+Stary Posted May 18, 2013 Posted May 18, 2013 (edited) View File OTC Cuba repaint (new tileset) 05-25-2013 mod updated to version 1.5: new in version 1.5 is TOTAL rework of tileset, all tiles replaced with new mostly satellite-based high resolution tiles some trees graphics modified to avoid size issues on various tiles (ie. Desert-to-mountain transitionals, mountain tiles) Installation: Unpack with 7zip to your OTC Cuba terrain folder, overwrite when asked. initial upload readme: This is >>really<< simple repaint and tweaks to OTC Cuba terrain looks. Tiles have been recoloured, upscaled to 1024^ and undergo some tricky tricks to make them appear as they have more "depth" from air. Trees have been scaled down and I replaced their graphics with better quality textures (I borrowed from my other mods) to fit the new overall tones. At one point I tried to replace some of the ground textures with better quality ones, however as they were sticking out too much from the tileset I abandoned this idea. I think that's all. Have fun, and big THANK YOU! to original OTC creators and especially Eburger68 for putting this one together! Stary Submitter Stary Submitted 05/18/2013 Category Tilesets for Terrains Edited May 25, 2013 by Stary Quote
+Stary Posted May 25, 2013 Author Posted May 25, 2013 Updated to version 1.5, with brand new high resolution satellite-based tiles. Let's say the initial release never actually happened, ok Quote
+ravenclaw_007 Posted May 25, 2013 Posted May 25, 2013 i assume it is still waiting for approval ??? Quote
+russouk2004 Posted May 25, 2013 Posted May 25, 2013 Nice...was playing with verdun and cambrai in ww2 instal last night...you ever messed with them stary? Quote
+Stary Posted May 26, 2013 Author Posted May 26, 2013 around time FE2 came out, but 1) it was never finished nor meant to be released 2) I don't know if I even have those somewhere Try Jan Tuma's fabulous repaint/treemod Russo Quote
+russouk2004 Posted May 26, 2013 Posted May 26, 2013 (edited) yer have done...got it in my wwII install.. and this.. Edited May 26, 2013 by russouk2004 Quote
+Stary Posted May 26, 2013 Author Posted May 26, 2013 (edited) try adding or replacing in that terrain's data bits from some recent treemods of mine, especially [AlphaObjectTexture] part for example try those: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=16384 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Edited May 26, 2013 by Stary Quote
+russouk2004 Posted May 26, 2013 Posted May 26, 2013 aye...Ive noticed the terrain needs the tree mod ....ty Quote
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