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Messages - futafusilier

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1
Hey futa can i ask where i need to place the landscapes ?
Or just how can i get effect like yours :D

You would have to replace your
>pm_textures.brf
>terrain_borders.brf
>pm_terrain_borders.brf
>pm_terrain_borders_b.brf

With the ones from the mod, using openBRF, and also replace the skybox textures in materials.brf with the ones from the mod. But I think the grass and rock textures would still remain vanilla. And you would need to replace the textures in the resource file with the ones from the mod to add the new ground textures. Also this might not work correctly, I don't know. I never tried to get individual changes like that yet because of how interconnected the resources files all are and one relies on textures from another that if not used will just fuck everything up etc. Also it wasn't a total fix, I noticed a few plants with missing textures here and there but I don't know how to fix them at this point.

And I tried to fix the ugly vertical lines on one of the skyboxes (plainlandscapefar.dds and plainmountainsfar.dds) but they just don't show up on the texture file itself, weird.

Heya, I noticed that when I tried to get rid of the horse head and import the original pirate bicorn, everybody literally loses their head when they equip it. Is there some line in the module.ini that's preventing the heads from showing up?

Sorry I really don't have a clue right now. Did this happen after you installed my mod of the mod? If so did you install it on a clean install of the game? I remember that when I was editing the mod I made sure to bring back the original pirate hat texture/model back, and I can confirm it is normal with no errors like that in my game. Not sure what could have gone wrong for you though. Try to verify integrity with Steam, and then reinstall my mod of a mod again and make sure your modules.ini looks like this-

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#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_mod_resource = textures_face_gen
load_mod_resource = shaders
load_mod_resource = mm_shaders
load_mod_resource = textures
load_mod_resource = mmtextures
load_mod_resource = materials
load_mod_resource = mmmaterials
load_mod_resource = materials_face_gen

load_mod_resource = meshes_face_gen
load_mod_resource = helpers
load_mod_resource = particle_meshes
load_mod_resource = skeletons
load_mod_resource = tree_meshes
load_mod_resource = xtree_meshes
load_mod_resource = grass_meshes
load_mod_resource = plant_meshes
load_mod_resource = body_meshes
load_mod_resource = object_meshes
load_mod_resource = object_bodies

load_mod_resource = goods_meshes

load_mod_resource = arabian_castle

load_mod_resource = food
load_mod_resource = beards

load_mod_resource = village_houses
load_mod_resource = village_houses_a

load_mod_resource = interiors_a
load_mod_resource = interiors_c
load_mod_resource = arena
load_mod_resource = castle_a
load_mod_resource = dungeon
load_mod_resource = snowy_houses

load_mod_resource = square_keep

load_mod_resource = xtree_meshes_b
load_mod_resource = user_interface_b
load_mod_resource = user_interface_c

load_mod_resource = houses1
load_mod_resource = wall_meshes1

load_mod_resource = town_houses
load_mod_resource = doors
load_mod_resource = churches

load_mod_resource = town_houses_b
load_mod_resource = castle_c
load_mod_resource = castle_e
load_mod_resource = castle_f
load_mod_resource = castle_g
load_mod_resource = castle_h

load_mod_resource = gatehouse
load_mod_resource = viking_houses

load_mod_resource = town_houses_c
load_mod_resource = banners

load_mod_resource = mmparticles
load_mod_resource = particles_2
load_mod_resource = prisons

load_mod_resource = skyboxes
load_mod_resource = object_b
load_mod_resource = destroy
load_mod_resource = grass_meshes_b

load_mod_resource = interiors_steppe

load_mod_resource = town_houses_d

load_mod_resource = arabian_props


load_mod_resource = horse_skeleton

#animations
load_mod_resource = ani_horse_mounted

load_mod_resource = ani_man_walk
load_mod_resource = ani_death
load_mod_resource = ani_human_mounted
load_mod_resource = ani_man_cheer
load_mod_resource = ani_stand_onhorse
load_mod_resource = ani_strikes
load_mod_resource = ani_equip_arms
load_mod_resource = ani_run_p
load_mod_resource = uni_strikes3
load_mod_resource = ani_walk_sideways
load_mod_resource = ani_run_sideways
load_mod_resource = ani_stand

