Search found 24 matches
- Tue Apr 16, 2024 6:42 pm
- Forum: General Discussion
- Topic: Steel Tigers: Vapor Ware
- Replies: 15
- Views: 4805
Re: Steel Tigers: Vapor Ware
Every other year, I search for some new reincarnation of Steel Panthers and end up in threads like this :) If someone could just do a proper modern remake with real support for modern computers with high resolution graphics and a decent UI, they could leave the rest as it is... The modern things I h...
- Thu Jun 01, 2023 7:35 pm
- Forum: Field of Glory II: Medieval - Modding
- Topic: FoG II Terrain For Medieval Plus Mod UPDATE 5/5/23
- Replies: 43
- Views: 12838
Re: FoG II Terrain For Medieval Plus Mod UPDATE 5/5/23
Lol - I upgraded my computer recently and did a reinstall. I realized that it was way too long since I played FoG II so decided it's really time to learn it now... So I booted the game and launched the tutorial. Then I realized that that I really did not appreciate the default textures and remembere...
- Wed Jul 20, 2022 7:14 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - modded textures for all terrains
On vacation in Tuscany sipping on some Chianti and looking at the landscape, I thought about my old mod, realizing why I did it



- Sun Feb 21, 2021 7:13 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - modded textures for SE and NE terrains
Updated to version 1.3.0 where I added Adebar's modified marshes and additional recoloring for Middle East.
Thanks Adebar for your contribution to TexMod!
Thanks Adebar for your contribution to TexMod!
- Sat Feb 20, 2021 2:47 pm
- Forum: Field of Glory II: Medieval - Modding
- Topic: Modding Medieval's Terrain
- Replies: 100
- Views: 13429
Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM
Glad to see that my TexMod got "transferred" to Medieval with improvements! I was thinking of doing it myself but now I can use this instead - thanks! Hey, we've been waiting for you. Yes, we want to incorporate it into the mod and you will of course be credited along with everyone else i...
- Sat Feb 20, 2021 1:37 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - modded textures for SE and NE terrains
Hello Mazex! If you're still around, please check: http://www.slitherine.com/forum/viewtopic.php?f=639&t=103938&p=908315#p908315 - concerning a possible sub mod to your TexMod. Nice to see that you where able to reuse my work for Medieval! Feel free to re-use whatever you like with a little...
- Sat Feb 20, 2021 1:29 pm
- Forum: Field of Glory II: Medieval - Modding
- Topic: Modding Medieval's Terrain
- Replies: 100
- Views: 13429
Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM
Glad to see that my TexMod got "transferred" to Medieval with improvements!
I was thinking of doing it myself but now I can use this instead - thanks!
I was thinking of doing it myself but now I can use this instead - thanks!
- Thu Jul 30, 2020 8:37 pm
- Forum: Field of Glory II
- Topic: Easy graphic improvement of herbs and fields (with photos!)
- Replies: 26
- Views: 4925
Re: Easy graphic improvement of herbs and fields (with photos!)
Thanks mazex, You might want to check that my official scenarios from the Age of Belisarius, Rise of Persia, and Wolves at the Gate DLCs still look good with your terrain mod. I used the same technique of mixing terrain sets on many of the eastern scenarios, Chach was even a mix of all three! Agree...
- Thu Jul 30, 2020 8:34 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - modded textures for SE and NE terrains
New version 1.2.2 - did some tweaking mainly of NE textures to work as good as possible for "mixed" maps like Chach.
- Thu Jul 30, 2020 7:25 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - modded textures for SE and NE terrains
You're fast, Mazex! :shock: Great work! Many many thanks! PS: I can only recommend to remove the vignette effect for better enjoyment: http://www.slitherine.com/forum/viewtopic.php?f=488&t=80209&hilit=vignette Thanks a lot for the vignette advice - that cleared things up! It would be nice t...
- Tue Jul 28, 2020 3:25 pm
- Forum: Field of Glory II
- Topic: Easy graphic improvement of herbs and fields (with photos!)
- Replies: 26
- Views: 4925
Re: Easy graphic improvement of herbs and fields (with photos!)
Inspired by what you and toska have done with the crops, I made my own version using my ancient but faithful old version of Paint Shop Pro 7. Got some feedback in the Modding thread for my TexMod that your great Panion map did not look OK with my mod, so I had to add the ME to TexMod and fix some S...
