Author Topic: Mount & Blade Panoramic Mod v 2.0 [RELEASED] (updated 25/01/09)  (Read 89916 times)

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Teshin

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #15 on: December 28, 2008, 09:14:40 PM »
Wow, Zaro should include this in GE3.
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hunterman52

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #16 on: December 28, 2008, 09:17:03 PM »
just it include dynamic weather or is it just the background for the sky? because its really realistic :p...

Pali Gap

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #17 on: December 28, 2008, 09:19:24 PM »
Don't mean to be rude but it doesn't look nearly as good ingame.  Rather fake actually.

I must commend the man, however, for his clever screenshot work to make them look amazing.

Soil

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #18 on: December 28, 2008, 09:23:58 PM »
Holy moly!!!

Yo nard.

On topic: Nice try, the screenshots look pretty good.

Let's see if I can do better by remodelling the outer terrain model :)
« Last Edit: January 01, 2009, 04:46:03 PM by Soil »

TheWitcher

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #19 on: December 28, 2008, 09:54:13 PM »
Don't mean to be rude but it doesn't look nearly as good ingame.  Rather fake actually.

I must commend the man, however, for his clever screenshot work to make them look amazing.

Heh. Thanks! :) No offence taken.. ;)

The thing is that it's aimed to create better look without significant performance drop on weaker computers. There are three problems concerning that:

First - there would be need of extending skydome mesh to make feel of a bigger distance between actual map and the sky texture. I've tried that - but that causes another problem - huge gap and mirrored sky texture between outer land border and the skydome. Another funny thing - every texture is the same dimensions, and hills picture is identical in all of them - just recoloured to match the sky. But it looks like sunset texture is kind of higher than other skies. What causes that? I don't have a single clue.... :)

Second - There's no possible way with this engine to create dynamic weather. At least none I would know of yet. So for example filling the gap with the fog isn't a way to improve visuals. I would love to make dynamic weather and timeflow during the battles. But for now it seems impossible with current engine limitations.

Third - it's all about fake really. I'm still thinking about creating way more detailed textures to remove some feel of it - but on the other hand - when you charge into battle you don't really look for blurry pixels on the horizon, do you? :)

About extending outer terrain mesh - it's great idea, but I'm afraid it might cause significant performance drop as the price for huge piece of totally unused land you cannot enter. Is it worth it? It's yours to decide.

I'm still working to improve this mod and add new textures. Some looks way less fake than the others. But as some of you may know - graphical engine of Mount & Blade does have it's limitations, and actually a lot of this stuff seems to be hardcoded. It will be definitely improved when I'll find any proper way to alter some stuff (skyboxes.txt looks promising).

Just a small disclaimer - none of the screenshots were altered in PhotoShop by any means. They're taken ingame.

Cheers!

P.S. Soil If you want to extend outer terrain model and you think that it won't cause any performance drop - you're welcome to PM me and we can join our efforts in creating Panoramic. I don't aim by any means to be the leader of the project or sth. It was just few tweaks I used in my game and I thought it might be a nice idea to share it with the community. Also - I'm eagerly waiting for Zaro to release GE 3 as I think it's outstanding work in bringing better quality to M&B.

« Last Edit: December 28, 2008, 10:05:00 PM by TheWitcher »
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Soil

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #20 on: December 28, 2008, 10:05:15 PM »
I seriously doubt that this would take a serious performance drop. You are actually able to do some pretty nice stuff since you're not limited by the terrain engine limits.
The first thing I'd do was remaking the outer terrain meshes. Yes, these hills look very unsuspicious. You wouldn't really think "HEY! I've been here already." However, they also don't look really good. For example, in mountain scenes sharp rocks and big mountains in the distance would look pretty awesome. In native, they're all just round hills. Doesn't really make for a good mountain feel, does it?

I first realized how drastical this could be when I was playing M2:TW again. Yes, the transition between the actual battle map and the terrain is seemless, I know that. However, seeing a mountain in the far distance there and that closer, smaller mountain there simply makes you feel that you're actually somewhere and not on a map with a few hills and a river.


I don't know how to do it myself, but if we find a generous scripter we could also have multiple outer terrains per random battle terrain type.

