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Thread: Re-textured map for Divine Wind.

  1. #21
    Enthusiast in chief GregElSho's Avatar
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    Quote Originally Posted by ScarcticCG View Post
    One question: will putting this in the game disable P'dox connect due to altering the game?
    Quote Originally Posted by gigau View Post
    Interesting question, i'd also like to have the answer to...
    Quote Originally Posted by Modestus View Post
    Dont know.
    Didn't they say that graphical modding was okay concerning the achievements?

  2. #22
    French Moddection wraitii's Avatar
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    I know for sure that modding the shaders, and probably the whole "gfx" folder doesn't change the checksum, but changing the map folder should change the checksum, I think.

    @Modestus: what shader are you using for "non-moving" fog?
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  3. #23
    Quote Originally Posted by wraitii View Post
    I know for sure that modding the shaders, and probably the whole "gfx" folder doesn't change the checksum, but changing the map folder should change the checksum, I think.

    @Modestus: what shader are you using for "non-moving" fog?
    The terraincognita.fx but realise that for me its only trial and error and I just have a vague idea what to change.

    Anyhow I changed these lines......

    float4 vClouds = tex2D( Cloud, OverlayUV + Time * 0.02 ).rgba;
    float4 vClouds2 = tex2D( Cloud, OverlayUV * 2 - float2( -1, 1 ) * Time * 0.01 ).rgba;

    to

    float4 vClouds = tex2D( Cloud, OverlayUV * 2 - float2( -1, 1 ) * Time * 0.0 ).rgba;
    float4 vClouds2 = tex2D( Cloud, OverlayUV * 2 - float2( -1, 1 ) * Time * 0.0 ).rgba;

    So I think making the time 0.0 stopped the movement and making the two lines the same prevented two images of the same fog texture being used at different scales, I am sure you would know better then me what I did.

    Perhaps when you get the game you might figure out for me how to put hatching around the edge of the water.

  4. #24
    French Moddection wraitii's Avatar
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    Can't help you about the water for now, but this should work just as well ( and you'll gain a quarter of a nanosecond per frame ):
    Code:
    float4 vClouds = tex2D( Cloud, OverlayUV * 2 ).rgba; 
    float4 vClouds2 = tex2D( Cloud, OverlayUV * 2  ).rgba;
    You're right about "time" and making the two the same though. But there might be a better way.
    You could try to remove the second line ( with vClouds2 ) and replace

    float4 Fow =float4( FowColor, FOWTI.r * ( vClouds.r + vClouds2.g - 0.7 )*1.5 );

    by this:

    float4 Fow =float4( FowColor, FOWTI.r * vClouds.r );

    Actually, there's even a way you could put color over the water, but that implies bigger shader modification, PM me if you're interested.

    This said, your effect looks pretty cool.
    Last edited by wraitii; 22-12-2010 at 10:13.
    InExtenso - Distance is your enemy.
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  5. #25
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by ScarcticCG View Post
    I didn't download this for Vicky II because I felt it took away from the atmosphere of the time period. This looks like it really suits EUIII though!

    One question: will putting this in the game disable P'dox connect due to altering the game?
    In fact, the question is : does the files change the checksum ? If not, it shouldn't disable the Achievements.
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  6. #26
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by Modestus View Post
    Experiment: Giving fog a texture that does not move but can indicate clearly areas that are under fog and at the same time not so imposing that it makes my map look ugly.

    [IMG]
    Dear Modestus, your mod is really nice, but which file should i remove or modify to get the fog back to something nicer than this strange one, please ?
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  7. #27
    Quote Originally Posted by gigau View Post


    Dear Modestus, your mod is really nice, but which file should i remove or modify to get the fog back to something nicer than this strange one, please ?
    The Vanilla fog.dds or you could try the fog.dds from DWMapMap, which is a solid grey.

    All black is no FOW (troops are still invisible), you can adjust the black to various greys until you are happy.

    Try RGB 109,109,109. as a starting point.

  8. #28
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Thanks, Modestus.

    For those still wondering, this mod is compatible with Paradox Connect. Just be sure to start the mod at least twice, for the game to have the proper checksum.
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  9. #29
    Legio XXI Rapax kristoff's Avatar
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    Modestus, do you know perhaps how to turn off borders in DW map (national, provincial, sea ones)? I was quite easy before DW, just a couple lines to comment out or in (fx files), but now I have no idea how to do it.
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  10. #30
    Quote Originally Posted by kristoff View Post
    Modestus, do you know perhaps how to turn off borders in DW map (national, provincial, sea ones)? I was quite easy before DW, just a couple lines to comment out or in (fx files), but now I have no idea how to do it.
    Not sure what FX file to use but you could change the alpha channel to black for all the border.dds files and make them invisible. (backup first)

    border.dds seems to be for borders zoomed in.

    border2.dds for borders a little further out so and so on.

  11. #31
    Hi, I have been trying to get this mod to work but can't can someone plz help?

    p.s. Map looks great btw

  12. #32
    Quote Originally Posted by mr_happy96 View Post
    Hi, I have been trying to get this mod to work but can't can someone plz help?

    p.s. Map looks great btw
    Its becoming nearly impossible for me to log on to this bloody site at times anyhow my instructions are fairly basic you should have in your mod folder

    1\ DWMapMap1.0 folder
    2\ DWMapMap1.0.mod file

    Then take the FX files from mod\ DWMapMap1.0\gfx\FX and after you make a backup replace the vanilla ones. You have to do this because the game wont use FX files from the mod folder.

    Then choose DWMapMap1.0 from the launchers drop down menu.

  13. #33

  14. #34
    Registered User Submarshal's Avatar
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    My map looks like this.

    Do you know what may cause it? I followed the guide in the OP.

  15. #35
    Quote Originally Posted by Submarshal View Post
    My map looks like this.

    Do you know what may cause it? I followed the guide in the OP.
    Ha its supposed to look like that , I forgot I used the in- transparent terrain_2_0.fx for the political maps. Just use the vanilla terrain_2_0.fx instead.

  16. #36
    Does this mod work with DW 5.1 beta and the steam version of the game? I installed using the instructions in the OP but the game crashes when I launch it.

  17. #37
    it looks lovely man, thanks for all of your hard work on this i hope more people will use it

  18. #38
    Quote Originally Posted by Uhkarr View Post
    Does this mod work with DW 5.1 beta and the steam version of the game? I installed using the instructions in the OP but the game crashes when I launch it.
    Sorry for the late reply enjoying Shogun II, I have Steam but not for DW but if you followed the instructions it should work unless steam does something odd with cache.

  19. #39
    First Lieutenant minefield's Avatar
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    Even if you have the "keep it up to date" function enabled steam doesn't do anything to the game or it's cache.

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  20. #40
    Love the work, makes EUIII DW playable for me. I just have one question. how to make the terrain visible on the political map like you have on one of your screenshots. or how could i get the in- transparent terrain_2_0.fx for the political maps you mentioned in the previous post.
    Thank you

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