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Thread: OldMap Mod

  1. #1

    Post OldMap Mod

    OldMap
    (will not work with TN 7.xx versions)
    (this Graphics mod is no longer being updated but I will probably offer patches if I improve anything in the future. Right now OldMap is being included in TN 7.36+ so any changes will be in this TN version first)

    This mod is based on the Flatmap Alpha ,TOT 1.2 and TOT 2.0 by Pishtaco. I will be supporting this mod and have been given permission to use the before mentioned mods as a base model for this mod. please place all OldMap questions/comments/bug reports here.

    This is only a graphical mod, no game play features or events have been changed.

    Download
    OldMap 11/21/07 Read the install/merge instructions to get rivers and fonts to show up correctly.
    Screenshots are a bit grainy/pixelated because I used mspaint to make them.
    Benchmarks (bottom of the page in the link) suggest that OldMap Beta 2 is either faster than vanilla or at least not any slower. TN 5.29 beta with OldMap was 9 seconds (per year) faster than TN 5.28 beta. Adding 2 seconds for less troop movement (and battles) than usual in this last test and adding 2 seconds for increased 5.29 beta content (not much new stuff, I doubt it would cause 2 seconds) still leaves the result as being 5 seconds (per year) faster with OldMap. I believe this increase in speed is due to trees and water effects not being rendered.

    Merging with other mods:
    Mods that include a map/topology file, any of the gf/fx files, or map/terrain/colormap or colormap_water will not be compatible with OldMap. OldMap will work with Terra Nova 5.27 and higher, just place the files in the correct place in TN. It will also work with TN 3.26 which should be released within the month. Any mod that can be merged with TOT can be merged with OldMap. OldMap is not compatible with TOT, you will have to choose one or the other. If you have TOT installed you will need to remove it before installing OldMap.
    1. remove the OldMap.mod file and make sure extend is set for gfx and map folders in the .mod file in the mod you will merge it with.
    2. make sure you delete the mod\modname\map\cache folder and all of its contents (this allows new cache files to be made).
    3. the gfx/fx/replace_original_river.fx needs to be placed in your EU3/gfx/fx/ folder named as river.fx. please make a backup of the original river.fx file.
    4. if you want the OldMap font to show in the game, make backups of the vanilla gfx\fonts\tahoma_60.dds and tahoma_60.fnt and then place the OldMap\gfx\fonts_move_to_vanilla files into the vanilla gfx\fonts folder.

    Installation:
    1. Place the mod folder of the OldMap zip file into your EU3/ directory replacing the original mod folder. If you already have mods installed then instead place the OldMap folder and OldMap.mod file inside your EU3/mod folder.
    2. You must delete your mod\modname\map\cache folder contents for this mod to look right once it is loaded. The topology gets changed in this mod and will not take effect until you delete all of the files in the Cache folder and reload the game.
    3. the gfx/fx/replace_original_river.fx needs to be placed in your EU3/gfx/fx/ folder named as river.fx. please make a backup of the original river.fx file.
    4. if you want the OldMap font to show in the game, make backups of the vanilla gfx\fonts\tahoma_60.dds and tahoma_60.fnt and then place the OldMap\gfx\fonts_move_to_vanilla files into the vanilla gfx\fonts folder.

    Customizing OldMap:
    Darker/lighter FOW

    the current changes from flatmap alpha are:

    -Color looks more like old paper and less like berlap
    -removed most TI code (wasnt needed)
    -set all but the borders to the proper topology hieght
    -removed tree rendering (wasnt needed because trees have a painted texture)
    -Terrain map mode fixes and changed graphics(added paper texture to the cloth, brightened the overall effect).
    -province border zoom out disapearence fixed.
    -removed specular.fx from the mod, tests show that vanilla does the same job.
    -removed mapobjects.fx from the mod, tests show that vanilla does the same job or does not interfere with the mod look.
    -removed some TI code from beach.fx as it wasnt needed.
    -FOW,TI,PTI is slightly darker (1.4 now = 1.0 ) to reduce contrast of Visible things vs. FOW.
    -added a font made by a guy from this site and modified to work in EU3 by Pishtaco.
    -removed map/terrian/ border files due to them not being replaced by the mod switcher and not being used in OldMap coding.
    -lowered borders to the proper hieght, which is just slightly above land. This does not realy change anything visualy.

    Fixed things for next release:

    Things that still need fixing:
    -code optimizations (Pishtaco said it was messy and I have probably made it worse or at least have not improved it other than TI and tree removal)
    -TI cloth texture extends into discovered provinces (this may not be fixable without making things look worse)
    -remove border_2_0.fx effects that place borders on land.
    -make the textures look more like paper and less like burlap.

