Modding Medieval's Terrain

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Adebar
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Adebar »

@ Richard: Thanks! :)

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The modded FOG2M swamp vegetation also works in FOG2 (FOG2M BushesTileEdge.s4f replaces FOG2 BushesTile.s4f).

Mediterranean Marshy:

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North European Marshy (NorthernEurope swamp overlay textures replaced by SouthernEurope ones):

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Middle-Eastern Marshy:

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Tropical Marshy:

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All textures shown here are based on Mazex's great TexMod: viewtopic.php?f=492&t=100101

Only changes to The TexMod's original files are slightly recoloured MiddleEast tiles and objects. Apart from that the swamp overlay textures and vegetation could be released as a small sub mod for TexMod.
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

New Winter Farmland Texture.


Image



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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by toska »

They look great! Don't forget to update the mod.
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

toska wrote: Wed Feb 17, 2021 5:19 pm They look great! Don't forget to update the mod.

No worries. Once we have it all done, we'll release the entire updated mod.


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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

Man, I have learned a lot since Medieval came out. Been working on this for about five hours at least.

New Farmland.


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CAN'T SEEM TO SOLVE THIS PROBLEM!!!! I don't want to abandon this texture.

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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

Got a better texture for the other Winter Crops. Created a smaller texture set for the Rough Ground to better align with the rest of the new textures.

I think it looks pretty kickass! Last two pics are awesome.


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We are getting there.



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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by kronenblatt »

Mord wrote: Thu Feb 18, 2021 3:21 am Got a better texture for the other Winter Crops. Created a smaller texture set for the Rough Ground to better align with the rest of the new textures.

I think it looks pretty kickass! Last two pics are awesome.

We are getting there.

Mord.
I agree: Looks great! Thanks, Mord. Could this winter landscape be applied in FoG2:Ancients as well? And if yes, how?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

kronenblatt wrote: Fri Feb 19, 2021 9:28 pm

I agree: Looks great! Thanks, Mord. Could this winter landscape be applied in FoG2:Ancients as well? And if yes, how?

Thanks. Glad you like what you see.

You would put the files in the appropriate folders in your data/TILES data/options, Northern European, part of FoG II. I haven't really thought about it, but I doubt it would work decent without a lot of editing.


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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Adebar »

I could need some help with a texture related problem:

Overlay textures (TEX2.dds) for rocky hill slopes are showing dark gaps between their elements in game.

Zoomed out - all seems fine:

Image

Zoomed in - the gaps:

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Checked TEX2 over and over again, corrected several errors; Mord has examined it too - we cannot find the cause for the bug.

If anyone has an idea which causes the problem, please drop a line. Thanks in advance!
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

Adebar, see my last email. I misunderstood the email the other night. A couple of the hill contours aren't lined up perfectly.


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Last edited by Mord on Sat Feb 20, 2021 5:51 pm, edited 2 times in total.
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by kronenblatt »

Mord wrote: Sat Feb 20, 2021 12:09 am
kronenblatt wrote: Fri Feb 19, 2021 9:28 pm

I agree: Looks great! Thanks, Mord. Could this winter landscape be applied in FoG2:Ancients as well? And if yes, how?

Thanks. Glad you like what you see.

You would put the files in the appropriate folders in your data/TILES data/options, Northern European, part of FoG II. I haven't really thought about it, but I doubt it would work decent without a lot of editing.


Mord.
Too bad: I'm not really good at all with graphics. Hopefully a patch or DLC for Ancients will add that winter landscape then. Because it's nothing that you're looking at doing, Mord? (keeping my fingers crossed... 8) )
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

kronenblatt wrote: Sat Feb 20, 2021 12:27 pm

Because it's nothing that you're looking at doing, Mord? (keeping my fingers crossed... 8) )

I doubt any time soon. I've got 80 hours logged "in game" on Steam so far (doesn't included all the time I've put in outside the game), and I have yet to play a battle in Medieval. I've been modding this whole time. Trying to figure out what would be needed and not needed in Ancients, to get all the Winter stuff to work, depresses me LOL.


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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Paul59 »

Mord wrote: Sat Feb 20, 2021 12:36 pm
kronenblatt wrote: Sat Feb 20, 2021 12:27 pm

Because it's nothing that you're looking at doing, Mord? (keeping my fingers crossed... 8) )

I doubt any time soon. I've got 80 hours logged "in game" on Steam so far (doesn't included all the time I've put in outside the game), and I have yet to play a battle in Medieval. I've been modding this whole time. Trying to figure out what would be needed and not needed in Ancients, to get all the Winter stuff to work, depresses me LOL.


Mord.
Putting the Frozen terrain into a FOG2 Ancients scenario to create a new Epic Battle scenario using the new terrain would be easy.

But I guess what you really want would be to add it to the base games terrain folders so that Custom Battles and Campaigns could use it. That would be much harder, not because of any graphic work, but you would have to do a lot of scripting to get the game to use the Frozen terrain in those game modes.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.

Field of Glory II Medieval Scenario Designer.

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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by mazex »

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!
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by kronenblatt »

Paul59 wrote: Sat Feb 20, 2021 1:26 pm
Mord wrote: Sat Feb 20, 2021 12:36 pm
kronenblatt wrote: Sat Feb 20, 2021 12:27 pm

Because it's nothing that you're looking at doing, Mord? (keeping my fingers crossed... 8) )

I doubt any time soon. I've got 80 hours logged "in game" on Steam so far (doesn't included all the time I've put in outside the game), and I have yet to play a battle in Medieval. I've been modding this whole time. Trying to figure out what would be needed and not needed in Ancients, to get all the Winter stuff to work, depresses me LOL.


Mord.
But I guess what you really want would be to add it to the base games terrain folders so that Custom Battles and Campaigns could use it.
Yes, exactly.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

mazex wrote: Sat Feb 20, 2021 1:29 pm 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 involved.




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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by mazex »

Mord wrote: Sat Feb 20, 2021 2:13 pm
mazex wrote: Sat Feb 20, 2021 1:29 pm 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 involved.

Mord.
Glad to see that my modded textures for Ancients where appreciated and can be used as a base for part of your work!

Been working too much lately unfortunately. I bought Medieval on release to support the devs but only have 2 hours logged so far. It seems great and I actually liked the base textures / coloring / saturation a lot better than vanilla Ancient. But there is always room for improvement to suit different individual tastes for us that get get annoyed by some shade of green that is a tiny bit off our personal preferences ;)
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by kronenblatt »

Mord wrote: Sat Feb 20, 2021 12:36 pm
kronenblatt wrote: Sat Feb 20, 2021 12:27 pm

Because it's nothing that you're looking at doing, Mord? (keeping my fingers crossed... 8) )

I doubt any time soon. I've got 80 hours logged "in game" on Steam so far (doesn't included all the time I've put in outside the game), and I have yet to play a battle in Medieval. I've been modding this whole time. Trying to figure out what would be needed and not needed in Ancients, to get all the Winter stuff to work, depresses me LOL.


Mord.
I know the feeling...! I've actually got 22 000 (!) hours logged on Europa Universalis 4, with the vast majority (really; almost all) of it testing my mods and having the game run hands-off over-night and over days to test dynamics. Can't really say how few hours I've actually played Europa Universalis 4, but not many at all... :)
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Adebar »

kronenblatt wrote: Sat Feb 20, 2021 2:54 pm I've actually got 22 000 (!) hours logged on Europa Universalis 4
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Re: FoG II Terrain for Medieval! (UPDATED 2/6/2021) 9:30AM

Post by Mord »

That's over two years LOL.


Adebar, just sent you the corrected Tex2.



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