load_mod_resource = ani_crouch_down

load_mod_resource = ani_low_walk
load_mod_resource = ani_turn_man
load_mod_resource = ani_lancer
load_mod_resource = ani_attacks
load_mod_resource = ani_kicks
load_mod_resource = ani_walk_backward
load_mod_resource = ani_run_lookingsides
load_mod_resource = ani_defends
load_mod_resource = ani_walk_lookingsides
load_mod_resource = ani_jump

load_mod_resource = uni_jump
load_mod_resource = uni_stances
load_mod_resource = uni_equip
load_mod_resource = uni_strike
load_mod_resource = uni_throws
load_mod_resource = uni_fistswing
load_mod_resource = uni_defence
load_mod_resource = uni_sideways
load_mod_resource = uni_equip_musket

# other stuffs
load_mod_resource = rock
load_mod_resource = raw_materials
load_mod_resource = ui_server_filter
load_mod_resource = ship
load_mod_resource = arabian_houses
load_mod_resource = tree_f
load_mod_resource = arabian_village
load_mod_resource = valleyProps
load_mod_resource = workshops

load_mod_resource = barrier_primitives
load_mod_resource = town_houses_e
load_mod_resource = wb_mp_objects_a


# NW specific resources
load_mod_resource = mmweapons
load_mod_resource = mmuniforms
load_mod_resource = mm_french_uniforms
load_mod_resource = mm_french_hats
load_mod_resource = mm_french_swords
load_mod_resource = mm_french_firearms
load_mod_resource = mm_russian_uniforms
load_mod_resource = mm_russian_hats
load_mod_resource = mm_russian_swords
load_mod_resource = mm_russian_firearms
load_mod_resource = mm_british_swords
load_mod_resource = mm_british_firearms
load_mod_resource = mm_german_firearms
load_mod_resource = mm_german_swords
load_mod_resource = mmprusuniforms
load_mod_resource = mmprushats
load_mod_resource = mmaustrianuniforms
load_mod_resource = mmaustrianhats
load_mod_resource = mmbrituniforms
load_mod_resource = mmbrithats
load_mod_resource = mm_colours
load_mod_resource = mmanimations
load_mod_resource = nw_custom_anim
load_mod_resource = mmsceneprops
load_mod_resource = mm_cannons
load_mod_resource = mm_cannon_items
load_mod_resource = mmhorses
load_mod_resource = mmplants
load_mod_resource = mmspanishbuildings
load_mod_resource = mmczechbuildings
load_mod_resource = mmwallprops
load_mod_resource = mm_waterloo
load_mod_resource = mmfurniture
load_mod_resource = terrain_borders
load_mod_resource = mm_sapperbuildstuff
load_mod_resource = mmmills
load_mod_resource = mm_fortprops
load_mod_resource = mm_spvillagehouse
load_mod_resource = mm_uiobjects
load_mod_resource = mm_oimprops
load_mod_resource = mmwoodenwalls
load_mod_resource = frigate
load_mod_resource = shipcrew

# Enhancement Main Files
load_mod_resource = pm_textures
load_mod_resource = pm_materials
load_mod_resource = pm_terrain_borders
load_mod_resource = pm_terrain_borders_b
load_mod_resource = pm_skyboxes

#load_mod_resource = PB_castle_a
#load_mod_resource = PB_castle_e
#load_mod_resource = PB_gutek_houses
load_mod_resource = PB_gutek_materials
load_mod_resource = PB_gutek_particles
load_mod_resource = PB_gutek_textures
#load_mod_resource = PB_snowy_castle
#load_mod_resource = PB_snowy_houses
#load_mod_resource = PB_town_houses_d

load_mod_resource = pl_map_tree_meshes
load_mod_resource = pl_tree_meshes
load_mod_resource = pl_xtree_meshes
load_mod_resource = pl_grass_meshes
load_mod_resource = pl_plant_meshes
load_mod_resource = pl_xtree_meshes_b
load_mod_resource = pl_xtree_meshes_c
load_mod_resource = pl_grass_meshes_b
load_mod_resource = pl_tree_e_meshes
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However if this happened when you installed the full mod Parrot released then I'm not sure, reinstall on fresh install I guess.  :-\



3
I look forward to it Futa

I was hoping someone would try this out for awhile! Good luck to you, and thanks for putting the effort in for everyone.

