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Environmental Mods

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  1. Al igual que en terreno de europa, darle algo de detalle al suelo.
  2. Bueno, empece intentando llenar un poco, el suelo de este estupendo terreno, y al final lo estoy "repintando" entero. Estoy usando para ello los magnificos tiles para Germany de Brain32. Todavia no esta terminado, pero cuelgo unas capturas de pantalla a ver que os parece. Se agradecen las sugerencias...
  3. Quedan corregidos un par de estupidos errores (la ley del cortapega) en los bordes de las ciudades. Tambien he editado y retocado un par de tiles que no acababan de gustarme...
  4. Seasoned Wings Over Europe:
     
    WINTER EDITION
     
    Environmental modification (with higher resolution snow tiles)
     
    Includes instructions and GermanyCE.ini file to make 3 seasons working in game
     
    (Spring/Summer, Autumn and Winter)
    735 0
  5. The german city of Leipzig is erroneously called "Liepzig" in game. Hence a little corrective fix of the 2 affected INI's (_movement.ini and _targets.ini).
     
    You have to simple unzip the 2 files in a temporary place and drop them in your GermanyCE terrain folder (or you may go for the "hard way", extracting these two files, searching manually for "Liepzig" and replacing this by the correct spelling "Leipzig").
     
    Uhu
    111 0
  6. Repintado completo de este magnifico terreno, usando el estupendo tilest de Brain32 para Germany. No me ha quedado perfecto, pero creo que luce muy bien... espero que os guste!
  7. **********Enbseries HDR mod for 1st and 2nd gen TW sims**********
     
    First off, I didn't create any of this stuff. The enbseries mod is a DirectX 9 .dll mod made by Vorontsov Boris for use in any number of games. All credit goes to him for this. You can find more information at his website here:
     
    http://www.boris-vorontsov.narod.ru/index_en.html
     
    **********Overview**********
     
    This is an upload with my personal enseries.ini file. It is all of the tweaks that I have made to get what I think is the best combination of performance and eye candy. If you need any help installing or tweaking the file beyond what is included in this humble readme then I recommend going here: http://forum.combatace.com/index.php?showtopic=43231
     
    All needed files are included in this .zip. You don't need to download anything else to get pretty HDR goodness.
     
    **********Installation**********
     
     
    For Sfp1 and derivatives:
     
    Drop the d3d9.dll in the root directory of your installation.
    For WoE that would be C:\Program Files\Wings Over Europe\
     
    Now drop the enbseries.ini inside your flight folder.
     
    Start the game and enjoy!
     
     
    For SF2 and derivatives:
     
    The file structure for SF2 has been changed a lot and requires you to place the files in an alternative location
     
    For Windows Vista and Windows 7:
     
    Take both files and drop them in Users/xxyournamexxx/Saved Games/Thirdwire/SF2x/Flight folder
    Where "yourname" is the name of your user account
     
     
     
    For Windows XP: (Thanks to X RAY)
     
    d3d9.dll goes in the root directory. enbseries.ini in the flight folder under the mods folder.
     
    **********Use**********
     
    The key combo SHIFT+F12 toggles the mod on and off.
     
    **********Tweaking**********
     
    If you want to mess with the .ini yourself then here is a good place to start.The [EFFECT] section lists the different effects that enbseries is capable of. A value of 0 disable the function and a Value of 1 enables it. As shipped in this mod it looks like this:
     
    [EFFECT]
    EnableBloom=1
    EnableOcclusion=0
    EnableReflection=1
    EnableMotionBlur=0
    EnableWater=0
    EnableShadow=1
    DepthBias=0
    EnableDepthOfField=0
     
    Taken from the enbseries site:
     
    "EnableBloom=(0,1) enables bloom effect, blurring bright screen areas and adding result back to screen, simulating illumination of some objects. It works very fast on modern hardware, but wrong setting or bad drivers will result in overbrighting or some other artifacts. Not uses HDR textures and that's why hardware compatibility is high.
     