EDIT: Oh shit. I should either reread my posts before entering or use the spell check...

I won't get to do it tonight, I'll probably make a few new textures. I'll see what I can do tomorrow, though.
« Last Edit: January 01, 2009, 04:48:01 PM by Soil »

TheWitcher

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #21 on: December 28, 2008, 10:22:46 PM »
Yes - good idea. I'm looking forward to it. We'll see how it looks.
Extending outer terrain border means that there's going to be a need to expand skydome mesh I suppose. And that as well may contribute in creating better feel of vast land instead of small map with few hills. Also - bigger skydome means bigger and better quality sky texture.

I would love to see a way of assigning two or three layers of skydome with different cloud textures made with alpha channel - that could give an impression of clouds "hanging"  on a different height levels. I don't know if that can be implemented though.
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Soil

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #22 on: December 28, 2008, 10:32:02 PM »
I don't see why not. I could even imagine a layer of the skydome turning so that there is the effect of moving clouds.

We'll have to see about bigger skydomes, though. I'm not really sure if they really are that small.

Anyway, I seem to have met a z coordination in a scene ones in which the buildings weren't lit properly anymore, I'll have to check how to take care of this, too.

I also have to make new textures, too...

phillo99

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #23 on: December 28, 2008, 10:51:06 PM »
Wow, this is one of the coolest graphical mods ever! Great one! It really adds to the immersion of the game.

irmekroache

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #24 on: December 29, 2008, 03:10:01 AM »
A bit off topic, but why did taleworlds remove those huge rendered mountains backgrounds ever since .960? Those were really great.

TheWitcher

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #25 on: December 29, 2008, 03:19:34 AM »
A bit off topic, but why did taleworlds remove those huge rendered mountains backgrounds ever since .960? Those were really great.

It's not really off topic because I was wondering about that as well. Funny thing - those textures are still in game resources...  :roll:

BTW: If someone have any ideas about how sky can be improved or how some things can be implemented in the subject of sky/weather/time flow etc - please feel free to use this thread...

Cheers!





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Narduiran

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #26 on: December 29, 2008, 05:17:51 AM »
Heya Soil. Didn't know you hugn around here.

So, I tried those skyboxes and well, they don't look as good in game. Especially on the map. It needs more work put into it, but the idea's great!

TheWitcher

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #27 on: December 29, 2008, 05:37:16 AM »
Heya Soil. Didn't know you hugn around here.

So, I tried those skyboxes and well, they don't look as good in game. Especially on the map. It needs more work put into it, but the idea's great!

Huge problem with the map is that it uses same skybox as the battlefield. I wish to know a way to change that (so - to make map using it's own skybox instead of usual one...)   :(

And, yes. I know it's all still not that perfect....That's why I do keep working on it...
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Zaro

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #28 on: December 29, 2008, 06:23:55 AM »
Quote
Huge problem with the map is that it uses same skybox as the battlefield.

That's what I was going to point out. I'd started doing this myself but stopped after seeing distant trees on the ocean horizon :shock:. Your shots are great, so I think it's worth the compromise.

Quote
there's no issue with using both mods although my files are going to overwrite GE skybox textures.

I believe I use native ones for my last release, so it doesn't really matter.

TheWitcher

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Re: Mount & Blade Panoramic Mod v 1.0
« Reply #29 on: December 29, 2008, 07:20:19 AM »
Well, in skyboxes.txt skybox_cloud_2 is repeated with a different flag - dunno does it matter, but maybe we could play with it somehow? I'm still investigating that. Damn flags are just too much for me - I don't know how to use them in txt file! :(

Another workaround is to create cloudy/foggy patch with distant hills/mountains to appear exactly where the ocean is (distant land kind of thing). Also it seems that Star Wars Mod is using some different sky texture for the map. I haven't looked into that yet, though.

My primary objective now is to create bigger skydome mesh and add some nice fog effects and sun ambient light, get rid of the damned mirror effect and overall improvement of textures quality. It's worth fiddling with because it improves immersion factor greatly IMO.

BTW: How's GE 3 going Zaro? Is there a hope to have it released any time soon?
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