Page 1 of 2

Four Seasons Texture Mod Pack - Released.

Posted: Sat Jun 04, 2016 11:46 am
by Adebar
Description:

This is a texture mod pack for P&S. It's intended for creating scenarios with or converting scenarios using vanilla textures. As the name says, it can be used to depict the several seasons.

Icluded are textures for:

1. Spring
2. Summer
3. Autumn
4. Winter (without snow)
5. Winter (with snow)

See screenshots and comments below.

Feel free to use or mod the textures of the Four Seasons Mod Pack ad libitum.


Version History:

V.1. 06/04/16: Release.


Download:

http://www.mediafire.com/download/70zl9 ... ck_v.1.zip


Installation:

- Creating a new scenario with the mod.

1. Generate a new scenario in the editor.
2. Save and leave the game.
3. Go to /My Documents/My Games/PSCAMP/CAMPAIGNS/WhateverYouCalledYourCampaign
4. Put the folders and files (OBJECTS, TILES and TEXT2.TXT) of the texture set you want to use into your campaigns folder.
5. Load your campaign in the editor; the new scenario starts with the mod texture set as default style.

- Converting scenarios.

A

1. Go to /My Documents/My Games/PSCAMP/CAMPAIGNS/ and put the folders and files (OBJECTS, TILES and TEXT2.TXT) of the texture set of your choice into the folder of the campaign you want to convert.
2. Load the campaign in the editor. The scenario shows up in one of the vanilla texture styles.
3. In the menu on the left choose 'Edging and Style'.
4. Under 'Convert Style' choose the modded texture style.
5. All tiles are now converted; however the vanilla objects have to be manually replaced by the modded ones. - Be warned, this can be a lot of work!

B
Paul59 wrote: I discovered a way to convert an existing scenario to one of these new terrain sets.

Open the scenario .BAM file in WordPad (or whichever program you prefer) and replace all instances of the terrain style currently in use with the name of the new terrain style that you want. For instance to convert The Battle of Guinegate to the Winter without snow set; replace all mention of "CENTRALEUROPE" with "NoSnowEurope". This cuts out the need to replace every object in the editor.

You will, of course, also need to put the relevant OBJECTS and TILES folders in the scenario folder.

Screenshots:


Spring: Based of vanilla Northern Europe style. New vegetation textures.

Image

Summer: Based on vanilla Southern Europe style. New vegetation textures.

Image

Autumn: Based on vanilla Central Europe style. New vegetation textures.

Image

Winter (without snow): Based on vanilla Central Europe style. New vegetation textures, revised terrain textures.

Image

Winter (with snow): New vegetation textures, recoloured terrain textures.

Image


Further plans:

Revising terrain textures for Autumn and Winter (without snow). Reworking Summer vegetation textures.

Perhaps ... just perhaps doing a Four Seasons Mod pack for Sengoku Jidai. :wink:

(Cannot promise much though. To gain a P&S like UI overlay as can be seen in the pic below, too much modding of the main game's files is necessary. The SJ vanilla overlay simply does not fit to the modded P&S terrain textures. Let's see if there will be a official 'green terrain' patch someday. Then I perhaps I could do a FS Mod Pack for SJ.)

Image

Re: Four Seasons Texture Mod Pack - Released.

Posted: Wed Jun 08, 2016 9:08 am
by Paul59
Hi Adebar,

Thanks for this mod, it is excellent. Shame about the SJ problem.

I wonder if anyone knows if it is possible to mod a campaign so that it automatically selects terrain suitable to the season? For instance if I was to add this Four seasons mod to my Extra Campaigns Mod, would I be able to program it to select the correct seasons terrain depending on the time of year of the battle.


Paul

Re: Four Seasons Texture Mod Pack - Released.

Posted: Wed Jun 08, 2016 1:15 pm
by rbodleyscott
Paul59 wrote:Hi Adebar,

Thanks for this mod, it is excellent. Shame about the SJ problem.

