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Messages - Muizer

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1
check your twc comms thread

2
Any news on the server thing? A I the only one with this problem?

3
There are 3 major features which create mod personality. They are strat map, units(and balance), and traits/retinues. Strat map is the first features to player's impression about world of RTR. Which tone strat map's texture you are planning for? Bright and lively like in RTW and M2TW (both different in sea which RTW mirror clear give feeling of classical marble which different from enigmatic Lovecraftian sea of M2TW?)? Or want enigmatic and gloomy feeling from dark tone world like in EB?

Which kind of tone you want for strat map, Muizer?

I'm not sure that's for me to decide. I can make some suggestions about what I think would work best though. I think it's important to emphasize that the map is strongly influenced by a division in watersheds as landscape units. The typical unit consists, in transect, of  mountain peaks, rocky mountain sides, densely forested footslopes and more open/cultivated valley bottoms then up the other side in reverse order. It is important that these sections are very distinct in texturing as well as vegetation model placement. (For the battlemap, that requires some trickery, because vanilla will put forest on the valley bottom  ::) ) For reference, I can only say that the RTW vanilla textures are much more suitable for this than the M2TW ones.

I think either gloomy or bright could work. For VII we used slightly desaturated RTW vanilla textures, which gives the map a "look from space" palette, but I think a more saturated and more contrasted texturing (as per above) would give the map a more "close up" feel that could be really nice.

4
came across this reported issue which looks very similar regarding the error and error message.

https://gitlab.com/gitlab-org/omnibus-gitlab/issues/1557

which suggests I'd need something on my end to map the domain name to an IP address?

5
getting 'can't find server'

6
I had to reinstall GIT. However, the instructions you once sent me don't seem to be working? Did the repo move?

7
Grand Campaign / Re: RTR VII is the Best Mod for RTW
« on: October 10, 2017, 11:56:00 AM »
Glad you enjoyed the mod.  I don't know if it's the best, but at the time we went to great lengths to create something different, especially on the campaign map. (The campaign features were developed by Pat89 and myself, separately or together). Why did it not get more traction? I guess a lot of people just essentially liked the original format and were just looking for an improved and expanded version of it, and there were good mods about doing just that. I don't feel bad about it. VII is the mod I wanted to make and I'm quite happy with it, regardless of what others think :)


8
Would it be possible to upload it to a separate branch in the repository somehow? If not do you have a preferred method of uploading. Not sure how secure this forum is if I post a dl link here.

9
Sigh, ok that proved to be a lot more work than I thought. But, I'm getting there. I now have a version that I can test for functionality. If it works, we can look into the coding and texturing of climates and groundtypes.

For climates, I'm using the following mapping:

- sub-arctic -> boreal pine forest
- fertile grassland -> steppe
- dense forest -> humid continental
all of these interspersed with:
- alpine -> continental wetland

- open Forest -> oceanic
- mediterranean -> mediterranean
interspersed with
- swamp -> temperate wetland

- infertile grassland -> cool semi arid
- semi arid -> hot semi arid
- rocky desert -> cool desert
- sandy desert -> hot desert
interspersed with
- highland -> tropical wetland.

For groundtypes I'm mostly sticking with "what's on the tin" for
- beach,
- open forest
- dense forest
- low mountains
- high mountains

groundtypes varying quite a bit depending on climate are
- wilderness
- swamp
- hills

special mention for the 'fertilities'.
Generally these are
high fertility -> arable land
medium fertility -> mixed farming
low fertility -> grazing.

I have chosen to move cultivated lands under desert climates into the desert's arid counterpart, and repurpose the desert 'fertilities' to cover various variations in ground cover.

Finally, something I am not entirely sure about yet is the use of low mountain groundtype for (impassable) rocky desert.

So, what is next. When can you see it? Well here's the thing. The next step would be to load the thing and debug it, then test it, make adjustments and do the coding and texturing, but tbh, I'm kind of burnt out on the thing and I would like to take a break, so I'm not going to embark on that right now.  So, I'm happy to upload the map files somewhere for you, but if I do, don't expect me to process feedback any time soon.

10
Organisation and Coordination / Re: Mapping Department Organization Thread
« on: September 22, 2017, 06:45:57 PM »
Hola Roebbah (should I call you that?)!

It would be really useful to me if you could post your "climate+groundtype = landscape type" matrix.

We need one, because I agree just assuming groundtypes will be the same/compatible across climates is probably too limiting. Use of open forest as scrubland in arid climates seems unavoidable for instance and I guess there will be other "out of character" usages. A departure will mean that any change to climate will have to be accompanied by changes to the groundtypes, but it's probably worth it.

Greets,

Mzr

11
Organisation and Coordination / Re: Mapping Department Organization Thread
« on: September 19, 2017, 09:40:55 PM »
Apologies for the long silence.

Yes fade in seems to do hardly anything.

As for more climates. I'm currently using all of them already. Expect to finish things up coming weekend. Will discuss more then.

12
That sounds about right I think. I would go for a strict division of tree species between dry land and wetland. Birch indeed, for the cold wetlands. I'd say poplar for the temperate/mediterranean one, but we surely have more species available.

13
Tnx guys. There's some tough work yet to be done, but I can give you a pretty final overview of what remains now for the map. It's all down to efficient use of climates and ground types now.

RTR 8 Climate outline:

I think the following 9 major climates are required for our map. I have underlined RL biomes and climate zones that we should then implement through ground types**.

1) A pine forest climate with snow in winter.
Taiga and alpine forest, and tundra.
2)  A deciduous forest climate with snow in winter.
Central european forest, forest steppe.
3) A steppe climate
Tall grass steppe  and arid short grass steppe
4) A deciduous forest climate without snow in winter
Temperate forest
5) A sclerophylous forest and scrubland climate without snow in winter
   Mediterranean forest and Mediterranean forest scrubland
6) An cool arid scrubland climate (frost, no snow)
7) An cool arid desert climate (frost, no snow)
   rocky desert, sand dunes
8 ) A hot arid scrubland climate
   savanna, scrubland
9) A hot arid desert climate
   rocky desert, sand dunes

This gives us 3 more climates to play with and I suggest using them for floodplains and waterlogged areas**:
1) Temperate forest and swamp climate
2) Boreal forest and swamp climate
3) Tropical floodplain vegetation (the Nile, Mesopotamia)

One of these can be mixed in with each of the above 9 to create some extra variety.

Just want to stress that this is not another theoretical excercise, but the result of actually delineating those 9 main climate areas on a map. The bits that are yet to be done I've marked with **.

14
Hey guys,

Yes I'm still around. Still working on the map every now and then, but I cannot deny progress has been very slow. Just wanted you to know I've not disappeared yet, and I'll finish the job.

15
Time for another update. I've begun putting all the pieces together for a ground types map and I can show some preliminary results.



Italian Gaul.


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