Experimental Graphical features

I am having trouble seeing the difference between coastal waters and ocean waters. I am not sure I have the latest graphics pack and I have not added python code to random maps to put sea in there. Actually I think there is some old code to do that but it is commented out.
 
I am having trouble seeing the difference between coastal waters and ocean waters.
OK, I will brighten up temperate-coast then (polar- and tropical-coasts should stand out to ocean already...?).
I am not sure I have the latest graphics pack and I have not added python code to random maps to put sea in there. Actually I think there is some old code to do that but it is commented out.
I haven't changed water in a while. Getting the sea in place will have a large impact on the land-ocean visual impression; the current sea textures aren't really finalized yet and I need to make textures for the two climate variations of it also.

Edit:
Updated terrain pack
-Added new salt flat art.
-Tweaked many textures - Changes to plains, peaks, Dunes, grass, and possibly more.

EditEdit:
Added a new module to the OP:
Changed the graphic seen in the unit view (land units) inside the civilopedia.

Will most likely be included in SVN soon.

EditEditEdit:
Questions:
Is grass terrain currently too light green? Should it be darker?

Should mountains be greyer like it is in C2C without the modmod?

Any other feedback would of course also be appreciated.

EditEditEditEdit: (Nov. 25.)
Added muddy terrain to terrain pack
 
Last edited:
Questions:
Is grass terrain currently too light green? Should it be darker?

Should mountains be greyer like it is in C2C without the modmod?

Any other feedback would of course also be appreciated.

dont know, where are the pics of the terrain??

Yeah, it'd be better to have them back at grey/silverish . .
 
I haven't bothered with pictures as It's easy enough to download and try out the terrain.

Only trouble with that is, you change alot of the paths, then when i have to change everything again when i change them back . .
 
You could just make a backup of the xml (CIV4ArtDefines_Terrain) that you normally use.

I did that before, when i was using ALOT of different terrains, just lookin for a real good one, and one DH could be satisfied with, but then i had too many folders, lol, so now i have none. . lol
 
Added a new module to the OP: Tileable Bamboo
This is as far as I got with it yesterday, might complete it today or tomorrow.

Edit:
Updated Bamboo Feature, close to complete now.
 
Last edited:
The new bamboo mostly looks good. I am finding it difficult to see the it on (your) plains terrain. It also looks a little too open to me almost as open as savanna is to forest if that makes sense.

Note: I am only using your terrains when playing at the moment.

On water terrains - it is important that the player can distinguish easily between coastal, sea and ocean tiles. There is little or no need for them to distinguish between Polar, temperate and Tropical waters. I am working on a concept page which should make it obvious why this is so and hope to get it on the SVN today.
 
Am getting this in the CORE graphics??

Art/Terrain/Textures/CoastPolDetail.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
 
The new bamboo mostly looks good. I am finding it difficult to see the it on (your) plains terrain. It also looks a little too open to me almost as open as savanna is to forest if that makes sense.
I could try to place them closer together but I won't add more trees as the models are quite large already.
Note: I am only using your terrains when playing at the moment.
:) Are there still white lines in water terrains?
On water terrains - it is important that the player can distinguish easily between coastal, sea and ocean tiles. There is little or no need for them to distinguish between Polar, temperate and Tropical waters. I am working on a concept page which should make it obvious why this is so and hope to get it on the SVN today.
ok.
Am getting this in the CORE graphics??

Art/Terrain/Textures/CoastPolDetail.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
WTH.... I'll look into it.
 
Last edited:
why is this not compatible with v36?

Due to some xml changes that has happened, and me being too lazy to make a compatible version.

And right now it's not even compatible with the latest SVN.

Edit:
Updated terrain pack to be compatible with latest SVN.

EditEdit:
@DH:
Is there some specific land terrains in this pack that you think should be in core C2C?
There would be no problem in exporting any of the land terrain individually (without the rest).

Others also have a say in this question as well, but DH's word weighs the most here. ;)
 
Last edited:
I have been playing with them for awhile now and I like them all, even if my eye keeps telling me that barren=fog of war:lol:

I have no problem with them all going into core as I can't play with the core ones at all. However SO is the mod owner and it is up to him.

One minor point is that the coastlines seem to all be beaches. I have no idea if we want to expand them to a variety of coast terrains to allow for beaches, cliffs and natural harbours along with all the movement and city building effects in the future.
 
I have been playing with them for awhile now and I like them all, even if my eye keeps telling me that barren=fog of war:lol:

I have no problem with them all going into core as I can't play with the core ones at all. However SO is the mod owner and it is up to him.

One minor point is that the coastlines seem to all be beaches. I have no idea if we want to expand them to a variety of coast terrains to allow for beaches, cliffs and natural harbours along with all the movement and city building effects in the future.
Then I'll wait to hear SO's opinion.
I've planned on making deep coast have a coastline that looks like cliffs but it seems a bit unnecessary to have even more variations of coast terrains at this point. Like so:
Coast_Cliff, Coast_Cliff_Polar, Coast_Cliff_Trop (!Coast_Deep_Cliff_Polar, Coast_Deep_Beach_Polar!)
Coast_Nat_Harbour, Coast_Nat_Harbour_Polar, Coast_Nat_Harbour_Trop
and so on.
 
I would of thought the coast line would be on the land plot so it does not need the climate modifier.

Although it may need to be done like the rivers in the Strategic Rivers mod and have them ie coastline in the middle of the plot.
 
I would of thought the coast line would be on the land plot so it does not need the climate modifier.

Although it may need to be done like the rivers in the Strategic Rivers mod and have them ie coastline in the middle of the plot.

If it had been in the land terrain textures we would have seen coastline between land tiles all over the place inland. The coastline is visible towards every other terrain that is beneath the terrain with the coastline graphic in the layer system. Thats why coast must be above land terrains and should be underneath sea/ocean terrain layer-wise.
Getting it to function like a river is something I've wondered to be possible when I worked with the coast graphics. It would solve some limitations in the water coloration of coast terrain.
 
Back
Top Bottom