I wonder if anyone knows if it is possible to mod a campaign so that it automatically selects terrain suitable to the season? For instance if I was to add this Four seasons mod to my Extra Campaigns Mod, would I be able to program it to select the correct seasons terrain depending on the time of year of the battle.


Paul
You would have to

1) create tilesets and object styles for each season
2) mod the random map generator to use different tilesets and object sets in different seasons

Re: Four Seasons Texture Mod Pack - Released.

Posted: Thu Jun 09, 2016 3:36 pm
by AlbertoC
Really nice work I must say!

Thank you.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Mon Jun 20, 2016 7:54 pm
by Paul59
Adebar wrote:
(Cannot promise much though. To gain a P&S like UI overlay as can be seen in the pic below, too much modding of the main game's files is necessary. The SJ vanilla overlay simply does not fit to the modded P&S terrain textures. Let's see if there will be a official 'green terrain' patch someday. Then I perhaps I could do a FS Mod Pack for SJ.)
Hi Adebar,

I am not sure exactly what you mean by that statement, how exactly does the P&S terrain not fit with the SJ UI overlay? Are you referring to the to the TEX2.TGA files which are unique to SJ?

Cheers

Re: Four Seasons Texture Mod Pack - Released.

Posted: Thu Jun 30, 2016 7:34 am
by jomni
Sengoku Jidai uses more tiles than Pike and Shot, especially overlays and slope types.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Sat Sep 17, 2016 8:36 pm
by Dino_SWE
Would there be any way to replace the default tilesets with these ones alltogether? Thatd be great.

Thanks!

Re: Four Seasons Texture Mod Pack - Released.

Posted: Tue Nov 15, 2016 10:39 am
by Paul59
While updating my Pavia scenario (which will be available shortly) I discovered a way to convert an existing scenario to one of these new terrain sets.

Open the scenario .BAM file in WordPad (or whichever program you prefer) and replace all instances of the terrain style currently in use with the name of the new terrain style that you want. For instance to convert The Battle of Guinegate to the Winter without snow set; replace all mention of "CENTRALEUROPE" with "NoSnowEurope". This cuts out the need to replace every object in the editor.

You will, of course, also need to put the relevant OBJECTS and TILES folders in the scenario folder.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Tue Nov 15, 2016 1:25 pm
by Adebar
Thanks, Paul! That is a great discovery which will make the converting process much easier and faster.

I'll add that to the installation description.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Thu Jul 06, 2017 4:45 pm
by Old_Warrior
Has anyone built a "graphics Mod" for the Shogun game yet? I would buy the game if there was a terrain set available.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Thu Jul 06, 2017 11:06 pm
by Paul59
Old_Warrior wrote:Has anyone built a "graphics Mod" for the Shogun game yet? I would buy the game if there was a terrain set available.
Go to the Sengoku Jidai modders forum, you will find lots of alternative terrain sets that I made.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Fri Jul 07, 2017 1:28 am
by Old_Warrior
I saw that, Paul. Thanks so much to you and others for doing that :)

Now I can get out my katana and go to battle.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Sat Aug 12, 2017 11:35 am
by Dino_SWE
If Id like all of my battles to use the Autumn: Based on vanilla Central Europe style for instance, could I rename them to replace the vanilla files permanently? If so, which files would that be?

Thanks :)



Edit:
I did some experimenting and I seem to get the Autumn graphics by default now, except for the brown farm fields, which are all plain grass. What did I do wrong? :?: :P

I noticed the file saws.scc were missing from the new mod folders. I pasted it back into them but to no avail hehe... Hmmm

Re: Four Seasons Texture Mod Pack - Released.

Posted: Sun Aug 13, 2017 5:22 pm
by Dino_SWE
So I fiddled around and managed to get the Autumn objects as default palette on random maps. I also edited the default ground textures with Gimp and changed the FoW to look darker rather than desaturated.

