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PrettyTrees mod - 4/12/2021 7:42:39 PM   
overkill01

 

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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.







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< 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

 

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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

 

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Wow, what great trees. I love them.

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Post #: 3
RE: PrettyTrees mod v0.1 - 4/12/2021 9:27:32 PM   
Grestok


Posts: 48
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From: Marseille, FRANCE
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Indispensable ! That mod with the intermediate contrast swamp mod of MakeeLearn gives an superb effect to the map !

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Post #: 4
RE: PrettyTrees mod v0.1 - 4/12/2021 11:52:35 PM   
budd


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

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RE: PrettyTrees mod v0.1 - 4/13/2021 5:10:41 AM   
overkill01

 

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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

 

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'Green' minor rail disappears on the Supply overlay as well - whilst you're poking around in there. ;)

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Post #: 7
RE: PrettyTrees mod v0.1 - 4/13/2021 4:30:03 PM   
TallBlondJohn

 

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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?






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

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Post #: 8
RE: PrettyTrees mod v0.1 - 4/13/2021 7:15:30 PM   
briklebritt

 

Posts: 82
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From: Germany
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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?

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Post #: 9
RE: PrettyTrees mod v0.1 - 4/13/2021 7:20:02 PM   
RedLancer


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You need to make the changes in the generic data and save the hexart.dat file.

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

 

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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 >

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Post #: 11
RE: PrettyTrees mod v0.1 - 4/14/2021 5:07:49 PM   
TallBlondJohn

 

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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: 82
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

 

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Joined: 12/31/2015
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Preview on v0.2
Feedback ?




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

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Post #: 14
RE: PrettyTrees mod v0.1 - 4/16/2021 7:13:03 PM   
Fraggo5


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From: Peterborough U.K
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Definition between light and heavy woods is more pronounced and easier to distinguish, thumbs up here.

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Post #: 15
RE: PrettyTrees mod v0.1 - 4/16/2021 10:25:35 PM   
Joel Billings


Posts: 31215
Joined: 9/20/2000
From: Santa Rosa, CA
Status: online
If you see set victory cities when you go into the editor, just press shift-v to get out of that mode.

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Post #: 16
RE: PrettyTrees mod v0.1 - 4/17/2021 5:20:43 AM   
jlbhung

 

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I refer to the preview 0.2. It seems that the woods circled in red have not been changed, or they are forest?






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Post #: 17
RE: PrettyTrees mod v0.1 - 4/17/2021 9:57:05 AM   
vilcum

 

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I am playing with the your fist version, I think this second one woods seem too "sparse trees"






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RE: PrettyTrees mod v0.1 - 4/17/2021 11:05:04 AM   
stryc

 

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Joined: 7/30/2012
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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 >

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Post #: 19
RE: PrettyTrees mod v0.1 - 4/17/2021 12:21:50 PM   
Rexzapper

 

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I also prefer the first version.

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Post #: 20
RE: PrettyTrees mod v0.1 - 4/17/2021 2:42:34 PM   
Kel


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I prefer #1

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Post #: 21
RE: PrettyTrees mod v0.1 - 4/17/2021 3:48:43 PM   
overkill01

 

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Thank you for the feedback.

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Post #: 22
RE: PrettyTrees mod v0.1 - 4/18/2021 5:42:47 PM   
TallBlondJohn

 

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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?

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

 

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bump for new version 0.2

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Post #: 24
RE: PrettyTrees mod v0.1 - 4/20/2021 8:59:21 PM   
vilcum

 

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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






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RE: PrettyTrees mod v0.1 - 4/21/2021 9:34:08 AM   
stryc

 

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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.

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Post #: 26
RE: PrettyTrees mod v0.1 - 4/21/2021 5:00:36 PM   
overkill01

 

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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.

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Post #: 27
RE: PrettyTrees mod v0.1 - 4/22/2021 3:59:38 AM   
Hagar

 

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I agree with the majority here, v1 looks more crisp.

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Post #: 28
RE: PrettyTrees mod v0.1 - 4/22/2021 9:24:13 AM   
vilcum

 

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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-






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

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RE: PrettyTrees mod v0.1 - 4/22/2021 12:22:25 PM   
vilcum

 

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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.






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(in reply to vilcum)
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