Author Topic: Polished Landscapes test version [RELEASED]  (Read 91448 times)

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wanderer949

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Re: Polished Landscapes test version [RELEASED]
« Reply #270 on: June 17, 2010, 09:20:50 AM »
I sure hope there will be a warband version, the vista in warband is fairly poor  :| but then most games don't look as good as this mod does.  :P

Aethelwulf1066

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Re: Polished Landscapes test version [RELEASED]
« Reply #271 on: June 19, 2010, 10:07:59 AM »
Not sure if this has already been reported, or if there's some option in the video options I need to turn off to fix this little problem I have. What's happened for me, is that there are blurry sections on my screen, on the battlefield and the map. On the map, for example, the menu bar at the bottom, is completely blurred out. On the battlefield, there are random sections of the screen that go "in and out" of focus, blurring, and then focusing and becoming clear again. It seems as well that my own character blurs in and out of focus randomly as well.

If anyone knows the root of this problem, please let me know. I'm running Windows 7 and Mount and Blade in DirectX 9.

Thanks in advance for any help you can give me. This problem aside, the new landscapes look breathtaking!

Laszlo

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Re: Polished Landscapes test version [RELEASED]
« Reply #272 on: June 23, 2010, 05:48:05 AM »
This looks wonderful. Kudos to the mighty gutekfiutek!

About the whole tree collision thing; is it just the randomly generated trees that are non-collision, or does it apply to scene prop trees as well? Cheers

GetAssista

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Re: Polished Landscapes test version [RELEASED]
« Reply #273 on: June 23, 2010, 06:57:38 AM »
About the whole tree collision thing; is it just the randomly generated trees that are non-collision, or does it apply to scene prop trees as well?

Randomly generated trees get bugged collision mesh in MB, so gutek did not include collision at all, because it would be pointless - all his trees in a mod are used in random scenes.
Trees placed in an editor have correct collision mesh.

Bug should be fixed in WB AFAIK

SoTAL

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Re: Polished Landscapes test version [RELEASED]
« Reply #274 on: July 17, 2010, 12:02:45 AM »
Good work.

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oguznord

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Re: Polished Landscapes test version [RELEASED]
« Reply #275 on: July 19, 2010, 09:05:20 PM »
(click to show/hide)
(click to show/hide)

I combine this greatness with my Black Sky mod....its work without problems..
 but  how can i incrase grass distance ...in the option everything at max...????

« Last Edit: July 19, 2010, 09:53:41 PM by oguznord »

GetAssista

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Re: Polished Landscapes test version [RELEASED]
« Reply #276 on: July 20, 2010, 04:42:18 PM »
but  how can i incrase grass distance ...in the option everything at max...????
Tweak color of ground types textures/ It's evident from shots that your grass is very different in color from underlying ground, thus creating abrupt threshold when it's no longer rendered

Ulrich von Liechtenstein

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Re: Polished Landscapes test version [RELEASED]
« Reply #277 on: July 21, 2010, 02:32:56 PM »
Polished Landscapes mod

Early test version.
This version have no collision for trees!

Gutekfiutek , Is it alright to use this in new mod,giving you credit please?

http://www.youtube.com/watch?v=xta29hyQXZw

Gutekfiutek proszę możemy pobrać mody do rozwoju
Geboren für den Sieg


Sir_Laughalot

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Re: Polished Landscapes test version [RELEASED]
« Reply #278 on: July 28, 2010, 09:26:17 PM »
Well, it's probably the best Landscape mod ever. I tend to use it on any other game mod and it has always worked so far.
I just tried Rus: XIII Century and it works just fine, but for some reason I now start getting CTDs with Runtime Error messages whenever I enter a Town/Village or start a battle.

Has anyone got an idea what causes it?

