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  1. #1
    CanOmer's Avatar Centenarius
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    Default Many and detailed trees in campaign map

    In campaign map there are too many trees. Also I think they have more polygons than the vanilla. So the mod runs slowly when the camera over Gaul, Spain..etc

    My PC specifications: HD6850 1gb, Core i7 920 and 12gb dd3

    Is there a way to prevent slowdown such as changing tree model or something else? (I don't want to cancel shadows.)
    Last edited by CanOmer; January 02, 2012 at 02:11 PM.
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  2. #2
    Maurits's Avatar ЯTR
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    Default Re: Many and detailed trees in campaign map

    RTR VII uses the M2 trees, in order to increase performance without turning off campaign map shadows you'd have to reactivate the RTW trees.

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  3. #3
    CanOmer's Avatar Centenarius
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    Default Re: Many and detailed trees in campaign map

    How can I do this?
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  4. #4
    Maurits's Avatar ЯTR
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    Default Re: Many and detailed trees in campaign map

    I'm sorry, but I don't know how to do that myself. I'll ask Muizer about it, if I'm right it's he who coded them in

    RTR: Imperium Surrectum Team Member
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  5. #5
    Muizer's Avatar member 3519
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    Default Re: Many and detailed trees in campaign map

    References to campaign map trees are located in descr_climates.txt. Here you will find lines such as:

    ../../../../RTRVII/data/terrain/aerial_map/M2_tree_models/M2_cypress_a.cas


    These, you should replace with a reference to a vanilla model as found in the vanilla \Data\terrain\aerial_map\tree_models folder. In this example

    sparse_tree cypress_a.cas


    Note the absence of a path to the folder. Because that folder is the default, you do not need to specify it.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  6. #6
    CanOmer's Avatar Centenarius
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    Default Re: Many and detailed trees in campaign map

    Thanks
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  7. #7

    Default Re: Many and detailed trees in campaign map

    Does anyone have a descr_climates.txt file for RTRVII with reference to the trees in vanilla?

    I'm also having significant slowdown due to all the tree animations on the campaign map,


    I must say truly amazing mod, the only problem I can find at all is the slowdown on campaign map due to tree animations.

    Thanks for any help!

  8. #8
    Maurits's Avatar ЯTR
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    Default Re: Many and detailed trees in campaign map

    You could also try to turn off campaign map shadows through the video options (while being on the campaign map). For me, this solved the issue.

    RTR: Imperium Surrectum Team Member
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  9. #9

    Default Re: Many and detailed trees in campaign map

    Quote Originally Posted by CanOmer View Post
    In campaign map there are too many trees. Also I think they have more polygons than the vanilla. So the mod runs slowly when the camera over Gaul, Spain..etc

    My PC specifications: HD6850 1gb, Core i7 920 and 12gb dd3

    Is there a way to prevent slowdown such as changing tree model or something else? (I don't want to cancel shadows.)

    I think the M2TW trees are not really working with the RTW engine, because you can see this computer spec is very high end, i7 & 12gb, there really should be no lag at all with these specs.

    Hi, Maurits, yes I turned off the map shadows but still there is severe lag on the campaign map due to the trees, the battle map works perfectly well though and it's very smooth.

    Changing the climates.txt is going to take quite a long time to do it manually and there is always the chance I could mess up the file.

    If there is an original climates.txt file before the M2TW tree files were encoded, then that would be very handy, not just for me but also for other people getting slowdown.

    Cheers!

  10. #10
    CanOmer's Avatar Centenarius
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    Default Re: Many and detailed trees in campaign map

    Could you fix this with a new patch?
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  11. #11

    Default Re: Many and detailed trees in campaign map

    I changed all the trees in RTR back to vanilla RTW trees,

    To use this file just insert this file in the RTR/data folder and overwrite,

    I can see 2 points from my testing

    1) I have ONLY edited the campaign map trees, nothing on the battlemap has changed. I think now the campaign map game is not quite as pretty with the new trees, looks kinda flat and 2D compared to the RTR trees.

    However,

    2) The speed is vastly improved (at least on my version), moving the map around and playing the game in general is much faster and now fully playable (it was too slow with the RTR trees to play the game properly).

    If you have problems with speed or lagging on the campaign map, feel free to use this climates.txt file, but make a backup of the original file in case you want to see the better graphics again.

    For me personally, speed is much more vital than graphics, so I'll be using the vanilla trees.

    Hope this helps anyone out.

    Cheers!
    Last edited by moonmonkey; April 07, 2012 at 07:15 AM.

  12. #12
    Muizer's Avatar member 3519
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    Default Re: Many and detailed trees in campaign map

    If you mean, will we return to RTW campaign vegetation in a patch.......then no. I think you'll have to hope someone makes a submod for it or something.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  13. #13

    Default Re: Many and detailed trees in campaign map

    I am editing the climates.txt file now, as Muizer suggested above, all the trees will be set to Vanilla,

    Going to post it up in a minute after testing.

  14. #14
    GRANTO's Avatar Domesticus
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    Default Re: Many and detailed trees in campaign map

    Quote Originally Posted by CanOmer View Post
    In campaign map there are too many trees. Also I think they have more polygons than the vanilla. So the mod runs slowly when the camera over Gaul, Spain..etc

    My PC specifications: HD6850 1gb, Core i7 920 and 12gb dd3

    Is there a way to prevent slowdown such as changing tree model or something else? (I don't want to cancel shadows.)
    rtw engine only uses 1 core , so even on a superb high ender like this computer it will not beat an old single 3 ghz core, also the engine will not use the 12 gig of ram , it might use 2 if your lucky , i have found that having a good single processor is the vital part of rtw engine running great , especialy with mods like this one or rs2 that have pushed the engine to its limits

  15. #15
    Libertus
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    Default Re: Many and detailed trees in campaign map

    Strange - I've got a quad-core and all my cores are being used equally with RTR.

    On Napoleon Total War that really was single core: CPU nailed at 25% with a single core at 100%. Now that game really did run like a dawg

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