Author Topic: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]  (Read 27623 times)

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Mark7

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #30 on: June 19, 2016, 06:13:12 AM »
Spanish: Hola Mark, dejaron de hacer el mod? Que triste, saludos (Soy de la URSS).

Si, esperando el Bannerlord :D

ighten

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #31 on: July 07, 2016, 09:06:39 PM »
Links seem to be leading to nothing on front page?

kalarhan

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #32 on: July 07, 2016, 09:25:31 PM »
Links seem to be leading to nothing on front page?

yeap, it needs a re-upload or a alternative download (Dropbox, GoogleDrive, Nexus, ...). Wait for @Mark7 to offer a new link

Mark7

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #33 on: July 09, 2016, 08:28:11 AM »
Links seem to be leading to nothing on front page?

Re-uploaded: Mirror 1

Steinear

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #34 on: January 29, 2017, 05:19:51 PM »
For everyone who are planning to combine this with Dark Age.

I installed this over DA wihtout overwriting existing files and enabled the SMAA injector but it became way too dark. Every daytime looks like night. I´m suggesting to use the two mods seperate or use another shader injector.

ha3481

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #35 on: January 29, 2017, 09:21:45 PM »
For everyone who are planning to combine this with Dark Age.

I installed this over DA wihtout overwriting existing files and enabled the SMAA injector but it became way too dark. Every daytime looks like night. I´m suggesting to use the two mods seperate or use another shader injector.
With the SMAA injector everything is fine..
(btw is supposed to work only with directx 9, directx 10, directx 11, x86 applications and may be incompatible with Steam Overlay)

Dark Age did not use much of these textures (skybox_, vc_bark_, vc_grass_, vc_leaves_, vc_map_, vc_terrain_, vc_wheat_, wall* and others) because many materials have been changed.
If you installed this over DA wihtout overwriting existing files that many a normal and a specular maps are incorrect because in DA many textures have been changed.

It's incompatible.
« Last Edit: February 01, 2017, 01:09:04 PM by ha3481 »

Bustrofedon

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #36 on: February 14, 2017, 08:28:00 PM »
Nice texture replacer, but mead halls and lord's halls are too dark inside. Some item icons in inventory are too dark also.

DaVincix

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #37 on: May 07, 2017, 06:21:46 PM »
Nice texture replacer, but mead halls and lord's halls are too dark inside. Some item icons in inventory are too dark also.[/b]

Tried the mod, as VC vanilla actually can use some fx improvements (esp. for what the mod offers, plus improved textures of humans and animals, and clothes/armour/weapons*).

I don't have the same impression as the poster above - it rather reflects the medieval background, where open fires and/or torches were the only lightsources available, plus candles which but have been  very rare and very expensive. Thus i like what the mod does here for the interior, it enhances realism.

Have other issues:

- Map changes are rather not well made, imo.. The here in one post mentioned files to re-add files from vanilla aren't enough in my case, as the map-icons (settlements) remain with altered texture. I assume that is generally the case, or do i have a unique thing? However, my question would be: Which texture files are responsible for map-icons aka the map settlements?
Edit: Solved (have world map back to vanilla, which is not perfect, but like it more than the altered one). Solution (just in case interesting for others): All .dds files (names) which indicate world map locations (vc_map castle, city, etc.). Using the mod now, except its world map files.

- Still another graphic effect thing (which might be a unique setting case, perhaps)?
a. Shadows at night seem to be greenish/transparent than blackish, looks odd and mere unrealistic.
b. All architecture (ground, walls, etc.) seem to have a strong greenish emphasis.
Is it my Gamma setting or something, or generally the case? What say other players/users of the mod here?

Due to these mentioned issues, i removed the mod, for now. Would like to use it, if i know how to deal with them properly. Help appreciated regarding the above issues.

My fx settings are highest/ultra, AA 8x, Auto-expl./HDR off. On a MSI 1070 Gaming X.

* I know there are some mods out there for this (just not to my liking and/or come with other mod items included).
Just where i would prefer or would desire modular mod offers, which change single items (like texture environment, texture sky, texture architecture, texture interior, texture vegetation, texture animals, texture armours, texture cloth, texture weapons, Lighting, texture Map, texture UI/Interface, etc.)

EDIT

And sorry, i forgot to say: Thanks for the excellent texture work, a world difference to vanilla textures. Can only recommend the mod, independent from my mentioned points.
« Last Edit: May 15, 2017, 05:50:31 AM by DaVincix »

demigod195

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #38 on: October 08, 2017, 10:22:19 PM »
Hey, great mod, but I am having a really annoying problem with the trees. When I have anti-aliasing enabled, the leaves on the trees become transparent at a distance. The higher the anti-aliasing, the shorter the distance that they become transparent. I tried forcing anti-aliasing in Nvidia control panel, but unfortunately Nvidia AA seems to have no effect in Warband. Do you have any idea what the problem may be, and how to fix it?

Drax70

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Re: [B] Viking Conquest - Reworked Environment [RELEASED v1.0]
« Reply #39 on: October 10, 2017, 06:06:55 PM »
Hey, great mod, but I am having a really annoying problem with the trees. When I have anti-aliasing enabled, the leaves on the trees become transparent at a distance. The higher the anti-aliasing, the shorter the distance that they become transparent. I tried forcing anti-aliasing in Nvidia control panel, but unfortunately Nvidia AA seems to have no effect in Warband. Do you have any idea what the problem may be, and how to fix it?

Don't use AA at all, M&B engine is not good in handling it well and most of the times it can be very buggy for your game, save corruption etc.
I have a 2K monitor and don't use AA in any game at all, except in special occasions which I use 2x, maximum.

By the way,
Mark7 Great Mod!  8-)
And a question, There are a lot of extra textures that vanila doesn't have in the texture folder, if I copy them from your mod will they be recognized from the game or do I have to rename them?

Thanks!
« Last Edit: October 11, 2017, 01:23:08 PM by Drax70 »
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