Europa Universalis IV

Europa Universalis IV

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Just Another Graphics Mod
   
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40.616 MB
25 Jul, 2024 @ 6:58pm
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Just Another Graphics Mod

Description
There's a million graphics mods out there, but here's mine :^)

IRONMAN COMPATIBLE - EU4 1.37
This mod uses the wonderful Imperial Graphics as a base, and includes elements from...

Theatrum Orbis Terrarum
Europa Aesthetic
Plati's Map Visuals
Moulton's Graphical Map Pack - specifically the smaller province flags

Edited a few things, but other than that, credits go to the mods listed above.

Enjoy!
8 Comments
mawmz  [author] 22 Oct, 2024 @ 11:01am 
No, not for a while.
Zyrph 22 Oct, 2024 @ 10:57am 
I assume its not out?
mawmz  [author] 22 Oct, 2024 @ 7:35am 
Regnum Deorum is a pretty large scale alternate history mod I began working on over this past summer. College is very time consuming though, so I haven't got an opportunity to work on it very much.
Zyrph 18 Oct, 2024 @ 4:40pm 
Whats this "regnum deorum" in the last two images?
SolSeige 14 Sep, 2024 @ 6:56pm 
It's very good, but the country names blur into the ocean
Clark Crente 28 Jul, 2024 @ 10:04am 
thank you!

i can barely say how i did it, it was a long ago lol

but you can use thick default font, something like that, the same of chewy's, looks nice with most of the mods
mawmz  [author] 28 Jul, 2024 @ 9:36am 
Clark Crente Thanks for the feedback! I was considering just going with the vanilla font before releasing, and i might actually still do that. If I knew how the .shader files worked, I'd for sure implement the semi transparent terrain, but I have no experience with that haha.

Also I love your GMU mod, I used it for quite a long time!
Clark Crente 28 Jul, 2024 @ 5:30am 
Looks nice, maybe the font should be a little different, but just a nitpick. Nice ocean color/texture, matches the map. You should try to use some code for semi transparent terrain when the camera is near.

It's something like this, you can check my old paper mod just in case:

//TestCam scales the camera height above sea level to the interval (0,∞) with interest in making the transition start height = .5
float testCam = ( ( vCamPos.y - WATER_HEIGHT ) * .002f );
float colorRange = 1.0f;
if ( testCam < 1.0f )
{
colorRange = testCam ;
}

colorRange = .20f * colorRange + .05f;
float2 vBlend = float2( 1.1f - colorRange , colorRange); // Dynamic version (.95 in negi version)
vOut = (vTerrainDiffuseSample.rgb * vBlend.x + vColorMapSample.rgb * vBlend.y);
vOut = CalculateMapLighting( vOut, vHeightNormalSample )*1.25f; //regulates brightness of colored mapmodes on all zoom stages
vOut = calculate_secondary( Input.uv, vOut, Input.prepos.xz );