Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

PrettyTrees mod

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> Scenario Design and Modding >> PrettyTrees mod Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
PrettyTrees mod - 4/12/2021 7:42:39 PM   
overkill01

 

Posts: 223
Joined: 12/31/2015
Status: offline
This mod will replace the trees with new textures and shapes.


Use the link below to download the file. be sure to download the full file (should be the arrow on the right).
Unpack the .rar in the game installfolder.
Only art will be replaced, this mod does not affect the game except for visuals.
I suggest you make a backup of the Dat-file.


https://www.dropbox.com/s/d1xxq9o5zbiq2e7/WitE2%20Tree%20mod%20v0.3.rar?dl=0


PLEASE READ!
A new game is advised but not necessary to load the new art.
But, changes have been made to the placement of woods wich will only take effect when starting a new game.
Forests and Woods will look more organic if you do.
Also, you will need to reinstall the mod after every official update from matrix.







Attachment (1)

< Message edited by overkill01 -- 6/3/2021 5:28:50 PM >
Post #: 1
RE: PrettyTrees mod v0.1 - 4/12/2021 8:55:05 PM   
TallBlondJohn

 

Posts: 63
Joined: 4/3/2021
Status: offline
Aha, this was what I was thinking of for re-doing the trees - solid forest and scattered copses for woods. Very, very nice, especially the beautiful texturing (I have no idea how to do that).

Personally I've thinking about reducing the density a bit though on both Forest and Woods, it will show more of the base tile which will reveal mud and snow better. Meanwhile I might re-do my trees to be more symbol based, or maybe switch to redoing the rail lines to create some cleared space on each side.

Are you going to redo the deciduous and Mediterranean tiles as well?

(in reply to overkill01)
Post #: 2
RE: PrettyTrees mod v0.1 - 4/12/2021 9:09:49 PM   
Rexzapper

 

Posts: 38
Joined: 4/5/2021
Status: offline
Wow, what great trees. I love them.

(in reply to TallBlondJohn)
Post #: 3
RE: PrettyTrees mod v0.1 - 4/12/2021 9:27:32 PM   
Grestok


Posts: 49
Joined: 1/9/2009
From: Marseille, FRANCE
Status: offline
Indispensable ! That mod with the intermediate contrast swamp mod of MakeeLearn gives an superb effect to the map !

(in reply to Rexzapper)
Post #: 4
RE: PrettyTrees mod v0.1 - 4/12/2021 11:52:35 PM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
Status: offline
Looks great, how well do the roads show. I'm really hoping someone enhances the rail and roads.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Grestok)
Post #: 5
RE: PrettyTrees mod v0.1 - 4/13/2021 5:10:41 AM   
overkill01

 

Posts: 223
Joined: 12/31/2015
Status: offline

quote:

ORIGINAL: budd

Looks great, how well do the roads show. I'm really hoping someone enhances the rail and roads.


Alpha channel for rails and roads are not 100% I believe, to make them more visible, I'll look into it.

(in reply to budd)
Post #: 6
RE: PrettyTrees mod v0.1 - 4/13/2021 10:35:26 AM   
stryc

 

Posts: 174
Joined: 7/30/2012
Status: offline
'Green' minor rail disappears on the Supply overlay as well - whilst you're poking around in there. ;)

(in reply to overkill01)
Post #: 7
RE: PrettyTrees mod v0.1 - 4/13/2021 4:30:03 PM   
TallBlondJohn

 

Posts: 63
Joined: 4/3/2021
Status: offline
quote:

ORIGINAL: budd

Looks great, how well do the roads show. I'm really hoping someone enhances the rail and roads.


Overkill is right - the alpha can be set in the map editor (Open the editor and click on LOAD GENERIC DATA. Then click on GO TO MAP. In the map, press the'¬' key on your keyboard to open the map editor).

On the right, click on Alpha. Here you can set the transparency of the listed elements as a number. I've set my roads to 150 which makes them stand out better, and I've also used the editor to set the town labels to red as an experiment (using the TEXT settings). Definitely better for Russia, but in Germany and western Europe with a lot more roads the effect is rather overwhelming.

The roads struggle with the woods though - maybe make them thicker, with a clear edge?






Attachment (1)

< Message edited by TallBlondJohn -- 4/13/2021 4:33:39 PM >

(in reply to overkill01)
Post #: 8
RE: PrettyTrees mod v0.1 - 4/13/2021 7:15:30 PM   
briklebritt

 

Posts: 125
Joined: 3/28/2021
From: Germany
Status: offline
I am new to that game and series. Could zou please explain how to change Alpha f.e. for "Road to Leningrad" scenario.

