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(this Graphics mod is no longer being updated but I will probably offer patches if I improve anything in the future.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.
Screenshots are a bit grainy/pixelated because I used mspaint to make them.Download
OldMap 11/21/07 Read the install/merge instructions to get rivers and fonts to show up correctly.
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.




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. 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 dont realy want to bug Pishtaco anymoe, I have bugged him alot already.