    Things I want to eventualy do:
    -graphics like a compass drawing (N,S,W,E or 360,180,270,90), Map Title (Flatmap by Pishtaco and Darken) and monsters (if indeed historical maps of the time frame had monsters) in the oceans like you see on historical old maps.
    -I thought about having the equator, meridian, longitudinal and horizontal degree lines but I am not sure if this will interfere with the province border graphics. perhaps if I do them very faint.
    -I am hoping to add a north and south end of the Map edge graphic. This would be like a hand drawn border which might include some drawn icebergs near the north and south pole.

    Graphics tests for equator,meridian and borders did not work in the colormap_water file as I intended. The colormap_water has TI,river,land border and water channels (I think). None of these channels will suit my needs in this mod. The last test will be on the colormap file which controls the terrain looks I think. Lines drawn on the colormap_water file suggest that the lines drawn on the colormap file will be blotchy in places possibly. In conclusion, I am not sure that I will be able to implement the graphics additions to the map that I wanted. Lines drawn on the colomap file may try to act like terrain and the game may try to place terrain graphics on these lines. colormap.dds tests failed I think because the file became 8MB and then the engine decided to use vanilla terrain.

    If anyone has any code improvements or graphic improvements let me know.

    While OldMap mod should in no way harm or corrupt anything on your computer, by downloading OM content you are using it at your own risk and I am therefore not Liable for anything that goes wrong. Please read the Install/Reinstall/Removal section before trying to do any of those things.
    Last edited by Darken; 21-02-2008 at 02:08.
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  2. #2
    Spur of Percheron Geoffrey's Avatar
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    I like the look of this set of maps. I may have to load it and play with it just for the hell of it.
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  3. #3
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Thanks a lot to Pishtaco and to you for working on this great mod

    *starts downloading and will look at it when i get home*
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  4. #4
    Quote Originally Posted by Geoffrey
    I like the look of this set of maps. I may have to load it and play with it just for the hell of it.
    let me know what you think

    Quote Originally Posted by gigau
    Thanks a lot to Pishtaco and to you for working on this great mod

    *starts downloading and will look at it when i get home*
    Thanks .

    let me know what you think.

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  5. #5
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    Thumbs up

    Looks great so far, i think i will give it a try with my next game =)

    I link again to the post i gave you for the fontsearch in case you overlooked it, if you still search for better fonts the links may be helpfull. =)
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  6. #6
    Major Hermes's Avatar
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    tried it out.. looks good. works without a problem and is definitely playable as is

    If you zoom out more than 5 steps the province borders turn grey and almost invisible. i think TOT had this also at the start so you should ask pistachio what he did to solve that.
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  7. #7
    Quote Originally Posted by Hermes
    tried it out.. looks good. works without a problem and is definitely playable as is

    If you zoom out more than 5 steps the province borders turn grey and almost invisible. i think TOT had this also at the start so you should ask pistachio what he did to solve that.
    cool . Ive done play testing with Flatmap alpha (which ran good and is why I chose to continue his abandoned work with Pishtaco's permission), but I realy have not play tested OldMap much other than just loading the game to see how things look and make sure there is no crash.

    I also noticed this and will try to fix it before the next release, I know its possible, and I think I can acomplish it.

  8. #8




    Last edited by Darken; 22-11-2007 at 06:45.

  9. #9
    Quote Originally Posted by Alexspeed
    Looks great so far, i think i will give it a try with my next game =)

    I link again to the post i gave you for the fontsearch in case you overlooked it, if you still search for better fonts the links may be helpfull. =)
    I downloaded a calligraphy/rennisance one, ill play around with it, thanks.
    Last edited by Darken; 09-11-2007 at 00:15.

  10. #10
    province borders are now visible when fully zoomed out. will be released in beta 2.

    to fix the OldMap beta yourself before the next release, open mod\OldMap\gfx\fx\terrain_2_0.fx with notepad and change this red code:
    Code:
    float4 PixelShader_Map2_0_Border( VS_OUTPUT v ) : COLOR
    { //test6 border color
    	float4 BorderDirectionColor = tex2D( BorderDirectionTexture, v.vBorderTexCoord0 );
    	float2 TexCoord = v.vBorderTexCoord1;
    
    	TexCoord += 0.5;
    
    	TexCoord %= 1;				// 0 => 1 range.. only thing we need is the decimal part.
    	TexCoord.y = 1.0 - TexCoord.y;
    	TexCoord.x /= 16;
    	TexCoord.x *= 0.8; //75;
    	float2 TexCoord2 = TexCoord;
    	float2 TexCoord3 = TexCoord;
    
    	TexCoord.x += BorderDirectionColor.b;
    	float4 ProvinceBorder = tex2D( ProvinceBorderTexture, TexCoord );
    
    	TexCoord2.x += BorderDirectionColor.r;
    	float4 CountryBorder = tex2D( CountryBorderTexture, TexCoord2 );
    