- Tue Jul 28, 2020 2:45 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - modded textures for SE and NE terrains
Hello Mazex! Thanks for this nice mod. I was sceptical at first, but after giving it a try I must say that the maps are just looking beautiful with it. Absolutely recommended mod! Are you planning to do a revision of the Middle East tile set, too? IMO at least the ME trees and grass could need a bi...
- Mon Jul 27, 2020 6:25 pm
- Forum: Field of Glory II
- Topic: Easy graphic improvement of herbs and fields (with photos!)
- Replies: 26
- Views: 4925
Re: Easy graphic improvement of herbs and fields (with photos!)
So how should the ones with alpha be saved? As I understand it you can't save alpha/transparency with DXT1? The ones without alpha I save as DXT1 and the alpha ones as BC3 / DXT5. Try the ones i did in my "TexMod" that are BC1 / BC3 - I do not see any artifacts or performance problems (wel...
- Sun Jul 26, 2020 1:39 pm
- Forum: Field of Glory II
- Topic: Easy graphic improvement of herbs and fields (with photos!)
- Replies: 26
- Views: 4925
Re: Easy graphic improvement of herbs and fields (with photos!)
Regarding mip maps - there are 10 levels of textures that are halved in size for every level in the mip map layers so that the graphic engine does not have to use the full res textures for distant objects. I would recommend loading the image withouth the mip map layers and then generate them when sa...
- Sun Jul 26, 2020 1:06 pm
- Forum: Field of Glory II
- Topic: Easy graphic improvement of herbs and fields (with photos!)
- Replies: 26
- Views: 4925
Re: Easy graphic improvement of herbs and fields (with photos!)
Another note - one thing I found useful was to not expand with the same amout for all crops. I did a 1 pixel expand for all and then did an inverse select and "brushed" some black back for one of the crops (the one above the minimap in the image above). That gives more variation IMO so tha...
- Sun Jul 26, 2020 1:01 pm
- Forum: Field of Glory II
- Topic: Easy graphic improvement of herbs and fields (with photos!)
- Replies: 26
- Views: 4925
Re: Easy graphic improvement of herbs and fields (with photos!)
Wow - awesome advice! The crops for especially the SE map where to "weak" and this really did the trick! Updated my "TexMod" with your idea - http://www.slitherine.com/forum/viewtopic.php?f=492&t=100101 Quite some work to get the colors right with shaders and things changing ...
- Sun Jul 26, 2020 12:55 pm
- Forum: Field of Glory II: Modding
- Topic: TexMod for FoG2 - modded textures for all terrains
- Replies: 18
- Views: 6232
Re: TexMod for FoG2 - changed contrast/color for SE and NE terrains
Updated to version 1.1 above From the great post by toska about expanding the alpha channel maps to get more dense crops I did that for the SE map and it really was a nice trick. I did however not think that it was necessary for the NE map as the maps / base textures made a good job in the original ...
- Tue Jul 14, 2020 8:27 pm
- Forum: Field of Glory II
- Topic: Improving image quality with forced anisotropic filtering...
- Replies: 13
- Views: 2695
Re: Improving image quality with forced anisotropic filtering...
OK - to have different options I added back a Low Saturation version of Darkmod now that it feels rather final. And I took the trees from that LowSat version to the "Trees only" version that just changes the trees and leaves the rest vanilla. I added all trees now - I did not include the C...
- Tue Jul 14, 2020 1:57 pm
- Forum: Field of Glory II
- Topic: Improving image quality with forced anisotropic filtering...
- Replies: 13
- Views: 2695
Re: Improving image quality with forced anisotropic filtering...
I can understand that. However, the colour of the in-game ground looks good and the landscape's light is very well rendered IMO. So maybe your problem is more a matter of replacing a certain type of tree with your preferred one (more pines than currently...) ? My 2 cents. No big deal. Keep on the g...
- Tue Jul 14, 2020 9:22 am
- Forum: Field of Glory II
- Topic: Improving image quality with forced anisotropic filtering...
- Replies: 13
- Views: 2695
Re: Improving image quality with forced anisotropic filtering...
OK - but I agree with the comments that it does not look "hot enough" and has a late evening feeling. So I put down some work to get more sunlight. Updated the post in the mod section with version 1.3 Comparison below: Original textures: https://i.imgur.com/ti6Ar3N.jpg Darkmod 1.3: https:/...