UPDATED: Paul SAVED the day! Steppe and Fortresses are back on the menu, boys! Everything works great!









My two favorites:


UPDATED: Mod can be found here:
viewtopic.php?f=639&t=104383
Mord.
Moderator: rbodleyscott
Yep and now there are choices, though this mod isn't 100% yet. I don't know if it can be.
The only thing stylized is the terrain. The units are virtually no different than in Fog II. The knights might be a bit brighter buts that's only because they have lots of clothing and were prone to color. Also it's part of the game design where the more prestigious units tend to get the most pizazz. But FoG II units shouldn't look anymore out of place on the vanilla Med maps (when the patch is released) than the Med units look out of place on the Ancients terrain. But to suggest, as you did in the other thread, that the Med units are designed to look like a Medieval painting and fit the landscape would also mean the units in FoG II were also designed to be in a Medieval painting and fit the landscape.Athos1660 wrote: ↑Sat Feb 06, 2021 7:10 amI for one like what seems to have been devs' preference since Pike and Shot : making stylised graphics in the style of the drawings/paintings/mosaics/illuminations of the time, instead of realistic ones. This is certainly why the landscape textures in FoG2: A seem more pastel/lighter than in FoG2: M.
Maybe (the knights) but for the most part it all looks fine.
Well done Mord!Mord wrote: ↑Sat Feb 06, 2021 2:15 am
UPDATED: I have tried EVERYTHING I can think of (crawled over the files painstakingly) but I cannot get the castle to show on either type of Relieve Besieged Fortress Maps, and the Steppe maps have raised lines going through them (See Below). Something is causing these conflicts and I just can't pinpoint it! It's great but frustrating at the same time, being so close to having it all work. From what I have tested, you can play all Battle types, with all the FoG II terrain intact, except for the above mentioned.
Steppes and Fortress problem.
Thanks, Paul. I appreciate it.Paul59 wrote: ↑Sat Feb 06, 2021 12:35 pm
Well done Mord!
Your problems are due to the mod using the Ancients OBJECTS.TXT file. It is missing all the info relating to castles, steppe grass, and probably a few other new Medieval things. An easy fix is to copy and paste the Medieval OBJECTS.TXT into the mod, but I'm not sure if that will cause any issues with the old Ancients objects, I doubt it though.
cheers
Paul
Hi Mord,Mord wrote: ↑Sat Feb 06, 2021 1:00 pmThanks, Paul. I appreciate it.Paul59 wrote: ↑Sat Feb 06, 2021 12:35 pm
Well done Mord!
Your problems are due to the mod using the Ancients OBJECTS.TXT file. It is missing all the info relating to castles, steppe grass, and probably a few other new Medieval things. An easy fix is to copy and paste the Medieval OBJECTS.TXT into the mod, but I'm not sure if that will cause any issues with the old Ancients objects, I doubt it though.
cheers
Paul
Yeah, I actually had a mix of FoG II objects and Med objects (mostly FoG II). I needed some of the FoG II objects to get the tall grass/wheat effect in the agriculture terrain. BUT you just gave me an idea how I can narrow down what is causing this! I am gonna slowly add FoG II objects until I hit the snag. It's gonna be time consuming but it will give me the definite answer I need. I have been dicking with this MFer for 14 hours or so and I can't believe that that didn't occur to me until your post! THANKS!!!
Mord.
Paul59 wrote: ↑Sat Feb 06, 2021 1:20 pm
Hi Mord,
I think you might have misunderstood me slightly. Inside the NorthernEurope objects folder there is a text file called OBJECTS.TXT. It basically tells the game how to use the object models that are in the folder. You are using the old Ancients OBJECTS.TXT which does not mention the castles (Heavy Wall objects) and steppe grass at all, so the game is not using them. You need to copy and paste the Medieval OBJECTS.TXT file into your mod. The actual object models are not a problem at all.