I started editor and loaded "Road to Leningrad" scenario and it took me directly to the map. Here I changed Tiles alpha and text as I like it. Then I clicked the ADMIN tab and save and exit and left the editor. But now when click "Pick Scenario" in main screen and choose the "Road to Leningrad" scenario, my changes to the map are not there.

What I am doing wrong?

(in reply to TallBlondJohn)
Post #: 9
RE: PrettyTrees mod v0.1 - 4/13/2021 7:20:02 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline
You need to make the changes in the generic data and save the hexart.dat file.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to briklebritt)
Post #: 10
RE: PrettyTrees mod v0.1 - 4/13/2021 7:23:55 PM   
briklebritt

 

Posts: 125
Joined: 3/28/2021
From: Germany
Status: offline
Thanks, got it.. forgot to check hexart before saving! I now saw that I have to change text color for the zoom level too.

But one little question. Now it was saved and it is visible in the scenario. But now when I load again into the editor and load generic data and go to map, it now says "set victory cities" and I cannot do anything

Update > closing game and restart and everything is fine again

< Message edited by briklebritt -- 4/13/2021 7:48:07 PM >

(in reply to RedLancer)
Post #: 11
RE: PrettyTrees mod v0.1 - 4/14/2021 5:07:49 PM   
TallBlondJohn

 

Posts: 63
Joined: 4/3/2021
Status: offline

quote:

ORIGINAL: briklebritt

Thanks, got it.. forgot to check hexart before saving! I now saw that I have to change text color for the zoom level too.

But one little question. Now it was saved and it is visible in the scenario. But now when I load again into the editor and load generic data and go to map, it now says "set victory cities" and I cannot do anything

Update > closing game and restart and everything is fine again


Yes I think that "set victory cities" is a bug, it happens to me too. Restating WITE2 fixes it, but is a hassle.

(in reply to briklebritt)
Post #: 12
RE: PrettyTrees mod v0.1 - 4/15/2021 11:16:22 AM   
briklebritt

 

Posts: 125
Joined: 3/28/2021
From: Germany
Status: offline
I like this older map mod for WitE a lot. Colors, clarity are great.



MAPMOD

(in reply to TallBlondJohn)
Post #: 13
RE: PrettyTrees mod v0.1 - 4/16/2021 5:56:58 PM   
overkill01

 

Posts: 223
Joined: 12/31/2015
Status: offline
Preview on v0.2
Feedback ?




< Message edited by overkill01 -- 4/20/2021 6:40:33 PM >

(in reply to overkill01)
Post #: 14
RE: PrettyTrees mod v0.1 - 4/16/2021 7:13:03 PM   
Fraggo5


Posts: 46
Joined: 3/24/2021
From: Peterborough U.K
Status: offline
Definition between light and heavy woods is more pronounced and easier to distinguish, thumbs up here.

(in reply to overkill01)
Post #: 15
RE: PrettyTrees mod v0.1 - 4/16/2021 10:25:35 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
If you see set victory cities when you go into the editor, just press shift-v to get out of that mode.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to TallBlondJohn)
Post #: 16
RE: PrettyTrees mod v0.1 - 4/17/2021 5:20:43 AM   
jlbhung

 

Posts: 280
Joined: 3/10/2021
Status: offline
I refer to the preview 0.2. It seems that the woods circled in red have not been changed, or they are forest?






Attachment (1)

(in reply to Joel Billings)
Post #: 17
RE: PrettyTrees mod v0.1 - 4/17/2021 9:57:05 AM   
vilcum

 

Posts: 141
Joined: 8/24/2009
Status: offline
I am playing with the your fist version, I think this second one woods seem too "sparse trees"






Attachment (1)

(in reply to Fraggo5)
Post #: 18
RE: PrettyTrees mod v0.1 - 4/17/2021 11:05:04 AM   
stryc

 

Posts: 174
Joined: 7/30/2012
Status: offline
quote:

ORIGINAL: overkill01

Preview on v0.2
Feedback ?




Not a fan. IMHO, this is falling into the same trap another tree mod did: by making the light woods look like individual trees it creates a disconnect between the scale of the map and the scale of the light woods art. That said, the previous version did as well, and so did the original, but to a far lesser degree - as the blobs were somewhat amorphous the scale disconnect wasn't so readily apparent as it is with this 'individual' tree look.

The first one is fine. Stop fiddling! ;)

Just my 2d worth.