Thanks for the encouragement I hit a few snags and dead ends but overall I've accomplished my main goal, it's all very crude though, a very crude fix for a very crude mod of a mod. The main goal is accomplished, only the graphical texture/terrain parts of Parrots mod are kept, all units, cannons, sounds, UI, etc are vanilla and unchanged.

I found a fix to my units missing textures error after realizing its because the mmmaterials.brf was modified and for the mod it added new names for units the skins replace and broke texture/material file paths for vanilla units, so another crude fix I did was to import the vanilla mmaterials.brf into the modded one, raising the filesize by a bit but not much, that cleared up all the missing textures for vanilla units. But it also meant it left a mess of phantom files inside the .brf that refer to skin files for the mod that I left out because they were unit skins etc, but again, these cause no conflict in the game.

There are still a few things I couldn't figure out

1. The long vertical lines that appear on certain spots in the ground skybox (see in pics), they don't show up on the .dds so I don't know whats up with that, this issue is in the full mod too unfortunately.

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2. Snowy rocks on random maps have snowy trees inside them, if you look in xtree_meshes.brf the collision file shows a bunch of pine/bark and tree shapes and I guess that tells the game to place a tree there, at least its a textured one, I could not fix it though, deleting collision mesh did nothing

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3. I saw a missing texture indicated for a bed of flowers on two maps in Tropical Paradise, I unfortunately couldn't figure out how to fix this, it's not all that noticeable because its such a tiny and small error but it still not ideal (see pics)

The missing texture/mesh
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What it is, in vanilla game
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Also I don't think its a good idea to mod in any skins on top of this mod because of how dependent everything is on one .brf or another (especially mmmaterials.brf) which will get replaced over with a mod, maybe if you do it directly within the relevant .brfs themselves, replacing and adding the textures where needed it should work. I haven't tried yet but I might some other day.

And finally here's the link, instructions are the same, the files are the same as I specified in my earlier post here, it's just the mmmaterials.brf that got a boost in filesize due to my crude fix. I went way beyond the scope of my abilities with this and am amazed I managed to at least get this far, hopefully someone can use this as a springboard to get a better version of the modded mod for the community, at the very least those ground textures and skyboxes deserve a simple mod of their own maybe, I love how crisp they make the game look in certain places.

https://www.dropbox.com/s/vy3965gbttxbu59/Napoleonic%20Wars%20graph%20mods%20only.zip?dl=0

Here's some more screens of what it looks like ingame-

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Also all credit goes to Parrot, I just crudely downsized the mod so to speak, the pony references, eastereggs and new sounds were not my cup of tea.

4
It's a very beautiful skybox though, makes the maps look so much nicer, I never liked the vanilla borders/skybox, these ones are just perfect.

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Edit:

So this is very strange, I've been trying to figure out why I have missing textures ingame when I install the select few files of the mod, I've been very thorough in selecting all relevant resource and texture files and for some reason it's still broken.

If I have two folders, one is Napoleonic Wars vanilla, the other is the modded game, I can use openBRF on the mmfrenchuniforms.brf in the vanilla folder and there the arty_ranker among others will display the proper texture, if I then move the mmfrenchuniforms.brf from vanilla into the modded Napoleonic wars folder, the model loses its texture? But if I go to textures fr_artillerie.dds its still physically there...

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Anyways, strange as this is I've found a fix for it I hope will solve everything, I just use open.brf to find and apply the missing texture since it's mostly all the same name, and the textures are still physically there in their folders

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And it's fixed ingame (forgot to fix the pants yet)

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So for those of you who want the enhancement mods graphical effects without the other stuff and also without these errors I'm removing the link I posted now and will repost it here when I've fixed all the missing textures.

5
If I may ask, what exactly do you have to do to add he graphical enhancements only? I've been considering doing it myself, but I was worried I would just mess something up.

I can give you which resource/texture/data files from the mod to add to your game folder but right now I can't figure out how to fix the missing textures on certain units, its a very strange bug, but beyond that it works as it should, only the graphical enhancements are applied. It's basically modifying a mod so errors are bound to happen due to how integrated it all is but I'm happy with the way its turned out so far, theres very little that messed up.