    	TexCoord3.x += BorderDirectionColor.a;
    	float4 DiagBorder = tex2D( BorderDiagTexture, TexCoord3 );
    
    	float4 OutColor;
    	OutColor.a = max( ProvinceBorder.a, CountryBorder.a );
    	OutColor.a = max( OutColor.a, DiagBorder.a );
    
    	OutColor.rgb = float3(0.4,0.2,0.05);
    	OutColor.a -= 0.15; //OutColor.a -= 0.03;
    
    	// Terra incognita
    	float TerraIncognita = tex2D( TerraIncognitaTextureTerrain, v.vBorderTexCoord0 ).g;
    	if (TerraIncognita < 0.25) 
    	OutColor.rgb = lerp(0.55*DUST.rgb,OutColor.rgb, saturate(20*(TerraIncognita - 0.0)));
    	else  OutColor.a = lerp(OutColor.a,0.0, saturate(5 * 4 *(TerraIncognita-0.25)/3));
    
    	return OutColor;
    }
    to this: (remove the red code above)
    Code:
    float4 PixelShader_Map2_0_Border( VS_OUTPUT v ) : COLOR
    { //test6 border color
    	float4 BorderDirectionColor = tex2D( BorderDirectionTexture, v.vBorderTexCoord0 );
    	float2 TexCoord = v.vBorderTexCoord1;
    
    	TexCoord += 0.5;
    
    	TexCoord %= 1;				// 0 => 1 range.. only thing we need is the decimal part.
    	TexCoord.y = 1.0 - TexCoord.y;
    	TexCoord.x /= 16;
    	TexCoord.x *= 0.8; //75;
    	float2 TexCoord2 = TexCoord;
    	float2 TexCoord3 = TexCoord;
    
    	TexCoord.x += BorderDirectionColor.b;
    	float4 ProvinceBorder = tex2D( ProvinceBorderTexture, TexCoord );
    
    	TexCoord2.x += BorderDirectionColor.r;
    	float4 CountryBorder = tex2D( CountryBorderTexture, TexCoord2 );
    
    	TexCoord3.x += BorderDirectionColor.a;
    	float4 DiagBorder = tex2D( BorderDiagTexture, TexCoord3 );
    
    	float4 OutColor;
    	OutColor.a = max( ProvinceBorder.a, CountryBorder.a );
    	OutColor.a = max( OutColor.a, DiagBorder.a );
    
    	OutColor.rgb = float3(0.4,0.2,0.05);
    
    	// Terra incognita
    	float TerraIncognita = tex2D( TerraIncognitaTextureTerrain, v.vBorderTexCoord0 ).g;
    	if (TerraIncognita < 0.25) 
    	OutColor.rgb = lerp(0.55*DUST.rgb,OutColor.rgb, saturate(20*(TerraIncognita - 0.0)));
    	else  OutColor.a = lerp(OutColor.a,0.0, saturate(5 * 4 *(TerraIncognita-0.25)/3));
    
    	return OutColor;
    }
    Last edited by Darken; 09-11-2007 at 01:24.

  11. #11
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    Thank you.
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  12. #12
    Lord High Admiral merlin2199's Avatar
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    Darken, is there a way I can edit the .fx files to get darker colors for FoW rather than the yellowish looking parchment textury thingy? I think that works great as a texture but something irks me about it as the FoW. The dark fog of the original wasn't the greatest but the contrast between it and TI was large enough not to confuse the two. Keep it up!
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  13. #13
    Quote Originally Posted by merlin2199
    Darken, is there a way I can edit the .fx files to get darker colors for FoW rather than the yellowish looking parchment textury thingy? I think that works great as a texture but something irks me about it as the FoW. The dark fog of the original wasn't the greatest but the contrast between it and TI was large enough not to confuse the two. Keep it up!
    I know it is possible to change the brightness of what is visible (not FOW) and thus it must also be possible to change the FOW (at least the dirty texture brightness).

    the cloth/paper texture is placed everywhere on the map using the noise_2d.dds alpha channel. there is also a global (i think, at least on terrain) blotchy texture that is placed using base.dds. changine this file (as the code now is), changes the texture everywhere so this is not something that should be edited unless you want no cloth/paper textures.

    So, in conclusion, I dont think the textures can be removed from the FOW without removing them from everywhere, but I am not positive.

    so, with this information, are you wanting FOW brightened/darkened or perhaps remove all the cloth/paper textures which should greatly increase the contrast between PTI/TI and FOW?. The brown color will remain in the PTI/TI, it would just have no textures.

  14. #14
    Lord High Admiral merlin2199's Avatar
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    I'm gonna try and mess around with it a bit. Something along the lines of a darker FoW or a bit more transparent than TI. The PTI should stay as you have it, no question about it.

