Europa Universalis IV

Europa Universalis IV

187 평점
Valrossens Graphical Redux
4
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
파일 크기
게시일
업데이트일
58.644 MB
2018년 9월 30일 오전 5시 47분
2024년 6월 30일 오후 2시 20분
업데이트 노트 19개 (보기)

다운로드 위해 구독하기
Valrossens Graphical Redux

설명
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]
인기 토론 모두 보기(1)
4
2019년 11월 27일 오전 12시 22분
고정됨: Mac OSX - Map is black
valrossenOliver
댓글 155
valrossenOliver  [작성자] 2024년 12월 31일 오후 1시 36분 
There's a colormap_water.dds that handles water itself. The season files are for the terrain.
Demiurge Slayer 2024년 12월 31일 오전 10시 23분 
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  [작성자] 2024년 12월 31일 오전 9시 12분 
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  [작성자] 2024년 12월 31일 오전 9시 12분 
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.
Demiurge Slayer 2024년 12월 30일 오전 8시 21분 
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  [작성자] 2024년 12월 30일 오전 5시 48분 
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.
Demiurge Slayer 2024년 12월 29일 오전 11시 17분 
How do i make the map look brighter. Its very dim
valrossenOliver  [작성자] 2024년 7월 26일 오후 12시 18분 
Yes. Most likely only a few files that need to be removed from this mod for it to generally work.
Becafer 2024년 7월 19일 오전 1시 45분 
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  [작성자] 2024년 6월 29일 오후 4시 16분 
Might've found a solution for running both simultaniously. Publishing the fix and we'll see if it works.