., besides why edit ground_types.tga when you can do completely new map? You can do much better with it with changing map itself, and I have one in progress, but now doubt that will finish it soon.
    Rivers of course would be better with dark blue/green textures but that's again water_surface.tga in the map's folder. I can make though edited w_s and put it in the mod as optional file for vanilla players..(and edit other colours of the sea as well). that's not hard..

  16. #16
    Werebear's Avatar For Mother Russia
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by Charge View Post
    since you're using my descr_climates I guess DLV uses either of the two vanilla's unused climates here. you can post dlv's original d_c.txt so I can fix it.

  17. #17

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

    Quote Originally Posted by Charge View Post
    since you're using my descr_climates I guess DLV uses either of the two vanilla's unused climates here. you can post dlv's original d_c.txt so I can fix it.

    yep


    yep, tiles versatile is being worked on (when I work on it);
    not sure yet how much i can differ tree-texture, file seems to be allowing this but I yet have seen any changes.. Will look more;
    think smooth fields are better...
    all climates used in vanilla has full set of trees, if you mean adding any vegetation to hills/fertility/swamp etc ground_type then this is not possible..;

    This mod so far only covers stuff outside of the map's folder, can be applied to almost any map of almost any mod, and changing single bits of map's files would break this compatibility.., besides why edit ground_types.tga when you can do completely new map? You can do much better with it with changing map itself, and I have one in progress, but now doubt that will finish it soon.
    Rivers of course would be better with dark blue/green textures but that's again water_surface.tga in the map's folder. I can make though edited w_s and put it in the mod as optional file for vanilla players..(and edit other colours of the sea as well). that's not hard..
    Really nice mod! I know it has been a while but I was wondering if there was any further work on this mod?
    Thanks!

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

    Quote Originally Posted by AstroCat View Post
    Really nice mod! I know it has been a while but I was wondering if there was any further work on this mod?
    Thanks!
    Nope, there isn't. If I somehow go back to TW modding, there will be update of course. But for now I have more important life issues.. =)

  19. #19

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

    Quote Originally Posted by Charge View Post
    Nope, there isn't. If I somehow go back to TW modding, there will be update of course. But for now I have more important life issues.. =)
    Hey no worries, just was curious. Thanks for the mod in the first place!

  20. #20
    Werebear's Avatar For Mother Russia
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Tnx. Any news about water?

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