    Going back to the vanilla FoW, the definitions of nations (colors/borders) weren't lost to the degree they seem to dissipate in the screenies. Keep the cloth texture by all means, but make it the background of the map rather than the over riding element when looking at the screen. I like were it is going though, continued success!

    EDIT:

    Just whiped something up on photoshop real quick:



    See the difference between ireland/britain and france/benelux/ibearia, also note the Norths Sea and the Baltic. The overall effect of the texture remains, but it blends to the back while "obscuring" the FoW areas. The contrast with the visible sea zones seems better than the land provinces, but that's along the lines of what I was thinking. Might be able to achieve this thru the .dds files better.
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  15. #15
    I tried some tests to figure out where the FOW lighting is generated, I will have to learn some more and then look again I dont realy want to bug Pishtaco anymoe, I have bugged him alot already.

    I think FOW might be generated in specular.fx because there is a lot of lighting code there.
    Last edited by Darken; 09-11-2007 at 03:09.

  16. #16
    Quote Originally Posted by merlin2199
    Darken, is there a way I can edit the .fx files to get darker colors for FoW rather than the yellowish looking parchment textury thingy? I think that works great as a texture but something irks me about it as the FoW. The dark fog of the original wasn't the greatest but the contrast between it and TI was large enough not to confuse the two. Keep it up!
    in water.fx change this (the red):
    Code:
    float4 PixelShader_Water_2_0( VS_OUTPUT_WATER IN ) : COLOR
    {
      float4 WorldColor = tex2D( WorldColorTex, IN.WorldTexture );
    
    	float4 noise = tex2D(BaseTexture, IN.texCoord0.xy);
    //	float4 normalTexture = tex2D(NormalMap, IN.texCoord0.xy); 
    	float4 normalTexture = tex2D(TheBackgroundTexture, IN.texCoord0.xy);
    	
    /*
    	float3 normal =normalTexture.xyz * 2.0 - 1.0;
     	float3 lightReflection = reflect(-IN.lightDirection.xyz, normal);
    	//lightReflection = normalize( lightReflection );
    
    	//float diff = dot( normal, -lightReflection );
    
    	float3 localView = normalize( IN.eyeDirection.xyz );		
    	float spec = max(0.0, dot(lightReflection, localView) );
    
    	spec = pow(spec, 2);  */
    	
    	
    	WorldColor.b *= 0.8 + 0.8*noise.r;
    	
    	float4 OutColor = BLACK;
    	 
    	// 0.15 -- 0.2 is clear -- black
    	if (WorldColor.b < 0.2) OutColor = lerp(CLEAR, BLACK, saturate(20*(WorldColor.b - 0.15)) );
    	
    	// 0.35 -- 0.4 is black -- pattern
    	if (WorldColor.b > 0.35) {
    				OutColor = lerp(BLACK, BLUE, saturate(20*(WorldColor.b - 0.35)) ); 
    	   		OutColor.a = 1.0;
    	   		}
    	   	
    	float TerraIncognita = tex2D( TerraIncognitaFiltered, IN.WorldTexture).g; 
      float plaster = tex2D( WorldColorTex, 29*IN.WorldTexture ).g;
    
    
     OutColor.rgb = lerp(OutColor.rgb, noise.aaa, 0.2);
    
    //  float4 paint = lerp(OutColor, spec, 0.15 + 0.15*(1-OutColor.a));
    //  paint.a = OutColor.a;
    
    float4 paint = OutColor;
     
      float4 heavydust = float4(DUST.rgb * (1.4*noise.aaa), 1.0);
    to this (the green):
    Code:
    float4 heavydust = float4(DUST.rgb * (0.8*noise.aaa), 1.0);
    The above green code used to be 1.4, this will be changed to 1.0 with beta 2 release of OldMap. You may want to try 1.0.
    Last edited by Darken; 10-11-2007 at 03:16.

  17. #17
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    this looks amazing. I gotta try it out!
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  18. #18
    Quote Originally Posted by rcduggan
    this looks amazing. I gotta try it out!
    Glad you like the looks

    OldMap Beta 2 released - cheanges added in post #1.

    Screenshots updated
    Last edited by Darken; 10-11-2007 at 04:11.

  19. #19
    Legio XXI Rapax kristoff's Avatar
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    Great job, Darken! One question though: is there a chance you will make Old Map compatibile with Magna Mundi (Japan issue)?
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  20. #20
    Quote Originally Posted by kristoff
    Great job, Darken! One question though: is there a chance you will make Old Map compatibile with Magna Mundi (Japan issue)?
    Thanks, Even though I am the one supporting OldMap, it would not have been possible without Pishtaco's guidence in the past.

    I downloaded MMG 1.71 and it looks like this mod version still uses Sakura's map changes for Japan (Sengoku). All I need to do is make a Topology.bmp patch for MM. This should not be very hard so I will try to get a beta MM patch out soon so that people can test it as I only play my mod.

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