Flanged

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Re: Polished Landscapes test version [RELEASED]
« Reply #279 on: August 03, 2010, 08:36:17 PM »
Excellent work here.  The textures are far superior to Native, and without any performance hit at all.  An "adventure" mod in a persistent world (no overland map) with these landscapes would be incredible.  It reminded me a bit of Gothic 2, but much better looking. 
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johncage

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Re: Polished Landscapes test version [RELEASED]
« Reply #280 on: August 19, 2010, 09:32:08 AM »
sieges are sort of laggy now. does this mod interact with ai movement patterns? they seem to just run into each other.
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BlackOne

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Re: Polished Landscapes test version [RELEASED]
« Reply #281 on: August 21, 2010, 12:00:54 PM »
There are instructions on the Warband counter part for this mod, telling people how to use this mod in other mods. Say If I want to play Sword of Damoclyes with this mod, it tells me how. That is warband though, are there any instructions for how to do this in M&B?
« Last Edit: August 21, 2010, 12:22:17 PM by BlackOne »

Wellenbrecher

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Re: Polished Landscapes test version [RELEASED]
« Reply #282 on: August 21, 2010, 01:14:01 PM »
Huh? The OP clearly states how to do it. Look at the spoilers.

'sides, it's the nearly same ******** thing as with Warband.
Dump all the extra files into an extra installation and then put the "new" .brf files from the PL Native [or PL test, can't remmber what he called the Module that comes with the mod] folder, that comes with the mod, into the one from the mod you're trying to use PL with. Open the module.ini and remove/add the changed files like the spoilers in the OP tell you to.

You could also simply click through the thread - it's only 19 pages - there's a "guide" somewhere, also quoted mutliple times by multiple people.

Edit:
Page 7, first post. Be aware that he forgot to mark some of the files. Just make sure you changed as many entries as you dumped files into the ressource folder.

BlackOne

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Re: Polished Landscapes test version [RELEASED]
« Reply #283 on: August 22, 2010, 11:17:32 AM »
Huh? The OP clearly states how to do it. Look at the spoilers.

'sides, it's the nearly same ******** thing as with Warband.
Dump all the extra files into an extra installation and then put the "new" .brf files from the PL Native [or PL test, can't remmber what he called the Module that comes with the mod] folder, that comes with the mod, into the one from the mod you're trying to use PL with. Open the module.ini and remove/add the changed files like the spoilers in the OP tell you to.

You could also simply click through the thread - it's only 19 pages - there's a "guide" somewhere, also quoted mutliple times by multiple people.

Edit:
Page 7, first post. Be aware that he forgot to mark some of the files. Just make sure you changed as many entries as you dumped files into the ressource folder.

Alright I did that and tried getting PL working for Sword of Damocles, now I get an instant RGL ERROR message upon start up, it reads:

attempt to reregister body bo_group.

I'm guessing it has something to do with me editing the mod ini, but I have no idea what I'm meant to edit in it? I can load it up with notepad, but then I have no idea what I'm actually meant to do with the ini file.

Help?
« Last Edit: August 22, 2010, 11:33:40 AM by BlackOne »

Wellenbrecher

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Re: Polished Landscapes test version [RELEASED]
« Reply #284 on: August 22, 2010, 11:55:00 AM »
Why wouldn't you be able to load it with notepad? It is, for all intents and purposes, nothing but a textfile with a different name.
The normal windows editor is able to open it - I've donme it many times - but sometimes messes up the file. It's better to use something like notepad++. And be it only for the highlighting :P
I just assume that you were able to copy the .brf, .dds, .txt files and so on to the right folders. And that you did so after creating a second M&B install, preferably by copying a clean and unaltered 1.01 install and renaming it to something like M&B with PL.
The OP and the 'guide' on page seven clearly states what you have to do here.

Now you open the module.ini and basically do what you'd have to do with any iother mod if you're going to add something to an existing module - adding the .brf files to the .ini.
I could just say "look up any instance where there's load_ressource = name-of-a-brf-you-just-added-from-the-PL-download and rewrite it so, it says load_mod_ressource = name-of-a-brf-you-just-added-from-the-PL-download", but I've got some sleep last night for a change, so yeah...
I'll write down what the OP and the post on page seven say, again.

Each of the following lines, i.e.
Quote
load_resource = materials
load_resource = map_tree_meshes
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = xtree_meshes_b
load_resource = terrain_borders
load_resource = tree_e_meshes
load_resource = xtree_meshes_c
load_resource = grass_meshes_b
has to be changes to load_mod_ressource, e.g. load_resource = materials to load_mod_resource = materials.
This will tell the game to rather use the files in the module folder than the ones in the root folder.

And that's it. :)
Hardly difficult when even I got it right the first time around.