Europa Universalis IV

Europa Universalis IV

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Valrossens Graphical Redux
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30 września 2018 o 5:47
30 czerwca 2024 o 14:20
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Valrossens Graphical Redux

Opis
So, steam removed this section of text for some reason and I cannot remember what was written here anymore.
(there was a list of all mods used to create this mod-pack but I cannot remember them now, several years later).

Thanks to the original authors of their respective mods and the contribution of those who help me make sure the mod stays usable during newer patches!

Observe that this mod was created 2018 and changes in the original mods since then are not present here, just like my changes here are not present in the original versions. This means that this pack's development diverges since the original time of copying.

Some mods I remember this using:
CK2-like maps (semi-rewritten to support OSX/Linux)
Graphical Map Improvements
Some personal modifications by me

ADDONS
Addons are to be installed inside the mod folder at steamapps/workshop/content/236850/1526827839/

For smaller cross-country borders: here's a 50% version[drive.google.com]
Popularne dyskusje Zobacz wszystkie (1)
4
27 listopada 2019 o 0:22
PRZYPIĘTE: Mac OSX - Map is black
valrossenOliver
Komentarzy: 155
valrossenOliver  [autor] 31 grudnia 2024 o 13:36 
There's a colormap_water.dds that handles water itself. The season files are for the terrain.
Kartlos 31 grudnia 2024 o 10:23 
Thanks a lot! If I may ask, is there a possibility to change the colour of the water? or do I have to tamper with the colormaps of the 4 seasons .dds files?
valrossenOliver  [autor] 31 grudnia 2024 o 9:12 
Example in:
#ifdef PDX_OPENGL

#ifdef NO_SHADER_TEXTURE_LOD
return 1.0f;
#else

#ifdef PIXEL_SHADER
float dx = fwidth( uv.x * TEXELS_PER_TILE );
float dy = fwidth( uv.y * TEXELS_PER_TILE );
float d = max( dot(dx, dx), dot(dy, dy) );
return 0.5 * log2( d );
#else
return 3.0f;
#endif //PIXEL_SHADER

#endif // NO_SHADER_TEXTURE_LOD

#else
float2 dx = ddx( uv * TEXELS_PER_TILE );
float2 dy = ddy( uv * TEXELS_PER_TILE );
float d = max( dot(dx, dx), dot(dy, dy) );
return 0.5f * log2( d );
#endif //PDX_OPENGL


Only this does anything for you:
float2 dx = ddx( uv * TEXELS_PER_TILE );
float2 dy = ddy( uv * TEXELS_PER_TILE );
float d = max( dot(dx, dx), dot(dy, dy) );
return 0.5f * log2( d );
valrossenOliver  [autor] 31 grudnia 2024 o 9:12 
Look in SteamLibrary/steamapps/workshop/content/236850/1526827839/gfx/FX/pdxmap.shader

Which you should touch to get your preferred style is way beyond me. If you run on windows I can say anything inside the PDX_OPENGL blocks is uninteresting for you.

I would guess you should start at line 563 "#ifdef COLOR_SHADER".
Bunch of variables there to play around with. These are for when you're NOT in terrain mode. This will only alter how coloring of the map works tho. Not the "weather" in the game.
Kartlos 30 grudnia 2024 o 8:21 
Yes, Brightness is maxxed and bloom is also enabled. Im just wondering WHAT can I modify in the mod files to make the map brighter. I have no idea how any of this works.
valrossenOliver  [autor] 30 grudnia 2024 o 5:48 
Is brightness maxed in settings and bloom enabled?

Try that first. If it still is too little for you it you gotta do some shader coding to fix it. Sadly no fancy way of making it into a slider. Just gotta edit the file and reload until you like it.

Observe that seasons are different. More white-ness and colder temperature during winter and warmer during summer.
Kartlos 29 grudnia 2024 o 11:17 
How do i make the map look brighter. Its very dim
valrossenOliver  [autor] 26 lipca 2024 o 12:18 
Yes. Most likely only a few files that need to be removed from this mod for it to generally work.
Becafer 19 lipca 2024 o 1:45 
would it be possible to have an Anbennar version of this mod? (the terrain map is the main issue) its the best gfx mod!
valrossenOliver  [autor] 29 czerwca 2024 o 16:16 
Might've found a solution for running both simultaniously. Publishing the fix and we'll see if it works.