    EnableOcclusion=(0,1) enables screen space ambient occlusions (ssao) and screen space indirect lighting (ssil), this makes shadows and lighting between nearest objects. This effect uses by few modern games, mostly on next-gen game consoles, so it's very slow. Performance directly depends from display resolution, number of pixels drawn on screen, so to run this at HD resolutions you need modern videocard from high price category. It's require support of shaders 3_0, but even if you have it, it's not guarantee fast performance. If too slow for you, reduce display resolution and quality of this effect, even disable it. Hardware compatibility is limited, different drivers and videocards have problems and limited features that result in artifacts. For example antialiasing (multisampling) for HDR textures supported only by DirectX10 compatible videocards and enabled antialiasing in game or in video drivers panel will produce strange artifacts.
     
    EnableReflection=(0,1) reflection of vehicles. Developed for GTA San Andreasm GTA 3, GTA Vice City, but in some games also works, of course not for cars. Performance highly depends from multiple quality setting of this effect and number of objects drawn. More reflective objects on screen, slower speed. Real time 3d rendering works faster when number of objects is low, but their vertex number is high, for example 10 objects with 10 millions of vertices every will draw about the same speed as 3000 objects with 3 vertices each, for reflection on shaders may be used multiple drawing of the same object. In this case performance highly depends from CPU and system memory speed. Per pixel lighting in newest versions of ENBSeries may be faster for some videocards. About bug solving see another section of this documentation.
     
    EnableMotionBlur=(0,1) blurring image in fast motion of camera. On modern videocard not too much decrease speed, but costly. Current version of this effect have many problems, not working in most games, wrong, affect HUD, later will be changed. On some videocards do not work correctly, if you have some problems, try to disable.
     
    EnableWater=(0,1) enable water effects, developed for GTA San Andreas only, but may appear in some other game, not for water surface. Depending from it's presets may affect speed very much, by itself it's fast, but for deepness factor it need scene depth information. Good way to compencate losts for depth is to use scene depth for other effects in parallel (shadows, ssao, dof). Modified water textures or water material (object) setting may produce unpredictable results.
     
    EnableShadow=(0,1) enable shadow effects, their blurring and color changing. This is not truly soft shadows, because soft shadows have blurring range dependency from distance between shadow caster and shadow receiver objects. Speed depends from quality setting, it use scene depth information for some setting, so performance varies. This effect may work in some other games that use stencil shadows.
     
    DepthBias=(0..1000) shifts objects when drawing scene depth, offset relative to camera viewpoint. For some videocards and drivers, combination of ENBSeries presets, may need to remove flickering and hiding artefacts of ambient occlusions. Try to set 100 if something wrong happens. This parameter not affect speed.
     
    EnableDepthOfField=(0,1) enable eye focusing effect. This effect affect performance a lot, because it need scene depth information. Whe used together with other effects that also require scene depth, performance is not too much affected."
     
     
     
    Motion blur, depth of field and occlusion have odd side effects with the SF1 engine. Water is useless as it is meant for GTA only.
     
     
    **********Update*************
    7/26/09
     
    Changed the SF2 install instructions for Windows Vista and Windows 7. Thanks goes to AGOSTINO for bringing the error to my attention.
    948 0
  8. Aqui estan los TGA para el repintado de EuroWW2: el agua vuelve abrillar....
    He de dar especialmente las gracias a Wingzero, que me explico como hacer los TGA. Sin esa ayuda no habria podido hacerlo.
    He aprovechado tambien para cambiar un tile que no acababa de gustarme.
    Espero que lo disfruteis. Se agradecen los comentarios y sugerencias.
  9. Lo primero y como siempre, he de agradecer sus trabajos a TOD@S los que haceis las mod, pues sin vosotros nada de esto seria lo mismo.
     
    Igualmente, recordar que todo lo que he presentado son adaptaciones de trabajos ya existentes, que he confeccionado para disfrute propio, pero que me parece
    justo compartir. Por lo tanto corresponde a otros el merito de este trabajo.
     
    Dejo esta 2ª, y en principio, ultima actualizacion del repintado de EuroWW2. En ella no hay mas que 4 nuevos azulejos que corresponden a las zonas que
    rodean a las ciudades. Con estos azulejos los edificios y arboles de las afueras de las ciudades se corresponden con lo que hay dibujado en el suelo.
     