Obviously they dont look as good as a custom made map, but since I mostly play random maps, its better than nothing :)

Mmmm, to me 17th century warfare goes best with an Autumn atmosphere. Gunsmoke and wet leaves :roll:

Now, coupled with the outstanding sound effect mod available, the only thing now missing is replacing the ingame music files with an Autumn ambience track from youtube, and my journey to P&S heaven will be complete.

Like this:
https://www.youtube.com/watch?v=g3rzkSuw2Vg

Holy shit thats even sacral sounding. What better context than the religious conflict of Europe.


Thank you for helping me achieve this!

Re: Four Seasons Texture Mod Pack - Released.

Posted: Tue Aug 15, 2017 3:41 pm
by Adebar
Hello Dino!

Sorry for replying that late, I'm just lurking the forum from time to time and not always aware of new posts in my threads.

Glad that you found a solution for the problem by yourself. I'm quite happy that some folks make good use of my stuff!

Re: Four Seasons Texture Mod Pack - Released.

Posted: Tue Sep 26, 2017 3:56 pm
by KOB001
rbodleyscott wrote:
Paul59 wrote:Hi Adebar,

Thanks for this mod, it is excellent. Shame about the SJ problem.

I wonder if anyone knows if it is possible to mod a campaign so that it automatically selects terrain suitable to the season? For instance if I was to add this Four seasons mod to my Extra Campaigns Mod, would I be able to program it to select the correct seasons terrain depending on the time of year of the battle.


Paul
You would have to

1) create tilesets and object styles for each season
2) mod the random map generator to use different tilesets and object sets in different seasons
Anybody have any ideas on how to do this?

It would be cool to have Seasonal battlefields for your Campaigns.

Re: Four Seasons Texture Mod Pack - Released.

Posted: Thu Sep 28, 2017 8:50 am
by Paul59
KOB001 wrote:
rbodleyscott wrote:
Paul59 wrote:Hi Adebar,

Thanks for this mod, it is excellent. Shame about the SJ problem.

I wonder if anyone knows if it is possible to mod a campaign so that it automatically selects terrain suitable to the season? For instance if I was to add this Four seasons mod to my Extra Campaigns Mod, would I be able to program it to select the correct seasons terrain depending on the time of year of the battle.


Paul
You would have to

1) create tilesets and object styles for each season
2) mod the random map generator to use different tilesets and object sets in different seasons
Anybody have any ideas on how to do this?

It would be cool to have Seasonal battlefields for your Campaigns.
Sorry, I could not work out how to do it. It would involve modding the campaign scripts.

Re: Four Seasons Texture Mod Pack - question

Posted: Wed Jun 19, 2019 4:19 pm
by Odenathus
Hi Adebar, used these for several scenarios and they're very good. I'm now trying Lake Peipus, 1242 A.D., which means using the Winter mod, and I find the cursor that shows the potential movement path for units doesn't show up very well on the actual ice (because it's a white cursor on a very pale off-white background). It's fine for the normal snow and other ground textures, so is their a way that I can make it stand out more clearly: my problem is I cannot find the new white cursor in any of the scenario files? If you can point me at the right file path I can tinker around with it.

Cheers

Mark (Odenathus)

Re: Four Seasons Texture Mod Pack - Released.

Posted: Sat Jun 22, 2019 1:26 pm
by Odenathus
While I'm on the subject, does anyone know of a way to change the colour of the battle information text (Charge, Impact, Fall Back, etc?) Same reason as above, the default seems to be white which doesn't always show up well against the off-white coloured ice.

I've searched 'fonts' on the Forum and not found anything btw.)

Mark (Odenathus)

Re: Four Seasons Texture Mod Pack - Released.

Posted: Mon Jun 24, 2019 8:33 am
by rbodleyscott
Odenathus wrote:
Sat Jun 22, 2019 1:26 pm
While I'm on the subject, does anyone know of a way to change the colour of the battle information text (Charge, Impact, Fall Back, etc?) Same reason as above, the default seems to be white which doesn't always show up well against the off-white coloured ice.

I've searched 'fonts' on the Forum and not found anything btw.)

Mark (Odenathus)
You would need to mod scripts I am afraid.