Oct 10, 2007, 04:50 PM // 16:50
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#21
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The Greatest
Join Date: Feb 2006
Profession: W/
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It's beautiful, nice work.
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Oct 10, 2007, 05:11 PM // 17:11
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#22
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Krytan Explorer
Join Date: Jul 2006
Location: Seattle
Guild: Zaishen Order
Profession: Rt/
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Quote:
Originally Posted by Skyy High
Official Wiki Page
ANet has said that modifying textures (and it is just as you said, simply client-side modification of textures, nothing more) is alright, in that they won't go after you for doing it. However, if you screw up your computer or game, they also won't help you. Of course, the worst thing that could happen is needing to reinstall GW I think.
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Hey, thanks for the link. Seems simple enough. Also it appears that you run GW through TextMod, which like Oblivion simply overlays over the basic primary file but doesn't change it. If the game crashes, you just run GW normally since nothing in GW itself is changed.
I spent all that time battling Charr and trying to save Ascalon and when I went back after all was said and done, I find not even a single bit of grass or less troublesome sky. Then I did battle in Factions and then Nightfall and finally the Great Destroyer. After all those years I'd really like to see "some" change in Ascalon.
This mod seems like I got my wish! Will give it a try later tonight.
----
Storytelling by the fire at Gunnar's Hold? You bet! Come, bend a knee and hear grand tales of the Norn.
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Oct 10, 2007, 09:25 PM // 21:25
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#25
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Frost Gate Guardian
Join Date: Aug 2006
Guild: Illusions of Grandeur [Illu]
Profession: W/
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Looks nice, but the dead trees and crumbling buildings all over the place kinda diminish the effect.
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Oct 10, 2007, 10:40 PM // 22:40
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#26
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Krytan Explorer
Join Date: Jul 2006
Location: Seattle
Guild: Zaishen Order
Profession: Rt/
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Quote:
Originally Posted by Um Yeah
Looks nice, but the dead trees and crumbling buildings all over the place kinda diminish the effect.
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Rome was not built in a day and forests take decades to regrow. Its closer than dust and ash so I'll take it!
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Oct 10, 2007, 11:11 PM // 23:11
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#27
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Desert Nomad
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I actually like the crystal effect with grass and blue skies. Nice job!
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Oct 11, 2007, 12:31 AM // 00:31
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#28
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Community Works Moderator
Join Date: Jan 2007
Location: USA
Guild: Centre of the Aerodrome
Profession: R/Mo
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Looks impressive, I would hope that GW2 takes this as a lead and uses a similar technique to creating the ascalon of the future; however, in 250 years many things more would no doubt change.
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Oct 11, 2007, 03:37 AM // 03:37
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#29
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Site Contributor
Join Date: Jan 2006
Profession: R/
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Well i guess it's what ascalon would look like in between GW 1 and GW2, i read in the pc gamer GW edition that Green started to grow in The ascalon area.
This mod might actually make me download textmod or whatever it is
__________________
"Even if the morrow is barren of promises,
nothing shall forestall my return."
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Oct 11, 2007, 05:33 PM // 17:33
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#30
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Academy Page
Join Date: Mar 2007
Guild: Guild Ancestors Reunited [ギルド]
Profession: R/
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Quote:
Originally Posted by xxod
Hello everyone,
The Beta for this Ascalon Pre-Mod has been tested and after some comments, tips etc. I successfully uploaded the first Alpha version. (V 1.0)
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i suggest for a new version to change the map of ascalon , replace grey by green , doable in 2 sec with photoshop or something like that .
Quote:
Originally Posted by Witchblade
i hope you extracted the textures from last Wintersday or you're gonna wait
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How you do it ?
Last edited by helloworld; Oct 11, 2007 at 05:41 PM // 17:41..
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Oct 11, 2007, 05:39 PM // 17:39
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#31
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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I kinda think this should be implementable from Anet. Once all the campaigns are complete and GW:EN is complete on your character it could trigger a script client side to activate this type of mod client side to make ascalon look different in the same way. To show the progress of time there... The rebuilding effort so to speak. Basically Just like this, a RESKIN of the area client side, not a new area...
Interesting project... I look forward to keeping a watchful eye on it to see how it progresses, and would welcome some feedback from Anet on what they think of this idea...
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Oct 11, 2007, 08:47 PM // 20:47
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#32
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Ascalonian Squire
Join Date: Apr 2007
Guild: Lux Aegis
Profession: R/
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very nice work!
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Oct 11, 2007, 09:37 PM // 21:37
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#33
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Hold it!
Join Date: Jul 2006
Location: In your local courthouse.
Guild: The Arctic Marauders [TAM] (elite PvE, PM)
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Very cool!
Great work man, I hope the community can put some positive input on this to help you improve it!
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Oct 13, 2007, 06:34 PM // 18:34
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#34
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Academy Page
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Quote:
Updates:
- More green in Ascalon
- Updated worldmap and map [U]
Plans:
- Update more area's
- Fixing colour plant's
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__________________
Click signature for more info
Last edited by xxod; Oct 16, 2007 at 03:46 PM // 15:46..
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Oct 16, 2007, 05:07 PM // 17:07
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#35
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Ascalonian Squire
Join Date: Jul 2006
Guild: Your Going Home In An Ambulance
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This is amazing! Before I saw this the only thing i personnaly thought texmod was good for was cartographing! retexture of landscapes never even occured to me, but now someones done it... OMFG! lol
You've done some amazing work! just wondering though, do u have any plans to retexture any other places after you've done ascolon??
just a few thoughts to run by you "Crystal Desert goes Jade" or "Lions Arch goes Volcanic" haha!
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Oct 16, 2007, 10:35 PM // 22:35
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#36
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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Actually Lions Arch gets flooded would be more appropriate... High tides start happening, causing water levels to flow further into town...
So far I must admit I am impressed. For this being fan work its not too bad. still obviously feels kinda beta as in some modes it doesn't sync in correctly, but its still very impressive when it does work. It would be really nice to have this happen automatically in game after you complete all the campaigns to show to passage of time. The addition of the Map overlay was the golden touch... Really makes it look new and different.
Last edited by =HT=Ingram; Oct 16, 2007 at 10:39 PM // 22:39..
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Oct 20, 2007, 04:34 PM // 16:34
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#37
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Krytan Explorer
Join Date: Oct 2005
Profession: R/W
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Found a small problem, if you have terrain quality set to low it shows the default textures.
So you need to have terrain quality set to at least medium to see the mod.
Apart from that, i like it.
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Oct 20, 2007, 05:22 PM // 17:22
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#38
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Academy Page
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Quote:
Originally Posted by McMullen
Found a small problem, if you have terrain quality set to low it shows the default textures.
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I know this. It's because all textures got a "Default Texture" which is low graphic. Made for people who dont have a (good) graphic card.
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Oct 22, 2007, 01:39 PM // 13:39
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#39
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Forge Runner
Join Date: Dec 2006
Guild: The Overacheivers [Club]
Profession: Mo/
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nice mod. Is it that bright in the game?
seems alittle bright for me.
Your going to be busy this wintersday and halloween lol.Ofcourse we can't get some of the decorations ..shame...but it will look good to have a mod for the outposts that are effected.
I see a future mod for all areas being made wintery or pre searing like
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Oct 22, 2007, 09:13 PM // 21:13
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#40
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Krytan Explorer
Join Date: Jul 2005
Location: Missouri (Central Time Zone)
Profession: N/
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Just thought I'd let you know your watermark or signature shows up backwards in The Isle of the Dead guild hall or is it even supposed to be there?
http://img81.imageshack.us/my.php?image=gw116uk2.jpg
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