Having said that, it might be worthwhile using some of the new Medieval objects instead of the old Ancients ones, for instance I much prefer the new Medieval Bush objects.
Hang on for a few minutes, Adebar, and I'll upload the corrected Mod. I am almost done. I am double checking everything now.
Yeah, I was aware of that but didn't think it would effect anything as I wasn't seeing any problems in the Custom Battles maps. Not sure what the work around would be outside of correcting the map inside the editor. Should've known there'd be SOMETHING to keep it from being perfect! Well, worse comes to worst people can just use the Med DDS I suppose.
The Medieval Tex1.dds and Tex2.dds (and their associated normal and spec .dds files) have a slightly different layout to the Ancients versions. The Medieval versions have some additional special overlays (mainly different marsh types) that are not used by the Random Terrain Generator, but can be used by scenario designers to create custom terrain for Epic battles. I used several of these new terrain overlays when designing the Epic battles.Mord wrote: ↑Sat Feb 06, 2021 2:50 pmYeah, I was aware of that but didn't think it would effect anything as I wasn't seeing any problems in the Custom Battles maps. Not sure what the work around would be outside of correcting the map inside the editor. Should've known there'd be SOMETHING to keep it from being perfect! Well, worse comes to worst people can just use the Med DDS I suppose.
Mord.
That's the glorious beauty of choice, we both get what we want.
Thanks, brother!
That explains why it wasn't screwing up during the CB map generation. It never occurred to me to check anywhere else. I figured it just worked. LOL.Paul59 wrote: ↑Sat Feb 06, 2021 3:40 pm
The Medieval Tex1.dds and Tex2.dds (and their associated normal and spec .dds files) have a slightly different layout to the Ancients versions. The Medieval versions have some additional special overlays (mainly different marsh types) that are not used by the Random Terrain Generator, but can be used by scenario designers to create custom terrain for Epic battles. I used several of these new terrain overlays when designing the Epic battles.
Well, maybe something can be done in the future? It's beyond my skills or I'd do it. I am pretty good with modding some aspects of Combat Mission but that mostly involves BMPs and WAVs. These DDS files are tough. The best I could do in FoG II was that banner I showed you. I am more of a manipulator than artist.Paul59 wrote: ↑Sat Feb 06, 2021 3:40 pmThe only way to properly fix this is to create new Tex1.dds and Tex2.dds files for the mod, replacing the Medieval textures you don't like with appropriate Ancient ones, but leaving in the new Medieval marshes. You would need to be experienced in graphics editing to do this. It's the sort of thing that I can do, but it's not quick and straightforward, and I am too busy to do it at the moment.
Yeah, the Med slopes are definitely a deal breaker. I already encountered what they look like with the FoG II terrain and it's horrible looking!Paul59 wrote: ↑Sat Feb 06, 2021 3:40 pmThe other option would be to delete the overlay folder from the mod completely, so that the mod uses the Ancients base tiles and the Medieval overlays. The main problem with that solution is that you would have the Medieval slope tiles, which might look odd combined with the Ancient's base tiles.
Yes, it might require some work on the alpha layers, so it would probably be more complex than working with bmps or wavs.Mord wrote: ↑Sat Feb 06, 2021 4:35 pmWell, maybe something can be done in the future? It's beyond my skills or I'd do it. I am pretty good with modding some aspects of Combat Mission but that mostly involves BMPs and WAVs. These DDS files are tough. The best I could do in FoG II was that banner I showed you. I am more of a manipulator than artist.Paul59 wrote: ↑Sat Feb 06, 2021 3:40 pmThe only way to properly fix this is to create new Tex1.dds and Tex2.dds files for the mod, replacing the Medieval textures you don't like with appropriate Ancient ones, but leaving in the new Medieval marshes. You would need to be experienced in graphics editing to do this. It's the sort of thing that I can do, but it's not quick and straightforward, and I am too busy to do it at the moment.