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[Mod] Vurt's Gothic II Texture Pack
June 2nd, 2012, 19:17
Originally Posted by vurtThose were more or less my values too in the previous installs (including the last one that crashed). Didn't bother tbh, this time, as it crashed before installing your mod (I found a save that crashes at the exact same spot every time)…
Did you remember to tweak the .ini after reinstalling?
Anyways, since I've actually started some serious gaming again (having quite a bit of fun with KB:Legend that was sitting on my backlog for the last year or so), I'll bother with it again when you put up the next version… (Only thing different now from my original install, are those English translation dats… seems a new game is the way to go)
June 6th, 2012, 21:54
New version out, see first post.
Edit: some more download links here: http://www.multiupload.nl/E7F5RFJIO1
Edit: some more download links here: http://www.multiupload.nl/E7F5RFJIO1
Last edited by vurt; June 6th, 2012 at 23:11.
June 7th, 2012, 00:18
Originally Posted by bemushroomedWould you mind elaborating on that?
* New water. 80 frames of animation (original is 10 frames). Water caustics(one place only so far, look or dive at the docks where Lares is).
* New rain, sun, skies (sun is still experimental).Any chance of screens? Since the Gothics are all about exploration I consider the sky very important.
Also, I still have the 157MB Texture Pack in my torrent client. Should I delete it/is every improvement in it included in the new versions?
--
I'd just like to interject here and point out that I'm not going to say anything to spoil the mood, Chief. I'll just float here and watch. Don't mind me, just sitting here, floating and watching, that's me.
June 7th, 2012, 07:21
My water caustics arent as advanced as those in Risen 2 or anything (since they're done with a shader), mine is simply an animated texture layer on the bottom of the sea. They've visible from above sea level too, like they should be in shallow water.
Skies
And yes, that mod is now outdated.
Skies
And yes, that mod is now outdated.
Last edited by vurt; June 7th, 2012 at 08:33.
June 7th, 2012, 19:44
Anyone got a save from Jharkendar and / or Dragon Island? That would help me when doing those areas..
June 7th, 2012, 21:03
Found some (amazingly enough did not have one on my last playthrough).
Will upload tomorrow morning. Multiupload is free I guess right ?
EDIT: And amazingly enough those saves do not crash anywhere… weird shit…
Will upload tomorrow morning. Multiupload is free I guess right ?
EDIT: And amazingly enough those saves do not crash anywhere… weird shit…
June 8th, 2012, 08:10
Here they are. I believe they are from a pretty old NOTR playthrough (might even be my first one
) they should contain at least one save from each "world"…
EDIT: Checked out the new version. The mountains really transform the landscape, nice.
Worth the performance drop
(down to 30 fps to some places again).
A couple of bugs (see comments below): Rotating tree and energetic sheep
) they should contain at least one save from each "world"…EDIT: Checked out the new version. The mountains really transform the landscape, nice.
Worth the performance drop
(down to 30 fps to some places again).A couple of bugs (see comments below): Rotating tree and energetic sheep
Last edited by JonNik; June 8th, 2012 at 18:25.
June 9th, 2012, 02:15
Great thanks a lot for the saves. Yes i know about those bugs (but i actually had forgotten all about them until you now mentioned them hehe)
jharkendar up next + bug fixes
http://piclair.com/data/lrrzf.jpg
http://piclair.com/data/r0urc.jpg
http://piclair.com/data/4rvon.jpg
jharkendar up next + bug fixes
http://piclair.com/data/lrrzf.jpg
http://piclair.com/data/r0urc.jpg
http://piclair.com/data/4rvon.jpg
June 9th, 2012, 07:27
June 13th, 2012, 04:05
download v0.7: https://rapidshare.com/files/8949210…verhaul_v07.7z
0.7 updates the mod with new flora in Jharkendar and fixes the wall infront of the cave entrance on the Island (outside of City of Khorinis harbor). I've also removed collision from some trees below Xardas Tower and on the farm (on the way to the city). Jharkendar also has new textures for ocean, sand and sky. The swamp is now animated with a new texture. Pirate's camp has a few extra details added like sea shells and ocean foam. Canyon has a new cacti, updated default plant/cacti textures and added grass and a new type of dead tree.
Swamp
Cacti
Beach
Beach II
Beach III
Foam and sea shells
0.7 updates the mod with new flora in Jharkendar and fixes the wall infront of the cave entrance on the Island (outside of City of Khorinis harbor). I've also removed collision from some trees below Xardas Tower and on the farm (on the way to the city). Jharkendar also has new textures for ocean, sand and sky. The swamp is now animated with a new texture. Pirate's camp has a few extra details added like sea shells and ocean foam. Canyon has a new cacti, updated default plant/cacti textures and added grass and a new type of dead tree.
Swamp
Cacti
Beach
Beach II
Beach III
Foam and sea shells
Last edited by vurt; June 16th, 2012 at 19:48.
June 16th, 2012, 07:37
Originally Posted by vurtDamn I should have downloaded sooner
Download v0.7
Clicking the link gets me a:Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!
Sentinel
June 17th, 2012, 10:32
I love what you did in Jharkendar, looks great. Nice touch on the water on the pirate cove, very Carribean
(It would probably look more natural if the color darkened further out but I like it a lot it as it is too). No performance issue there that I could see except a strange hitching on the camera on few spots (I doubt its the mod of course).
A couple of bugs I've seen and you might not know about (see comment below):
floating trees and semi visible crates
(It would probably look more natural if the color darkened further out but I like it a lot it as it is too). No performance issue there that I could see except a strange hitching on the camera on few spots (I doubt its the mod of course).A couple of bugs I've seen and you might not know about (see comment below):
floating trees and semi visible crates
June 17th, 2012, 13:08
Interesting with the "broken" crates, i have that too on my main computer (nvidia) in the vanilla game, but not on my laptop (ati).. do you also have a nvidia card? it's a really odd thing and it doesnt seem to be because of the mod.
Hmm are the trees really floating there? arent they standing on the cliff? difficult too see in your screen.
Hmm are the trees really floating there? arent they standing on the cliff? difficult too see in your screen.
June 17th, 2012, 15:52
I have a gtx670 on my PC now. I guess its a driver bug then…
The bottom of the trees aligns with the cliff, but when they animate they move as a whole, instead of like having their base fixed on the ground and being pushed by the wind…
The bottom of the trees aligns with the cliff, but when they animate they move as a whole, instead of like having their base fixed on the ground and being pushed by the wind…
June 17th, 2012, 16:06
yeah that's how they work because they're just 2D planes, make them have a fixed 3D mesh as a trunk would not be very performance friendly so it won't look perfect.
June 17th, 2012, 16:14
Ah, ok then, it just seemed odd and I thought that it was something along the lines of the rotating tree branches… Should be ok as it is not easy to notice but I seem to have an eye for those things for some reason 
OT: It seems Nvidia has a few glitches with this game. I had no problems with the HD5870. The camera hitches are particularly annoying. I'll need to see if there is something to be done about it…

OT: It seems Nvidia has a few glitches with this game. I had no problems with the HD5870. The camera hitches are particularly annoying. I'll need to see if there is something to be done about it…
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