SkelApe
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Tibetan Mod
« Posted Aug 04, 2011, 09:32 PM » |
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This mod replaces the Greek race with the Tibetans; a vibrant and peaceable culture familiar to many from the original Black & White. With their vivid and impressive architecture, as well as their remarkable stubbornness in the face of opposition, the Tibetans are a formidable race to contend with.
<><><><><><><><><> || TIBETAN MOD || <><><><><><><><><> This mod replaces the Greek race with the Tibetans; a vibrant and peaceable culture familiar to many from the original Black & White. With their vivid and impressive architecture, as well as their remarkable stubbornness in the face of opposition, the Tibetans are a formidable race to contend with. <><><><><><><><><> || FEATURES || <><><><><><><><><> - A wide range of carefully designed, authentic-looking Tibetan buildings - A set of new ferocious Tibetan archers and warriors complete with their own banners - Newly designed and culturally correct Tibetan men, women and children - Special textures which, unlike other race mods, will not cause a clash with other tribes - Installation and uninstallation programs for an easy setup and removal
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Egerion
Welcome to my realm

Group: Villager
Posts: 32
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Re: Tibetan Mod
« Reply #1 Posted Aug 04, 2011, 10:35 PM » |
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it look impressive good work.
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AppleApe
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Re: Tibetan Mod
« Reply #2 Posted Aug 06, 2011, 12:11 AM » |
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Looks great, I will try it as soon as I win B&W 2! 
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SkelApe
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Re: Tibetan Mod
« Reply #3 Posted Aug 06, 2011, 01:01 AM » |
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I'm glad you two like it  AppleApe, you were the main reason i went off the Byzantine Mod and made this, so thank you. I think it paid off. After i fix a map I released a while back, i'll get working on a Tibetan map. Feel free to look at all the pictures of the mod in my gallery; http://www.kayssplace.com/gallery2/thumbnails.php?album=210 I'm not sure why, but i've got some of anglosaxon's pictures in there :P SkelApe
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Tlaxclan121
Group: New Arrival
Posts: 10
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Re: Tibetan Mod
« Reply #4 Posted Aug 06, 2011, 02:46 AM » |
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definantly looks fun, once i get back to playing BnW2 i will try it out
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GallopRider
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Re: Tibetan Mod
« Reply #5 Posted Aug 07, 2011, 05:07 AM » |
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Excellent mod! It looks wonderful!
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something_or.other
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Re: Tibetan Mod
« Reply #6 Posted Aug 07, 2011, 04:44 PM » |
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Looks awesome. I'll definitely use it next time I play Black & White 2.
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SkelApe
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Re: Tibetan Mod
« Reply #7 Posted Aug 07, 2011, 06:25 PM » |
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Thanks for the comments guys, makes it all seem worthwhile 
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« Last Edit: Aug 07, 2011, 07:12 PM by SkelApe »
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AppleApe
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Re: Tibetan Mod
« Reply #8 Posted Aug 10, 2011, 01:29 AM » |
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When I click the link it says (once I get to the page) that I need an album password. 
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Sylcai
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Re: Tibetan Mod
« Reply #9 Posted Aug 10, 2011, 12:44 PM » |
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I tried this mod - and whilst it is a wonderful idea, and could look really nice, I find it a bit... not nice. The textures switch to harshly between crisp / clean textures, without grain or 'dirt', to textures with so much detail, that it causes alot of aliasing. I shall try to make some textures like this too, and allow you to add them to your mod - Perhaps for the alignments? 
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SkelApe
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Re: Tibetan Mod
« Reply #10 Posted Aug 10, 2011, 06:54 PM » |
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Okies, the album's password is tibet. I wish there wasn't one, but that's what it is  Firstly Sylcai, are you running it on maximum graphics settings? If not, textures can render a bit grainy. Bear in mind i made all the base textures (which i used in the BW2 texture files) myself, and i'm a bit of an amateur, so they aren't gonna be perfect. Ofcourse you are welcome to have a go at making some textures yourself.
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Sylcai
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Re: Tibetan Mod
« Reply #11 Posted Aug 10, 2011, 11:45 PM » |
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Well, perhaps that's the thing that makes me dislike them, or.. like them less - they don't seem to fit in with the rest of BW2.
Still though, a very nice looking mod - I've seen worse, by alot! And - I am still using it too - so! ^^
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AppleApe
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Re: Tibetan Mod
« Reply #12 Posted Mar 10, 2012, 10:23 PM » |
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Two things that could use improving: Grainery (?), when I place the grainery down and build, it does not turn.  Walls, I think it could look better if the fortified walls looked different than the basic walls. 
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« Last Edit: Mar 10, 2012, 10:28 PM by AppleApe »
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SkelApe
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Re: Tibetan Mod
« Reply #13 Posted Mar 13, 2012, 08:34 AM » |
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Ahh I've tried endless things to get the granary to turn, and played about with all the animations. It doesn't even work in any Japanese mod. If anyone has any ideas, please let me know  And secondly, there is only one Japanese wall model, and so one model available for reskinning. Since the walls would look odd with any other model, you're stuck with samey walls I'm afraid!
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AppleApe
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Re: Tibetan Mod
« Reply #14 Posted Mar 21, 2012, 12:22 AM » |
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The same thing happens when you build a Greek Grainery in a Japanese city, it's weird. What about coloring each wall differently?
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ego533
 
Group: Villager
Posts: 95
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Re: Tibetan Mod
« Reply #15 Posted Apr 05, 2012, 02:27 AM » |
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What exactly is meant by 'not turning' ?
-ego533
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SkelApe
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Re: Tibetan Mod
« Reply #16 Posted Apr 05, 2012, 07:13 AM » |
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It means it doesn't rotate or turn. It is not in motion at all.
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ego533
 
Group: Villager
Posts: 95
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Re: Tibetan Mod
« Reply #17 Posted Apr 05, 2012, 04:43 PM » |
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Look in [ /Data/Art/binary_anim_libs ]. These files seem to hold the animation data for some objects, including the granaries. Playing around, I noticed that all files in this directory are read in and their contents placed into memory, regardless of filenames. Within each file, particular animations are declared and given names. The trick is, these animations are attached to the specific buildings in some place not discovered yet... The animations are not referenced (by name) in the .bwm files. They may possibly be referenced by an index number in the relevant files, in which case the method of assigning the index number would have to be determined.
Do this and see if it works: Make sure the game is closed. Open the file [ building_japanesegranary.al ] in a hex editor. Look for the string "a_japanesegranary_sailsrotate". Replace this string with "a_greekgranary_windmillrotate". I think you'll have to do this twice. It's lucky that the strings are the same length, too... Save the changes and cloes the file. You'll now have to entirely remove the file [ building_greekgranary.al ] since it will be declaring animations with the same name.
If this works, add it to the mod, I guess.
-ego533
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« Last Edit: Apr 05, 2012, 04:53 PM by ego533 »
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ego533
 
Group: Villager
Posts: 95
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Re: Tibetan Mod
« Reply #18 Posted Apr 08, 2012, 12:24 AM » |
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This does indeed work. I've attached the already modified .al file below with the changes as described above. You do *not* need to change the filename since the filename doesn't matter. Remember, however, that the actual greekgranay.al file must be moved or it will try to declare animations with the same names. You can just move it into a ./backup folder that you create or something like that.
Do change the extenstion from .txt to .al , though. Had to change this to upload.
-ego533
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