Also on some maps the skybox acts weird when you look at it from a certain angle, its noticeable but not enough to be jarring in my opinion and only seems to occur on really large maps, see screenshot, plus you can also see the texture glitch issue I'm having with certain units as well.

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It still looks very nice and at most angles the skybox is normal and gorgeous too, if I could only fix this stupid missing texture glitch problem I would be elated.

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Regarding the texture glitches, its just missing unit textures, when I verify integrity of the game and its vanilla again, using Openbrf all the arty ranker, landwehr textures are normal, when I then import the selected mod files into resources and textures, the unit textures are missing in Openbrf and the game, and what's weirder is that restoring the install folders to their original state still doesn't solve the missing texture error, only exacerbates it and I have to verify integrity of the game again to restore all normal textures, even if they are physically located inside their folders. Seems to be some conflict between resource and textures or vanilla and modded resource files, I can't figure it out, it's hard to keep track of all the methods and trial and error I'm working on for it.

So let me just mark down which units have missing textures since it might help someone to solve this issue.

France-
arty ranker
arty officer
Marine
Naval Captain
Napoleon

British-
Rifleman sergeant
Rifleman hornist

Prussia-
Landwehr - all ranks
Lancer cavalry

Austria-
14th Regiment officer
62nd Regiment officer

Russia-
None

For some of these its just their shirts or pants which have missing textures, I probably fucked up somewhere with this but I haven't been able to find where so far.

Anyways here's all the files from the mod you need, put these in a clean install, its a good idea to make backups of your original game because this might fuck something up and then you can swap modules back or just verify integrity with Steam. Merge all folders and replace over files when prompted, then start the game and load a map, you will see the beautiful new graphics/skybox provided to us in NW by Parrot, and you will also see probably a few very white looking units around, especially from France or any Austrian officers. But you shouldn't see any glitches or missing textures on scenery/props.


I provide this in the hopes that someone can figure out what I did wrong in my attempt and help me to fix it so those who want just these awesome graphical updates can enjoy them without these unit texture bugs. And thanks again to Parrot for the awesome mod, I like to work my way piecemeal through modding games, picking and choosing selectively what to add so I was compelled to do so for this one because this just makes the environments look so much nicer.

Here's a pic of folders/files are in that download so you can get a better idea of what it is

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And this is what I kept from the mod in module.ini, also shown in the pic.
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# Enhancement Main Files
load_mod_resource = pm_textures
load_mod_resource = pm_materials
load_mod_resource = pm_terrain_borders
load_mod_resource = pm_terrain_borders_b
load_mod_resource = pm_skyboxes

#load_mod_resource = PB_castle_a
#load_mod_resource = PB_castle_e
#load_mod_resource = PB_gutek_houses
load_mod_resource = PB_gutek_materials
load_mod_resource = PB_gutek_particles
load_mod_resource = PB_gutek_textures
#load_mod_resource = PB_snowy_castle
#load_mod_resource = PB_snowy_houses
#load_mod_resource = PB_town_houses_d

load_mod_resource = pl_map_tree_meshes
load_mod_resource = pl_tree_meshes
load_mod_resource = pl_xtree_meshes
load_mod_resource = pl_grass_meshes
load_mod_resource = pl_plant_meshes
load_mod_resource = pl_xtree_meshes_b
load_mod_resource = pl_xtree_meshes_c
load_mod_resource = pl_grass_meshes_b
load_mod_resource = pl_tree_e_meshes
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I'll be working on fixing the missing unit textures glitch that occurs when you add these files but right now I've hit a dead end. :-\

At least the maps look pretty  8)

6
Does anyone know which files to add to my game if I just want the graphical terrain/skybox/texture updates? Nothing for troops or horses or UI, just the graphical stuff? I've been trying to do it on my own with trial and error but its difficult, I managed near success but then ran into this problem of phantom tree meshes that I can't fix, on some maps there are just these white mesh structures of trees of varying kinds, sometimes only one, sometimes more, I can't figure out what the issue could be there.