    Instalacion: descomprimir en la carpeta "Terrain".
     
    Un detalle que olvide en "Water_for_EuroWW2", tener en cuenta que hay que instalar EN ESTE ORDEN:
     
    1º, "Buildings&trees for euro WW2 SPRING".
    2º, "Water For EuroWW2 SPRING".
    3º, "City tiles for EuroWW2 SPRING".
     
    Saludos a tod@s.
  10. CloudScape V2 09/03/2009 by ShrikeHawk
     
    This has been successfully tested in WoV, WoE, WoI and also limited testing in the SFP2 sims (thanks to silverbolt). Framerates were minimally affected by this mod during testing.
     
    Since clouds vary widely in their appearance from day to day, it seems to me that the WoX games should have a greater variety in the appearance of their clouds. I notice the clouds a lot and after a while I begin to see too much repetition in the cloud patterns. So I frequently wish for more variety.
     
    As it turns out, you "can" have greater variation. It is possible to use as many as four different clouds in a single installation - one each for scattered, broken, overcast, and inclement clouds. I have capitalized on this to create a wider array of cloud images. In this mod, I have created two sets of four clouds. Each set of four comprises a single install.
     
    Cheers and Happy Flying!
    ShrikeHawk
    645 0
  11. CloudSkins by ShrikeHawk, Jan 10 2010
     
    Here is a set of six different cloud images to use as you see fit.
     
    If you can have a huge variety of skins for your F4 Phantom, why can't you have many choices of "skins" for clouds as well? This is the thrust of this mod. New images to change the look of your clouds and use them any way you want.
     
    Just copy a cloud1.tga from any one of the six folders included in the mod and paste it (just the file, not the folder) into your Flight folder. Always back up your originals! These images will work with SF1, SF2, Widesky, Cloudscape, or any modded environmentsystem.ini you have developed yourself. It will also work if you have no modded skies at all.
     
    I have included a cloudguide.jpg with screenshots, labeled to match the folders, so you can get an idea of what each cloud looks like.
     
    CREDITS
     
    Much thanks to Derk, Stick, Spinners, GrinchWSLG. swanbast. Stary, DWCAce, and Silverbolt for their feedback and encouragement.
     
    Cheers!
    490 0
  12. DBS Water Upgrade/Update for SF/Wo* (08+) and SF2


     
    This is a little package contains newly rebuilt sea and sea/land transition tiles for Major Lee's "Bering Straits" terrain, and is designed for use on the enhanced targets upgrade I released Nov, 2008. It can be used on either the original OR the upgrade. If you don't have the upgrade, it's available at the following URL:
     
    http://forum.combatace.com/files/file/7684-bering-straits-terrain-targets-upgrade/
     
    What this package is, are all the 'waterish' tiles rebuilt with new alpha channels, thereby allowing for more water action to be visible (even with all that cursed ice!!). A new waternormal bmp is also included, for enhanced wave action.
     
    It has been tested in all 1st Gen Sims (SF/WoV/WoE/ at 10/08 patch levels) and SF2 (merged, 2/10 patch, withOUT SF2:I).. But, as I'm on XP, I can't take advantage of the DX10 shaders....
     
    As always, READ the enclosed readme FIRST for full, detailed instructions for BOTH 1st and NextGen sims game installs. It reccomened you read this document through before installing to either SF/Wo* or SF2 series, to make sure you know what's to be done, and how to do it.
     
    Consider this as my birthday present to all of YOU!!
     
