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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

    Yea, noticed that much mods use Charge's great textures .
    However I got it working in my modfolder for RTW/BI after some tweakings.

    Charge, I would like to use your textures in Viking Total War (click my sig for info):
    Do I have permission to do so?

  2. #2

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

    Works a treat. Nice job Charge.

    Feste
    "wise enough to play the fool."

  3. #3

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

    question... for some reason i download this as a RAR File...

    wat exactly does this mean... and this happens for New Strat models for castles mod and My Little Mod as well..

    arent i suppose to be getting archives?
    Spoiler Alert, click show to read: 
    Quote Originally Posted by King Kong
    Hey moonflower, just wanted to say that your descriptions are indeed the best, so I will use all of them, of course. Regards

  4. #4
    Welshman25's Avatar Centenarius
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    I saw that Terrae Expugnandae is using your textures for their new gold version for Rome Total War. Do these textures also work with Rome? Like can I just follow the same instructions but put it in the Rome data folder?

    EDIT: Nevermind TE has released a beta
    Last edited by Welshman25; May 30, 2009 at 09:23 AM.

  5. #5

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

    Can I use your mod in my own mod? Credits will be given.

    WikkeD

  6. #6

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

    Great mod. Great work

  7. #7
    Pompeius Magnus's Avatar primus inter pares
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    I also asked via e-mail for permission to use this textures.
    They are great and I implemented them successfully into our internal Beta of my RTW/BI mod.

    I hope I get an answer soon.

  8. #8

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

    I don't think you will. But didn't he write in an older post that it was OK to use this so long as you credited him?

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  9. #9
    loet66's Avatar Senator
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Hi,

    Very great work !

    I hope version 2.0 will be included in the upcoming DLV 6.2 !

  10. #10
    Pompeius Magnus's Avatar primus inter pares
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by dearmad View Post
    I don't think you will. But didn't he write in an older post that it was OK to use this so long as you credited him?
    yes, I think you are right. But I thought it would be "nice" to ask him twice.
    But anyway, We will credit him

  11. #11
    Charge's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    I assume everybody who needed textures used it .
    Credit the author was enough. If not, that's not my fault..

  12. #12
    Opifex
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Do you mind explaining what some of the files in the game's mapping system do?

    For example, what does /aerial_map/detail_texture.tga.dds do?

    Or, what does /aerial_map/template_weights/weights3.tga do? (it's the same in MapMod as in vanilla.)


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  13. #13
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    weights3.tga was from the 1.3 update I believe to get rid of the "black spots" on the map that would occasionally appear.

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

    Quote Originally Posted by B. Ward View Post
    weights3.tga was from the 1.3 update I believe to get rid of the "black spots" on the map that would occasionally appear.
    actually I think it was eventually in the 1.5 patch and was fixed in this and by wilddog somewhat previously

  15. #15
    1stCohort's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    hi
    i cant get the water to work in broken crescent 2.0, is it incompatible?

  16. #16
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by 1stCohort View Post
    hi
    i cant get the water to work in broken crescent 2.0, is it incompatible?
    It's compatible. You must, however, bend over backwards a bit to get it to work.
    1. You must convert every .dds file included in MapMod: Trees, Textures, Sea v1.7 to .tga file with some dds converter (I was using DDS Converter 2);
    2. When you finish, you must change name of very converted .tga file, because their current one is weird, like: xxx.tga.tga; you must erase that ".tga" from the end.
    3. You can clean your folders of those useless .dds.

    Let me know, if it worked for you.
    Last edited by wudang_clown; July 21, 2009 at 01:47 PM.

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  17. #17
    1stCohort's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    wudang, thanks for the reply. It was a bit of a pain to do but it worked, although the graphic showing the waves from the ocean hitting land is just plain white like its missing a texture; basically it doesnt look like the screenshots the creator posted. Do you have this problem as well or did I do something wrong? Other than that the visuals are very good.

  18. #18
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Quote Originally Posted by 1stCohort View Post
    It was a bit of a pain to do but it worked, although the graphic showing the waves from the ocean hitting land is just plain white like its missing a texture; basically it doesnt look like the screenshots the creator posted. Do you have this problem as well or did I do something wrong? Other than that the visuals are very good.
    I've had the same problem. It's because during the conversion process textures are getting just white (I barely know why it happens). I've managed somehow to make them ok in GIMP. But there is one file, surf2b.dds, which is multilayered, and I have no idea what to do, so it would be ok - it is getting just white or, in other situations the texture is visible but it has black background... I've send the PM to the maker of this great add-on, so maybe I will know soon, how to convert the last file correctly.

    EDIT: Problem solved (partially but sufficiently).
    Last edited by wudang_clown; July 23, 2009 at 03:00 PM.

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  19. #19
    1stCohort's Avatar Libertus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    I got it to work wudang, not sure if what you did is the same thing I did. Just don't convert certain files.

  20. #20
    Domesticus
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Can I use this in my M2TW mod? Credits will be given ofc.

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