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  1. #1
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Tutorial: creating new vegetation for battlemaps

    Hoggy, you should delete all files in the vegetation folder (note NOT the directories). You should then paste the textures folder in models_vegetation into the vegetation as the included images are used ingame. (The models_vegetation folder is only used to generate the vegetation files.) It works every time for me, so you are missing something.

    The TGA.DDS files in the sprites and texture folders override the TGA files. This is done by CA since DDS files are better for system performance. That is why you are seeing the old sprites. The bit about deleting the contents of those folders will avoid this happening. Once you have finished your trees you can see the sprites and textures as DDS files to get better performance.

    Prometheus, looking at the screenshots I guess they are using the same type of model as used for the highland trees and trees in towns. They have tweaked it a bit and does look better. But I am not bothered with the M2:TW trees at the moment. If they look good, fine. If not, then I'll just edit them.

    They are certainly not the same models as from M:TW as they were just 2D sprites with a photo like texture.

  2. #2

    Default Re: Tutorial: creating new vegetation for battlemaps

    Quote Originally Posted by Duke John
    Hoggy, you should delete all files in the vegetation folder (note NOT the directories). You should then paste the textures folder in models_vegetation into the vegetation as the included images are used ingame. (The models_vegetation folder is only used to generate the vegetation files.) It works every time for me, so you are missing something.

    The TGA.DDS files in the sprites and texture folders override the TGA files. This is done by CA since DDS files are better for system performance. That is why you are seeing the old sprites. The bit about deleting the contents of those folders will avoid this happening. Once you have finished your trees you can see the sprites and textures as DDS files to get better performance.

    Prometheus, looking at the screenshots I guess they are using the same type of model as used for the highland trees and trees in towns. They have tweaked it a bit and does look better. But I am not bothered with the M2:TW trees at the moment. If they look good, fine. If not, then I'll just edit them.

    They are certainly not the same models as from M:TW as they were just 2D sprites with a photo like texture.
    Please don't forget to release your vegetation! It looks awesome, and I don't have 3dsmax or any of those programs needed to make them myself.

  3. #3

    Default Re: Tutorial: creating new vegetation for battlemaps

    You mention there's a dotmap that relates to how many trees appear on a map. Is it possible then to edit this map and nothing else? I don't think I have the skill to make my own trees, but I would really like to see more vegitation on the battle map.

    Presumably all I need to do is add more dots onto the dot map and hey presto, bigger woods?

  4. #4
    Bored Member Tux's Avatar
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    Default Re: Tutorial: creating new vegetation for battlemaps

    Quote Originally Posted by Dr Octo
    You mention there's a dotmap that relates to how many trees appear on a map. Is it possible then to edit this map and nothing else? I don't think I have the skill to make my own trees, but I would really like to see more vegitation on the battle map.

    Presumably all I need to do is add more dots onto the dot map and hey presto, bigger woods?
    You just have to increase the resolution of the dotmap, the vanila res. of the dotmap is 128 so 256 is enough to get some pretty dense forests on the battle map.

  5. #5

    Default Re: Tutorial: creating new vegetation for battlemaps

    Ok, so increasing the resolution will make the forests that would have been generated in vanilla RTW appear denser.

    But how can you make new forests appear? Also, is it possible to add trees to terrain that would usually have few or none?

  6. #6
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Tutorial: creating new vegetation for battlemaps

    To increase the density you can indeed edit forest_layout.tga. Then backup and remove descr_vegetation.db (16bit colours and no anti-alias settings). It will be generated again by R:TW with the new density.

    It is not possible to add trees to ground types other than forest or scrub. Although I wouldn't advise you to use the scrub groundtype since the models will not project shadows.

  7. #7

    Default Re: Tutorial: creating new vegetation for battlemaps

    Duke John, I can't stop staring with wonder and awe at this picture:



    Can you please release your vegetation mod? Sadly, I don't have any modding skills, and I don't have 3ds max, so I'm unable to do the work myself

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