    Good Hunting!
    Wrench
    Kevin Stein
     
    ps: the screenie above was taken in SF2, with me piloting that CF-104 (easily made flyable), so I know it do work in NextGens!! I'd like feedback from our Vista/Win7 DX10 users, with screenies if possible, so I can see it looks OK there, as well.
    TIA!
    W
    409 0
  13. Graphics DX plugin 1.0
    --------------------------------------------------------------------------
    Suddenly I found that it can also be used in Strike Fighter Game.
    It can improve your quality, color, and it seems to have with antialiasing.
    You can open which enbseries.ini to adjust some graphics parameters,
    but whenever you screenshots, it also generated in flight picture.
    The sf2 no tests do not know whether to use.
    --------------------------------------------------------------------------
    Copy dx package ?Put it in flight folder
    Run Game!
    loading when the upper-left corner will appear enb his words plug normally open
    shift +F12 open/Close plugin
    in enbseries.ini
    UseEffect = (0,1) [choose 0, press shift + f12 to open, the election directly open by default. ?
    Have Fun!
     
    frtn
    298 0
  14. Updated aurora 2.0 completely replacing previous versions, hopefully with better instructions and a deeper understanding of how these effects work. There are now two methods of aurora creation:
     
    (1) A terrain target object that generates aurora effects. This was derived from the stock power plant generator and the smokestack effect.
     
    (2) A moving ship that generates aurora effects during ship motion. This was derived from the stock Tanker ship and the ship movement effect.
     
    The aurora are vertical hanging sheets -- vertical sprites -- at roughly correct height and colours, and these can be changed easily. Red only and green only also look great. The aurora images or "particles" fade into and out of view in about 20 seconds -- speed up game time to see a most pretty thing. This effect was made for my new 6000km strategic map, but can be used in any standard size map. Other aurora ideas will be covered at the ThirdWire thread below...
     
    page 6 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...=a&start=40
    214 0
  15. 13 new HORIZONCLOUDs for SF:P1 nad WoV.
    7,032 0
  16. Add/Replacement of sea and shore tiles to Deuces WoV tileset.
    1,382 0
  17. Replaces SeaMod_v1.0 , contains alternative sea and shore tiles for Deuces WoV Terrain version with added corrected alpha layer allowing for better specular water reflection.
    3,525 0
  18. Original cirrus clouds, replaced by these newer effects here...
     
    ~> combatace.com/files/file/6567-siberian-sky-cirrus-clouds-for-missions-and-terrains/
     
    ----
    original description...
    :
    :
    *Beta* test, updated for SP3 and SP4 generation of Patches, of very large layers of high altitude cirrus clouds that can move across SF/WoV maps and can be set to any desired altitude (you can fly through these clouds). Cloud effects are created by a type of "ship" object that follows a waypoint across a map. Read the Install file, it describes what's going on here.
     
    The website is a thread on this at the ThirdWire SF/WoV forums.
     
    Thanks to TK/ThirdWire and all the modders who made this Aw-Sim possible. Thanks to Polak for encouraging me in this.
    876 0
  19. This is a weather and 3D-cloud replacement for SFP4 and WOV
     
    My intention was to use 3D-clouds only. Horizonclouds on scattered and broken are removed. The coverage of the 3D-clouds span now almost to the horizon. Added 3D-clouds also to overcast. Inclement has denser 3D-clouds now, but slightly encreased view-distance. Lots of other changes as well (haze, sky, fog etc.). I did as I like it, so it is very much a matter of taste...............
    3,951 0
  20. WoE Trees by Deuces
     



    These are actually the VietnamSEA .TOD files created by Deuces for Wings over Vietnam. At his suggestion, I've renamed them as per the WoE GermanyCE naming convention, and have been using them in WoE with no apparent issues.
     

     
    To install: Simply extract the enclosed GermanyCE folder into your Wings over Europe/Terrain folder and accept when asked (or warned) if you wish to overwrite the existing files in that folder (which it actually won't).
    1,068 0
  21. This is a mod for Wings Over Europe's GermanyCE Terrain, that includes a new tree texture, as well as new .tod's for almost every terrain tile. The .tod files contain positioning information for trees and objects for each terrain tile type. This mod will give you a much larger amount of trees to look at, as well as a higher res tree texture.
     
    Please read the README.
    1,752 0
  22. By introducing additional camera lensflares, I created a very hard and brilliant tiny sun surrounded by a large glare. In optimizing the brightness of the sun and glare, I was pushed to deeply modify much of the Enviro file more than I thought was needed. One result has been the development of a different philosphy on aircraft lighting and its relation to terrain, sky, and cirrus clouds, appropriate to early Cold War strategic operations at high altitude. Another result has been a focus on improving terrain shading at low sun elevation angles.
     
