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

  1. #121

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

    Great mod. Great work

  2. #122
    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.

  3. #123

    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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  4. #124
    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 !

  5. #125
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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

  6. #126
    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..

  7. #127
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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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  8. #128
    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.

  9. #129

    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

  10. #130
    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?

  11. #131
    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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  12. #132
    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.

  13. #133
    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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  14. #134
    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.

  15. #135
    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
    I got it to work wudang, not sure if what you did is the same thing I did. Just don't convert certain files.
    Well, yes, you can do it that way, but I'm not sure, if that beautiful add-on uses vanilla waves crests. Anyway, I managed to covert everything I wanted to, it's not perfect, as I am complete amateur, but it works. Glad to know, that it works for you too.

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  16. #136
    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.

  17. #137
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Really excellent work, and thanks for the DLV compatibilty +rep

  18. #138

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

    Im having trouble installing this... so the two text files and the terrain folder go straight into the Medieval2/Data folder? Is there more steps? Im sorry i just couldn understand your read-me... :/

  19. #139
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    Default Re: MapMod: Trees, Textures, Sea v1.0

    Im having trouble installing this... so the two text files and the terrain folder go straight into the Medieval2/Data folder? Is there more steps? Im sorry i just couldn understand your read-me... :/
    I agree with you the readme file may be better, but this is a wonderful mod. And I really mean it, it adds huge eye candy to the game and combined with Agart's Improved Cities & Castles Strat Models 1.0 the game is really sweet.

    When you've downloaded this, open the "DATA" folder and copy both "terrain" subfolder and those two text files, then just paste to M2TW\data folder.

    (Though I'm not sure do you have to work a bit with the CFG file (I guess you don't understand but it shouldn't matter) or unpack the game.)

    For everyone:

    +Rep Charge for his excellent work!

  20. #140

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

    Quote Originally Posted by Da Goofy View Post
    I agree with you the readme file may be better, but this is a wonderful mod. And I really mean it, it adds huge eye candy to the game and combined with Agart's Improved Cities & Castles Strat Models 1.0 the game is really sweet.

    When you've downloaded this, open the "DATA" folder and copy both "terrain" subfolder and those two text files, then just paste to M2TW\data folder.

    (Though I'm not sure do you have to work a bit with the CFG file (I guess you don't understand but it shouldn't matter) or unpack the game.)

    For everyone:

    +Rep Charge for his excellent work!
    Hi Da Goofy, no0b here.

    Need your help.

    OK, so I D/L v1.7 FULL, opened up the "DATA" folder, copied & pasted the "Terrain" subfolder & both the txt files into c:/ME2:TW/DATA(folder), so now inside the ME2:TW/DATA(folder) it's showing the following folders & txt files:

    ANIMATIONS(folder)
    CURSORS(folder)
    FMV(folder)
    SOUNDS(folder)
    TERRAIN(folder)
    WORLD(folder)
    descr_aerial_map_ground_types(txt)
    descr_climates(txt)

    But I don't see the changes to my vanilla game terrain & water. I also see you reference the "CFG" file, what is it called & where is it located? Many thanks.

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