So if anyone has already managed to figure out how to just install the graphical stuff for the environment skybox/terrain and HD textures for environment props/flora I would be really grateful if you could share how, I've hit a snag in my attempts, the whole mod is just so integrated its hard to separate the specific individual aspects that I want and not run into errors and conflicts along the way, pics related.

What really has me confused is that these meshes don't show up when I start up the vanilla game from my backup files, there are no trees in these locations, and its not just on and between these rocks, there are sparse but random tree meshes on other maps, all white, that when the mod files are removed, they are gone too, no trees there, these are phantom trees and it has me stumped.

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EDIT: Nevermind, I seem to have it all working fine, I gave it another go and was really checking and double checking, I probably missed a resource file before it works now, although there are no longer any random tree meshes missing textures on the maps there are still snowy trees within the rocks on snow maps but I like how they look so it doesn't bother me anymore. I only have some troops with missing textures now that I need to fix, shouldn't be difficult.

I gotta say I love the hell out of this mod, these graphical enhancements are so damn beautiful, especially the skybox.

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7
Aha I see, well it's not that big a deal, it sucks that you cant stack skins like that but rotating them between different ones per unit should be just fine for now, I'm glad I fully understand the reason why that is now because that was troubling me slightly more than the issue itself. But should I ever want to have multiple skins per faction I'll definitely look into your tutorial which I haven't seen before. Thanks again for re-uploading your Aussie Light Horse skin, cheers.  8)

8
Thank you so much man, I really like the skin, makes the Light Dragoons look so much better.

When I was installing skins I was mainly just stacking them hastily and might've made a mistake somewhere so I got a clean install and this time methodically went through the skins, and turns out they do indeed work, but after stacking many skins at once there seem to be some overlaps and bugs that result, for example your light horse skin and Coldstream greatcoat skin work just perfect on their own but if both are used at the same time then for some reason the Light Horse keeps only the hat but the rest of the uniform returns to its vanilla state.

That's the only such instance I've found so far, however I believe I've isolated why, its when you replace the troops text file, the previous one gets overwritten, for example on a clean install I put in your Australian Light Horse mod and found it to be working, now after putting many other skins, all of which have their own troops.txt, the lines get overwritten, in your Australian Dragoons troops.txt this line is to be found - trp_british_light_dragoon 12th_Australian_Light_Horse_(during_WW1) Light_Horse 0 133170176 0 0 6 0 0 - however upon checking my troops.txt now after several skin installs, the line is missing, so I believe that's why these things happen, not everyone has the same troops.txt file after all, but it doesn't seem to merge them it just seems to replace them so the changes made for one skin get overwritten in another and that's how you end up with these weird bugs or skins not working at all.

I guess one way to fix this is to take just the text that the skin requires from the provided troops.txt file and add it to your own troops.txt, I'll try that soon. There could be more to it than just the troops.txt file but that's all I can think of right now, all these skins work well on their own its just when you install multiple at the same time these strange bugs and errors occur.

9
Modifications / Does anyone have Raddeo's 12th Australian Light Horse skin?
« on: September 16, 2015, 04:08:33 am »
Hey, I was browsing for some sweet skins and came upon Raddeo's thread here- https://www.fsegames.eu/forum/index.php?topic=5396.0

Unfortunately one of the best looking skins - "12th Australian Light Horse during WW1 (replace 23rd Light Dragoons)" Download link is corrupted - https://www.sendspace.com/file/4sdvvl

Does anyone still have this skin lurking around somewhere in their mod folders, maybe even in your game? I would really appreciate if someone could reupload the skin its one of the only missing ones in Raddeo's excellent collection and my game just wouldn't feel complete without it, attached pic related. I didn't want to necro the old thread I linked so I made this request here if that's alright.

Edit: And also for some reason none of the skins that I downloaded are showing up, not just Raddeon's but others from the Minor Mods board as well, are they all outdated, do servers disable custom skins or did I do something wrong? I would really appreciate some help here in figuring this out, thanks.

Edit 2: Turns out that one of the custom skins I downloaded shows up in game just fine, but the rest which are pretty much all Raddeo's don't. So I guess the issue is that they are outdated, is there a way to update them somehow and get them working with the newest version of the game?

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