< Message edited by stryc -- 4/17/2021 11:06:48 AM >

(in reply to overkill01)
Post #: 19
RE: PrettyTrees mod v0.1 - 4/17/2021 12:21:50 PM   
Rexzapper

 

Posts: 38
Joined: 4/5/2021
Status: offline
I also prefer the first version.

(in reply to stryc)
Post #: 20
RE: PrettyTrees mod v0.1 - 4/17/2021 2:42:34 PM   
Kel


Posts: 229
Joined: 12/17/2010
Status: offline
I prefer #1

(in reply to Rexzapper)
Post #: 21
RE: PrettyTrees mod v0.1 - 4/17/2021 3:48:43 PM   
overkill01

 

Posts: 223
Joined: 12/31/2015
Status: offline
Thank you for the feedback.

(in reply to Kel)
Post #: 22
RE: PrettyTrees mod v0.1 - 4/18/2021 5:42:47 PM   
TallBlondJohn

 

Posts: 63
Joined: 4/3/2021
Status: offline
I'd try a slightly sparser version of version #1, with a broad range of sizes for the copses/woods/stands of trees, perhaps going as small as individual pixels?

(in reply to overkill01)
Post #: 23
RE: PrettyTrees mod v0.1 - 4/20/2021 6:45:47 PM   
overkill01

 

Posts: 223
Joined: 12/31/2015
Status: offline
bump for new version 0.2

(in reply to TallBlondJohn)
Post #: 24
RE: PrettyTrees mod v0.1 - 4/20/2021 8:59:21 PM   
vilcum

 

Posts: 141
Joined: 8/24/2009
Status: offline
just my 2 cents...

In this v2 woods seem beter integrated with forest, so from an "realism" view feels better...but maybe from a playability perspective the same feature is not a bonus as it is more difficult to tell one from the others






Attachment (1)

(in reply to overkill01)
Post #: 25
RE: PrettyTrees mod v0.1 - 4/21/2021 9:34:08 AM   
stryc

 

Posts: 174
Joined: 7/30/2012
Status: offline
v2 looks better, sure, but I have to agree with vilcim: v1 is better from a game play perspective. Now to try and quantify why that is:-

- v1 is less 'busy'.
- with v1 the roads and rail (esp. with supply mode on) are easier to see. But only very slightly easier. (This is more an issue with the colours used by that mode.)
- the bleed from woods hexes in v1 is less than in v2. v1 has enough to make the point but v2 overdoes it a bit.

(in reply to vilcum)
Post #: 26
RE: PrettyTrees mod v0.1 - 4/21/2021 5:00:36 PM   
overkill01

 

Posts: 223
Joined: 12/31/2015
Status: offline
I understand, my intention is to make the woods and forests more real and believable.
It is very difficult to do so and keep everything clear.
I like v0.2 better, but who knows, I might develop 2 versions.

(in reply to stryc)
Post #: 27
RE: PrettyTrees mod v0.1 - 4/22/2021 3:59:38 AM   
Hagar

 

Posts: 181
Joined: 8/11/2016
From: Rural Overijssel, the Netherlands
Status: offline
I agree with the majority here, v1 looks more crisp.

_____________________________

CORE Minister of Propaganda

Ex-CORE for Arsenal of Democracy developer

COREd War in the East 2 - reworked aircraft, ground and leader imagery

(in reply to overkill01)
Post #: 28
RE: PrettyTrees mod v0.1 - 4/22/2021 9:24:13 AM   
vilcum

 

Posts: 141
Joined: 8/24/2009
Status: offline
only as a suggestion, maybe with same graphs t in v2 if forest looked darker and woods lighter (modifiying chroma, contrast or some parameter I do not know even to name..)

EDIT: tried myself to the extent of my few abilities with GIMP, added 20 luminosity to first 10 wood and -40 to first 10 forest (I believe I went too far with -40) now forest are distingished from wood at first sight - butperhaps too dark as to obscure other hex features-






Attachment (1)

< Message edited by vilcum -- 4/22/2021 10:51:10 AM >

(in reply to overkill01)
Post #: 29
RE: PrettyTrees mod v0.1 - 4/22/2021 12:22:25 PM   
vilcum

 

Posts: 141
Joined: 8/24/2009
Status: offline
after a gimp batch tutorial (thanks youtube!) I adjusted bright to all forest and woods (did not finf the way to touch luminosity in batch mode) and this is the result.






Attachment (1)

(in reply to vilcum)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East 2 >> Scenario Design and Modding >> PrettyTrees mod Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.047