Biome Mod

A forum for mods and the modders who mod them.
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AngerDomeAble
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Joined: Mon Jul 08, 2013 4:40 am

Re: Biome Mod

Post by AngerDomeAble » Wed Oct 16, 2013 9:48 pm

sylverone wrote:Pixely sparkles would be another way of describing what I'm getting. Aliasing of some kind. ;)
why not take a screenshot if I remember its f1
Last edited by AngerDomeAble on Tue Oct 22, 2013 11:42 pm, edited 1 time in total.
20 is against common sense.
Don't believe his lies.

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Tue Oct 22, 2013 10:38 pm

I did the mipmapping. I see what you mean. The way I'd describe it is that it's blending color more now. The textures seem to downscale and blur instead of keeping detail when zoomed out. It looks much better with the others and runs much faster.
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I'm not longer replacing the rainforest textures and instead replacing Pine Forest since it's the one that's actually been changed to Montane. (I didn't like how the rainforests used canopy textures, but you can't really tell in game and it looks nice).
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You can get the new version which has slightly more vanilla like plant rates as well from the same old link.

Tropical Forest
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130269551707898752.jpg (162.45 KiB) Viewed 7738 times

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Quasar
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Re: Biome Mod

Post by Quasar » Wed Oct 23, 2013 12:19 am

Whoa, nice work! :D

By the way Anarch, feel free to re-purpose some of the existing biomes if you want more biome slots to use. The "sea ice" biome for instance is pretty worthless in it's current state and could easily be replaced, and the "warm sea" is close enough to "reef" that those two could be eaily condensed into one.

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Wed Oct 23, 2013 1:12 am

Glad you like it.

I may just do that. I'm holding off until the engine itself is a bit more advanced to see what becomes possible. Most of my remain biome ideas require altitude variance or more plant dynamics.

sylverone
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Joined: Fri Sep 20, 2013 10:03 am

Re: Biome Mod

Post by sylverone » Thu Oct 24, 2013 7:09 am

Sounds cool, I look forward to testing it out.

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mw3modderman
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Re: Biome Mod

Post by mw3modderman » Sun Nov 03, 2013 12:31 am

I vote mire for next biome!
Also i'm not exactly sure how to install it, I put the extracted folder in mods folder (environment), not sure it is working or not?

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Sun Nov 03, 2013 12:46 am

No, don't extract it, just drop in the zip.

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mw3modderman
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Re: Biome Mod

Post by mw3modderman » Sun Nov 03, 2013 1:23 am

AnarchCassius wrote:No, don't extract it, just drop in the zip.
Thanks

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mw3modderman
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Re: Biome Mod

Post by mw3modderman » Mon Nov 04, 2013 1:51 am

Quasar wrote:Our first mod! Neeaaat. :D

Should I bring back the modding forum to celebrate? It might encourage other people to contribute... or it might just go unused again like last time. What do you guys reckon?
Oh, both biomes appear black on the preview in the game setup. This is because I don't have a means to rebuild a new preview color map but I think it can be done with a little help from Quasar. It is a totally minor cosmetic thing you will only see for a few seconds anyway. They can't be next to each other so you should be able to guess which is which.
Hmm, it should be possible to read the biome colours in from a library, or better yet from the data files in the biome themselves. I'll see about arranging that for the next update.

Odd that upload attachment didn't work, I unlocked zip files deliberately for this sort of use. I'll have to play with it when I get the time...
I would love to contribute towards mods, I just need to know where to start learning how for xnb files, I think they're called.

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mw3modderman
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Re: Biome Mod

Post by mw3modderman » Mon Nov 04, 2013 1:54 am

AnarchCassius wrote:Can't do poll but anybody interested please list your favorite:

Steppe Tundra (http://en.wikipedia.org/wiki/Mammoth_steppe) Colder Scrub
Mire (treeless Swamp)
Alpine (Montane has replaced Conifer Forest and Taiga IS Boreal Forest, I'm also allowing temperate forests to be broadleaf conifer or mixed (this distinction is too Earth and era centric), but Alpine regions are even colder than Taiga)
Woodland (seperated from Forest, a cooler Savanna with Scrub like traits)
Kelp Forest

I can't do a Mediterranean or Steppe as distinct from Woodland or Grassland since these are based on seasonal properties which are not modeled. With seasons there'd be a call for about 20% more biomes that there aren't even slots for.

Part of this comes down to deciding what's a biome category and what's a matter of the specific area. Ideally the plants and animals in a specific biome should account for the remaining flavor and detail that can't be gotten with a simple 2 axis grid.
I vote Kelp Forest

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