Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
[quote]
How to Install:
1. Subscribe to both Mods (Orbis Aqua & Orbis Terrarum II)
2. Ensure it is near top of load order.
2.5 Load Orbis Aqua ABOVE the mod (Orbis Terrarum II)
3. The End.
[/quote]
Suffice it to say, this is the most "realistic" you're going to get while still being aesthetically pleasing to fit the simplified shader (i.e. only allowed one colour hue, when in reality water can look really different dependent on multiple factors) + match the abstract scale at which the campaign map's visual design is made at (i.e. the campaign map visuals are not 1:1 scale "realistic" either; you have characters + buildings + ground textures that would not be visible from space. So, if things depicted in the campaign were truly at the scale that they were in reality, the colour of the water would also fit) + be informative to the player so they can clearly see which areas are safe or not.
Yes, that image shows a transition of shallow to deep; green-ish hue is where it's shallow (for coasts / shallow areas or non-hazardous areas around the center of the map), the deeper blue distance is where it deepens (which I placed when water is either not close to land masses or when the water is hazardous to fleets). There are many other examples I used, not just this one. I highly doubt that one example image I provided has been Photoshopped, and if it has been then it's very light editing (e.g. brightness adjustments).