TexMod for FoG2 - modded textures for all terrains

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mazex
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TexMod for FoG2 - modded textures for all terrains

Post by mazex »

TexMod for Field of Glory II (Ancient)

Credits:
Mazex - Core TexMod
Adebar - MarshMod that adds improved marshes

TexMod is a simple mod that alters the base textures to tweak the colors, increase the contrast and add some more saturation etc. The main reason I started this was initially that I am no fan of the grey trees on the SE maps, and I think it looks a bit "washed out", even though I understand this is intended. For the Nothern Europe maps I think that there is a blue/green tint that I have tried to change.

The game is very well strucured so it is rather easy to change the base textures.

So - the mod changes most of the standard dds textures in:

Data\TILES\SouthernEurope_Base and SouthernEurope_Overlay
Data\TILES\NorthernEurope_Base and NorthernEurope_Overlay
Data\TILES\MiddleEast_Base and MiddleEast_Overlay

For SouthernEurope it alters the base Object texture "Texture@.dds" in Data\objects\SouthernEurope
For NorthernEurope it alters MountA_Diffuse.dds, MountB_Diffuse and Texture@.dds in Data\objects\NorthernEurope
For Middle East it alters the base Object texture "Texture@.dds" in Data\objects\MiddleEast

Finally I added more "oumpf" to the melee outline textures and the ZOC outline textures in Data\UI\Textures\Battle. Note that this affects all maps, not only Southern Europe... It gets clearer this way IMO. If you do not like it, copy the originals back. If you like this but not the altered ground textures - only copy these files.

Installation:

Download and unpack the zipfile from here: https://drive.google.com/file/d/16vu63r ... sp=sharing

There are two subfolders:

TexMod - the modded texture files for Northern Europe, Southern Europe and Middle East
OrigFiles - Contains all the default files the other ones replace, so to reset you can just copy the files from this folder back overwriting "modded" textures...

So - go to the TextMod folder and copy the "Data" folder there. Find your FOG2 installation directory and paste it there. It will say that you are trying to overwrite xxx files if you did this right... Click OK.

Uninstallation:

The original files that the mod replaces are in the "OrigFiles" folder. So to "uninstall" do the same procedure. Copy the "Data" folder in the OrigFiles directory to your base game directory.

Screenshots (they are also in the download file and the difference is bigger than it looks below - but in Windows you can open them and click left / right and see the difference more clearly. They are all with vignette off.

SE Original:
Image

SE TexMod:
Image

NE Original:
Image

NE TexMod - less blue / green, look at trees where it is most visible
Image

Panion Original:
Image

Panion TexMod:
Image
Last edited by mazex on Wed Aug 07, 2024 11:38 am, edited 31 times in total.
mazex
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Re: TexMod for FoG2 - changed contrast/color for SE and NE terrains

Post by mazex »

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 version I think.

Did quite some fiddling with colors to get it working - I think I spent 30 minutes to try to get the wheat color OK but I am not quite happy. With shaders and stuff it's harder than one might think to get the right warm yellow... Updated the NE wheat as well after that.
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Adebar »

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 bit more colour and contrast because they are also part of the "Tropical" maps which are consisting of a strange mix of NE tiles and NE/ME objects.

Also Paul59*s Battle of Panion scenario (best map ever!) uses a mixture of SE/ME objects, and the ME trees are looking a bit dull compared to the (modded) SE trees.
Image
mazex
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by mazex »

Adebar wrote: Tue Jul 28, 2020 6:28 am 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 bit more colour and contrast because they are also part of the "Tropical" maps which are consisting of a strange mix of NE tiles and NE/ME objects.

Also Paul59*s Battle of Panion scenario (best map ever!) uses a mixture of SE/ME objects, and the ME trees are looking a bit dull compared to the (modded) SE trees.
Thanks! I think the difference in game is bigger than the screenshots show to some extent.

I added ME as well - even though I only had to tweak the objects base texture. To get the beautiful Battle of Panion map good I had to do quite some tweaking of the SE textures. Paul is using the SE forest base texture as dry ground that was in the wrong "tint", and the SE hillsides needed tweaking to align with the ground and be a bit more shaded, as well as a bunch of flowers brush etc.

Pauls map actually looks great with his mix in the vanlilla game, but now it looks good with TexMod as well (I think at least).

Panion Original:
Image

Panion with TexMod:
Image
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Adebar »

You're fast, Mazex! :shock:

Great work! Many many thanks!

PS: I can only recommend to remove the vignette effect for better enjoyment: viewtopic.php?f=488&t=80209&hilit=vignette
Image
mazex
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by mazex »

Adebar wrote: Tue Jul 28, 2020 4:50 pm You're fast, Mazex! :shock:

Great work! Many many thanks!

PS: I can only recommend to remove the vignette effect for better enjoyment: viewtopic.php?f=488&t=80209&hilit=vignette
Thanks a lot for the vignette advice - that cleared things up! It would be nice to have an option in the settings UI to enable/disable that as people have different preferences for this, I am sure many like it on.
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by mazex »

New version 1.2.2 - did some tweaking mainly of NE textures to work as good as possible for "mixed" maps like Chach.
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Adebar »

Maps are looking very harmonic and beautiful with this mod. :o A real gem!

Image
Image
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by philstat »

This is an absolutely EPIC mod, I'm blown away the devs don't make this default look of the game, I absolutely despise that bluish look the maps have by default, this along with getting rid of edge graphic effect the game had by default. Sensational work!
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Mord »

philstat wrote: Sun Feb 07, 2021 6:54 am This is an absolutely EPIC mod, I'm blown away the devs don't make this default look of the game, I absolutely despise that bluish look the maps have by default, this along with getting rid of edge graphic effect the game had by default. Sensational work!
That's funny you're here at the same time as me. I just down loaded this and am gonna try it out in a bit. If I really like it I'll transfer it over to Medieval.


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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Mord »

mazex wrote: Sun Jul 12, 2020 10:01 pm
TexMod for Field of Glory II (version 1.5.30)

NICE work, man!

The Med was my least favorite of the various battlefield environments. I had a hard time getting it to look good, even when using Reshade. This definitely did the trick. I look forward to battling it out in the Med now. THANKS very much!


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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by philstat »

Mord, awesome to hear, this will be epic to have in FO2M, definitely a massive difference in the overall look of the game.
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Adebar »

Hello Mazex!

If you're still around, please check: viewtopic.php?f=639&t=103938&p=908315#p908315 - concerning a possible sub mod to your TexMod.
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by mazex »

Adebar wrote: Wed Feb 17, 2021 10:34 am Hello Mazex!

If you're still around, please check: 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 thanks and a link to this thread as "payment" :)

As you are now the torch carrier - can you send me the files to update for this mod when you are done? I will then update the download in the original post. As it was a while ago I did this it would be nice to just get the files that needs update for the marshes etc in my mod ;) Knew every texture when I did this but now I would have to reboot...
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Adebar »

Great! Thanks for the kind response!

I'll send you a DL link tomorrow.
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by Adebar »

Hello Mazex!

Check your PMs! :o
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mazex
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Re: TexMod for FoG2 - modded textures for SE and NE terrains

Post by mazex »

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!
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Re: TexMod for FoG2 - modded textures for all terrains

Post by Adebar »

You're welcome!

It is an honour and a pleasure. :D
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Re: TexMod for FoG2 - modded textures for all terrains

Post by mazex »

On vacation in Tuscany sipping on some Chianti and looking at the landscape, I thought about my old mod, realizing why I did it :)

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