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  1. #1
    alin's Avatar Campidoctor
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    Default EB2 Vegetation&lighting 2.0 testing

    The focus of this was to adress some of the issues with the lighting and vegetation from the first release.
    Thus the following areas have undergone changes:
    -fog and lighting
    -grass and ground textures
    -vegetation distribution tweaks

    Comparisons:

    Vanila:




    EB 1.0:




    New:




    More screenshots:
    Spoiler Alert, click show to read: 


























    Download link:
    https://www.dropbox.com/s/b722b1lerk...on_v2.rar?dl=0

    Install:
    Simply extract it in the EB2 data folder, eg.:
    M2TW\mods\EBII\data

    Any feedback is as always welcome.
    Last edited by alin; October 24, 2014 at 05:52 PM.

  2. #2

    Default Re: EB2 Vegetation&lighting 1.0 testing

    What a significant improvement! will this update also be built into future release of EB2?

  3. #3
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 1.0 testing

    Quote Originally Posted by asplenc View Post
    What a significant improvement! will this update also be built into future release of EB2?
    Yes, the purpose of this is to get feedback from everyone such that it undergoes some iterations before integrating it.

  4. #4

    Default Re: EB2 Vegetation&lighting 1.0 testing

    yes it is for sure better then before,it looks more darker green now, i liked before too but now it looks even better sometimes when i walking with mine army around the battlefield i discover new trees and plants that i never saw before,and it looks very good even with graphics on medium(with vanilla vegetation it looks on medium a little blury)

    thank you for this quality.
    Last edited by stevietheconquer; October 20, 2014 at 11:19 AM.

  5. #5
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 1.0 testing

    I'm experimenting with a different type of grass texture:








    I would like to hear everyone's opinion on this one compared to the previous one.
    Last edited by alin; October 20, 2014 at 12:10 PM.

  6. #6
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: EB2 Vegetation&lighting 1.0 testing

    Quote Originally Posted by alin View Post
    I'm experimenting with a different type of grass texture:








    I would like to hear everyone's opinion on this one compared to the previous one.
    i think the grass looks very good now. i personally like the vanilla grass, because of it´s single bushes. it don´t look like lines of green all around, it look more like alot of small green bushes everywhere, like in your new version too.
    the best grass i´ve seen so far is the RSII
    Spoiler Alert, click show to read: 







  7. #7
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 1.0 testing

    Thanks to everyone for the input, I've uploaded a new version with further tweaks.
    So check the main post.

    Feedback is as always welcome.

    Quote Originally Posted by _Tartaros_ View Post
    i think the grass looks very good now. i personally like the vanilla grass, because of it´s single bushes. it don´t look like lines of green all around, it look more like alot of small green bushes everywhere, like in your new version too.
    the best grass i´ve seen so far is the RSII
    Spoiler Alert, click show to read: 






    Rendering of alpha textures has changed with M2TW, they seem to use binary alpha(probably due to memory limitations or other reasons) even if your texture does not.
    That means a part of the texture is either fully transparent or opaque.
    Also the mipmapping is a bit messed up they pop-up sooner than they should making the textures blurry.

    So it's not that easy to get good or even decent looking grass.
    Last edited by alin; October 25, 2014 at 06:50 AM.

  8. #8

    Default Re: EB2 Vegetation&lighting 1.0 testing

    not sure about this... looks good but also not good xD

  9. #9

    Default Re: EB2 Vegetation&lighting 1.0 testing

    I think that last grass looks good, but still the ground texture itself feels kinda weird when you look at it, specially from above with all those brown spots. Honestly the first vanilla pic in the OP looks the best because the 2d'ness of the grass is not so evident and the ground matches the grass better.
    Last edited by Wulfburk; October 20, 2014 at 05:15 PM.
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  10. #10
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 1.0 testing

    Quote Originally Posted by Wulfburk View Post
    I think that last grass looks good, but still the ground texture itself feels kinda weird when you look at it, specially from above with all those brown spots. Honestly the first vanilla pic in the OP looks the best because the 2d'ness of the grass is not so evident and the ground matches the grass better.
    I can't understand how you can like the vanilla grass, it just looks cartooney.
    But I do get what you mean.

