Polished Landscapes test version [RELEASED]

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sieges are sort of laggy now. does this mod interact with ai movement patterns? they seem to just run into each other.
 
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?
 
Huh? The OP clearly states how to do it. Look at the spoilers.

'sides, it's the nearly same ****ing 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.
 
Wellenbrecher said:
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?
 
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 :razz:
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.
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. :smile:
Hardly difficult when even I got it right the first time around.
 
Wellenbrecher said:
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 :razz:
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.
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. :smile:
Hardly difficult when even I got it right the first time around.

Alright I'll do this then:

1. Put the .brf files in the 'Resource' folder.

2. Put the .dds files in the 'Texture' folder.

3. Copy and move PL_test .txt files into the Prophecy of Pendor folder, I moved and kept both POP txt. files and PL_test .txt files (not sure if this was the right thing to do).

4. Copy and paste these exact files into the PoP module.ini file:

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

Then change them to load_mod_resource =  insert mesh

or is it every single one of the following files has to be changed from 'load_resource =' to 'load_mod_resource'?

load_mod_resource = Pendora
load_mod_resource = Pendor_AQS1
load_mod_resource = A2K_Stuff
load_mod_resource = women_armor


load_mod_resource = pendor_chest_AQS2
load_mod_resource = Pendor_AQS2
load_mod_resource = abyss
load_mod_resource = abyss_ranged
load_mod_resource = Pendor_Sysyphe
#load_mod_resource = Pendor_AQS1_LOD

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_mod_resource = materials
load_resource = materials_face_gen

load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_mod_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = helmets


load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme

load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_mod_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b

load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern

load_resource = weapon_meshes1
load_resource = weapon_meshes_b

load_resource = houses1
load_resource = wall_meshes1

load_resource = town_houses
load_resource = doors
load_resource = churches


load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h

load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_mod_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_mod_resource = tree_e_meshes
load_resource = destroy
load_mod_resource = xtree_meshes_c
load_mod_resource = grass_meshes_b



load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton

load_resource = steppe_fake_houses
load_resource = weapon_meshes_d

#load_resource = human_anim
load_resource = tableau_shields
load_resource = heraldic_armors

load_resource = spear
load_resource = weapons_e

load_resource = custom_banner

load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman

load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
#load_resource = ani_stand_woman
load_resource = ani_walk_sideways
load_resource = ani_run_sideways


#animations
load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
#load_resource = uni_tavern_stand
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

Thanks for the help.
 
Alright, I'll write down a whole step by step thing after I took a shower. Will edit it in here.

Edit:
Let's do this.

I. First off, I'll advise you to create a clean, i.e. completely unmodified install of M&B 1.011. Then you copy that entire install as backup. Rename one M&B PL or something and mark the other one as backup, e.g. call it M&B clean backup. This is optional of course, but it helps to keep track and to revert back to a clean one without having to delete and re-install everything.
Also put the PL download somewhere easily accessible, e.g. the desktop.

II. Now take the enbseries.ini, mb.fxo and mb.fx files from the PL folder and put them into the the main M&B folder. That is the one with the .exe and so on. Let these files overwrite the old ones.

III. Put the flora_kinds.txt, ground_specs.txt and skyboxes.txt into the Data folder you can see from the main M&B one. Again, let these new files overwrite the old ones.

IV. Put the SoD version of your choice into the Modules folder.

V. Copy the ressources from
                        whereever you put the PL download/PL_test/ressource
                                                                to
                        your separate M&B with PL install/Modules/SoD/ressource
Do the same with the Textures. You can do the same with the SceneObj folder, but I'm not sure if and how SoD changes existing scenes, so you need to check that first. But the scn_random_something-something are a safe bet, they'll work without problem once you copy them over.

VI. Open the module.ini in your new SoD-PL install and search for load_resource = materials, replace it with load_mod_resource  = materials

VII. Do the same with all of these:
load_mod_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

VIII. Save the file and play using the .exe in the new PL install.
 
I can't seem to get PL to work with BAW 1.3

I followed the direction above and it appears to work when you load a game but it breaks the map around the London area. It won't allow me to move the cursor around and over the city of London.

Anyone have any idea why? I dont think PL changes any of the map definitions in the module.ini so I dont know why it would cause this.

Here is a screen and you can see it applied PL, but I cannot move the viewpoint any further on the Island towards London.

BAWISsue.jpg


I seem to have fixed my issue.

I just increased these values to be larger and it seems ok now.

map_min_x  = -143.340683
map_max_x  = 105.000000
map_min_y  = -105.000000
map_max_y  = 143.090927

I made them

map_min_x  = -185.340683
map_max_x  = 185.000000
map_min_y  = -185.000000
map_max_y  = 180.090927

So if this doesn't break something else Im good to go.
 
Something like that happened to me with the Rus Beta module once. Using the pre-installed Windows texteditor can, or rather will - it's just a matter of time/luck - mess up the file at some point. I.e. deleting all the line breaks.

But yeah. You could look at the old .ini in the backups and compare the values to see if they're messed up.
 
How can I access my old saves when using Polished Landscapes?

I moved the saves into the PL modules, and I can see them but can't access them. 

I really don't want to start a new campaign.
 
Brian Boru said:
How can I access my old saves when using Polished Landscapes?
Depends on how you installed it, but basically you need to move saved games between save game folders, not between module folders.
Play PL and save the game once then a save game folder is created. Now move the old saved games into that folder.

Andropov said:
Could this mod be causing this?
*snip*
I doubt it. Are you playing a mod (other than PL)?
 
I figured it out, it was a fairly big problem affecting a lot of people in the warband thread. It's apparently caused by bushes being replaced with trees, which ****ed up the terrain.
 
^It's Because it has collision Meshes.... Ok seriously Gutek its been a year, please make the collision maps for the M&B version
 
It's not possible to make collisions for M&B. Only Warband.
Gutek states it somewhere in the thread.

EDIT: Well actually it might be possible. Gutek just hasn't fixed it for M&B.

Adorno said:
Earlier he contacted Armagan about the collision mesh problem, and seemingly it won't be solved until Warband (or an earlier fix).

Found the quote:
gutekfiutek said:
News:
Armagan told me that this bug will be fixed in both versions of M&B, so new tree/rocks collision will work.

We just need to wait some time, those guys are probably quite busy;D
And I need some tme to finish it (in case of this bugfix delay I can make summer version for example)
Probably in demo I won't include those big rocks - as trees don't need collision (and game is still playable without this), new rocks are so big that without collision soldiers can hide inside them.
Patience please!
and
gutekfiutek said:
I mean that This will be fixed for Native and for Warband as well.
So it will be compatible with both.
 
Man everytime I try to play any of the games after loading this it keeps saying inccorrect mesh prefix for mesh copy: 2 (ref:1)
 
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