    Included are a number of Enviro files with varying levels of changes, two grafix tga files, and instructions to get started. This is an experimental mod and will be continually developed for my own use, but with some work can be adapted to any taste for any use by anyone. I don't know where to start here, as this goes far beyond just the sun effect. I've started a thread at the ThirdWire webboard with screenshots and will try to describe what I'm doing. If any are interested, it would be helpful if you poast your changes to your Enviro system and screenshots in the ThirdWire thread.
     
    ThirdWire Siberian Sun thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?p=25572#25572
     
    Several topics will be covered as listed below; all of them related to each other which requires a tricky balance among them to optimize the overall environmental effect.
     
    Sky colours.
    Intense sun and large sun glare.
    Terrain shadowing at low sun elevation angles.
    Sun glare effect on cirrus clouds and new contrails.
    Ambient lighting, and direct sun lighting and sun reflections on aircraft.
    Appearance of aircraft, objects, and exhaust/weapon effects against the terrain and blue sky.
    Moonlight effects on all the above.
     
     
    * INSTRUCTIONS *
    The project assumes the latest SF1 version (currently, v.08.30.06) and the WoV/WoE equivalents.
     
    Extract into a seperate folder for downloads. Then copy the 3 Enviro files and the two tga files into the sim Flight folder. To select an Enviro file to test with, rename it Environmentsystem. In the game grafix options menu, Camera Lens Flares must be turned ON for the Siberian sun to work, although in each Enviro file listed below at the location of the lensflare data, there are instructions on how to turn OFF the normal camera lensflares if desired while still using the new sun effect. The included Enviro files are...
     
    Environmentsystem-0 --- Fully modded Siberian Sun Enviro file as developed currently, with full functionality of the stock Enviro file except the old sun.
     
    Environmentsystem-1 --- the stock ThirdWire Enviro file with only the Siberian sun added, and the ThirdWire sun taken out. The hard intensity of the Siberian sun effect is rather washed out by the bright sky colours of the stock Enviro file, so...
     
    Environmentsystem-2 --- the above Enviro-1 file with my current changes to the sunheight environment colour blocks (...[Day], [Day1], [Twighlight2], etc...). This offers darker sky colours so allows a relatively more intense sun effect.
     
    In the fully changed Enviro-0, I use a new star tga file (ss-Star), and added changes to the stock [stars] data block. One may easily return to the stock Star tga file or the stock star Enviro data if desired. If you are now running a modded Enviro file, re-name it Environmentsystem-sav or otherwise BACK IT UP so you still have it.
    990 0
  23. Forests and farms modification for Wings Over Europe
     
    Version 1.01
    -quick fix to repair wrong texture entry no. 102 in germanyce_data.ini
    (missing texture bug)
     
    This is a set of new bitmaps and .TOD files for Germany map in Wings over Europe.
    It's aim is to create new, realistic looking ground environment, still maintaining acceptable framerate.
    Adds lot of trees in woodland areas, some new farm buildings in farmlands, powerlines along the roads, and other little features on the ground.
    2,815 0
  24. The default overcast and inclement cloud top bitmaps in any of the Thirdwire series (SF, WoV,WoE, FE, and now WoI), always seem to lack "depth". So, this is my attempt at rectifying that issue.
     
    Installation is quite easy. Simply extract the four bmp files contained in this zip archieve (CloudLayerTop2-CloudLayerTop5.bmp), into your sim's "Flight" folder. And that's it!
     
    To test, simply fly above the cloud deck under either overcast or inclement weather conditions.
    To remove, just delete them and the game will revert to using it's original (and protected) cloudlayertop bitmaps.
     
    Cheers,
     
    Fubar512 and Brain32
    939 0
  25. Me encanta el mod EuroWW2, pero el terreno me parecia un poco soso visualmente, asi que me he puesto manos a la obra para darle algo de atractivo visual. Espero que os guste.

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