    The ground textures and blending with the grass can be easily fixed, but first you need to create an appropriate grass texture that looks good on the engine.
    Which is difficult since based on viewer distance it blurs the textures a lot, so you're limited in what you can do.
    Thus I'm personally trying to achieve a finer grass look like this:
    http://4.bp.blogspot.com/-XNGB6FoA8d...Grass+Moss.jpg

    Instead of the cartoon grass(notice straw width) like vanilla:
    https://0.s3.envato.com/files/295332.jpg
    Last edited by alin; October 21, 2014 at 04:16 AM.

  11. #11

    Default Re: EB2 Vegetation&lighting 1.0 testing

    Quote Originally Posted by alin View Post
    The ground textures and blending with the grass can be easily fixed, but first you need to create an appropriate grass texture that looks good on the engine.
    Which is difficult since based on viewer distance it blurs the textures a lot, so you're limited in what you can do.
    Thus I'm personally trying to achieve a finer grass look like this:
    http://4.bp.blogspot.com/-XNGB6FoA8d...Grass+Moss.jpg
    this ^ looks great. your previos ones looked like something resembling tiny bushes rather than grass, imho.

  12. #12

    Default Re: EB2 Vegetation&lighting 1.0 testing

    My impression also. Vanila vegetation and lighting looks better

  13. #13

    Default Re: EB2 Vegetation&lighting 1.0 testing

    so why we want bushes instead of uniform grass?

  14. #14

    Default Re: EB2 Vegetation&lighting 2.0 testing

    Would using the files from Third Age or Stainless Steel work.? They look great.

    Also in EBII vanilla the green in the grass and foliage looks very blue

    All in all great mod that will only get better, When might we see v2.02....

  15. #15
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 2.0 testing

    Quote Originally Posted by jim600 View Post
    Would using the files from Third Age or Stainless Steel work.? They look great.

    Also in EBII vanilla the green in the grass and foliage looks very blue

    All in all great mod that will only get better, When might we see v2.02....
    Those are vanilla textures with colour changes, from what I can see.

  16. #16

    Default Re: EB2 Vegetation&lighting 2.0 testing

    Perhaps using aesthetically pleasing looking grass would be the better option. I Personally very much think the look of the grass in third age is great. If EB2 had grass like that I don't think anyone would complain.

    Its quality would carry through to later versions very well. Would probably never need to be changed.

  17. #17

    Default Re: EB2 Vegetation&lighting 2.0 testing

    Im not sure if the new environment of eb2 would fit the tatw grass, but might be worth a try :/

    I really like the way the grass and lighting looks with this update, would be cool to see them in other mods too:

    (picture posted by mr mojo risin in the TATW screenshots section http://www.twcenter.net/forums/showt...1#post14176675)

  18. #18
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 2.0 testing

    Quote Originally Posted by xHolyCrusader View Post
    Im not sure if the new environment of eb2 would fit the tatw grass, but might be worth a try :/

    I really like the way the grass and lighting looks with this update, would be cool to see them in other mods too:
    Exactly, it's just not the style we're aiming, we're going towards a bit more realism rather than stylish.
    The vanilla grass isn't that but it is stylish and designed for the engine.

    However with the latest update I think I finally found the right balance:
    Spoiler Alert, click show to read: 












    Well you can easily use this mod and use the indications posted here to create a personal use mod:
    http://www.twcenter.net/forums/showt...BII-Vegetation

  19. #19

    Default Re: EB2 Vegetation&lighting 2.0 testing

    My problem is with the terrain. Those at the last and 3rd picture in the spoiler above. The brown area near the forest in the 3rd pic (top down) specially. The ground texture gets a steep decline when not looking closely, something that you cant, for example, see at that TATW pic in xHolyCrusader post. The green areas also look kinda oversaturated or too dark. IDK but i'd prefer if it was like that TATW screenshot. The terrain looks much more natural.
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  20. #20
    alin's Avatar Campidoctor
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    Default Re: EB2 Vegetation&lighting 2.0 testing

    Quote Originally Posted by Wulfburk View Post
    My problem is with the terrain. Those at the last and 3rd picture in the spoiler above. The brown area near the forest in the 3rd pic (top down) specially. The ground texture gets a steep decline when not looking closely, something that you cant, for example, see at that TATW pic in xHolyCrusader post. The green areas also look kinda oversaturated or too dark. IDK but i'd prefer if it was like that TATW screenshot. The terrain looks much more natural.
    Ok, agreed.













































    Last edited by alin; October 30, 2014 at 05:51 PM.

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