Okinawa Terrain Upgrade, Version 3.0
For SF/SFG/WoV/WoE WW2 PTO modded installs, 06 Patch Levels
This mod is a extensive rebuild to Edward's WW2 Okinawa terrain, and is designed to COMPLETELY replace any and all eariler versions. This is the COMPLETE terrain, with all tiles, TODs, inis and terrain objects necessary to (almost) just unzip and fly over. YOU, the End User are still responsible to locate the various and sundry Ground Objects and Aircraft needed for you PTO flying pleasure. I've supplied MANY, but more are not included. This map has been re-designed with Operation Olympic in mind, hence the island of Okinawa itself should be consided "nearly" secured; ie American and Allied forces have pretty much taken the island, and are building up for the Invasion of Japan. The time frame I have in mind in Mid-1945 to approx late 1947, or even into 1948 if needed. To that end, expect a Runway 4 (large airfield, albeit -NOT- historically correct) at Kadena for Bomber Operations, and several smaller auxillary fields to 'activate' themselves based on the year flown (ie: 1946).
Many completely NEW target areas have been added, and the map has been extensively retiled to create a more Japanese looking environment. This retiling 'resets' several cities, adds some rivers, creates clear zones around the various airfields, and corrects some other issues. The targets ini itself has been almost complety rebuilt, adding LOTS of interesting things to look at and blow up. TODs and tgas from "Green Hell" and another terrain project have been used to create forests and such, and several brand new custom TODs and and several new tiles have been created. These are based off the stock VietnamSEA tiling, so these new TODs are usable in ANY map that uses the WoV VietnamSEA tiles, or can easily be imported for any other terrain type.
This is a very 'target rich' environment -- there are plenty of items for strike and anti-shipping missions. It is also HEAVILY defended - so watch out for the flak. As expected, I added the 'Rising Sun' Japanese flag, and the Stars and Stripes. Several 'new' parked aircraft have been added; you'll see them if you look for them. There are also other bits of 'eye candy' floating around... :) I've included several updated data inis for some ships, as they now have semi-proper effects (IJN DDs now have smoke coming out the stacks)
You MUST have ALL the Pacific Objects (ground units, ships, AAA, infantry, etc) already installed in you PTO version of the game; otherwise things won't be appearing. This is especially important for the ships. See below in the "To Install" for more information. Don't forget to check Geo's page for more WW2 goodies ... there's a lot of stuff that's usable (and used!) here as well.
= MAKE SURE YOU HAVE THE LATEST, WW2 NATIONS INI IN YOUR FLIGHT FOLDER =
= MAKE SURE YOU HAVE THE LATEST WW2 FORMATIONS INI IN YOUR FLIGHT FOLDER =
== MAKE SURE YOU HAVE THE LATEST WEAPONS PAK FOR THE WW2 WEAPONS!! ==
It has been tested in SF, WoV and WoE, using their cats pointed to in the main ini. As most of the new objects will be residing directly in the terrain folder, you should have no problems. (see the CombatAce Knowledge Base for the tutorial on using the cat pointer line). It has NOT, however, been tested in post 08 patch WoI or post 08 patch SF/SFG/WoV/WoE; nor has it been tested in the SF2 Series - it is NOT designed for useage in those type of game installs. If you choose to do so, expect NO support from me -- you're on your own. However, it IS usable ... it's just 98.6% of the aircraft are NOT!
As always, it's reccomended that you unzip this package to a temp folder or your desktop to gain access to the rest of this readme.
Follow these instructions herein =EXACTLY= and you should have no problems. It's =HIGHLY= reccomended you read this document completly through before installing this mod. In other words -- read this damn thing, or you'll get yourself in a jam!!!!
Good Hunting!
Wrench
Kevin Stein
ps: like the recent Solomons V3 pak, there are still a few new parked aircraft that are NOT finished yet, and therefore not included (doh!). When and as they are done, expect a VERY small update.
Solomon Islands Terrain -Version 3-
For SF/WoV/WoE WW2 PTO mods, 06 Patch Level ONLY
This is a COMPLETE and TOTAL rebuild of Edward's WW2 Solomon Islands map. It has been completely retiled (pretty much by hand!) to use the VietnamSEA tiles, and the Green Hell trees/jungle TODs; several of which are NEW, and only availalbe in this mod. This is a FULL terrain, with just about everything included for you to unzip and use, with minimal difficulty. It has been fully upgraded to make use of the 06 level terrain effects, so Vista users please take note. It is designed to TOTOLLY replace any and all eariler versions.
This is a fairly 'target rich' environment -- the types and targets inis have pretty much been rebuilt from scratch, and the 'locations' in the Solomons_Nations.ini has been divided up into the various island named regions of this Theatre. There are also several completly NEW ground/terrain objects, creating via edits of pre-existing terrain objects.
You MUST have ALL the Pacific Objects (ground units, ships, AAA, infantry, etc) already installed in you PTO version of the game; otherwise things may not be appearing. This is especially important for the ships -- the Liberty ship, and all warships, both Allied and Japanese. It's HIGHLY reccomended you have Gepard's "Midway" terrain installed, along with his IJN/USN naval units -- I've made use of them for both Fleets. Don't forget to check Geo's page for more WW2 goodies ... there's a lot of stuff that's usable (and used!) here as well. Some items are included (see below in the 'To Install' for details)
There ARE some historical flaws, which as most of you know cheeses me off to now end; they are somewhat detailed in the "Notes & Explinations" section below.
The data ini has been upgraded to the semi-latest standards (ie: 2006 patch level). Water effects are active, so Vista users beware...more information for you is below in the Install Instructions. See "Notes for Vista Users". While not designed for use in 08 or SF2 level games, it is quite easily adaptable with minor additions/changes to the data ini. Consult the CombatAce Knowledge Base or the several hundred threads on the matter.
= MAKE SURE YOU HAVE THE LATEST, WW2 NATIONS INI IN YOUR FLIGHT FOLDER =
= MAKE SURE YOU HAVE THE LATEST WW2 FORMATIONS INI IN YOUR FLIGHT FOLDER =
== MAKE SURE YOU HAVE THE LATEST WEAPONS PAK FOR THE WW2 WEAPONS!! ==
It has been tested in SF, WoV and WoE, using their cats pointed to in the main ini. As most of the new objects will be residing directly in the terrain folder, you should have no problems. (see the CombatAce Knowledge Base for the tutorial on using the cat pointer line).
Follow these instructions herein =EXACTLY= and you should have no problems. It's HIGHLY reccomended you read this document completly through before installing this mod.
Note: There are several new terrain objects still in the works (some parked? docked? moored? seaplanes); they just aren't ready yet. So, rather than wait until they're done, I've chosen to release this "as-is". Expect an update with these 3 objects are finalized (those are actually the only thngs missing -- everything else is done!). This will, at least, give the Campaign Builders something to work with.
As always, it's reccomended you unzip this to a temp folder or your desktop to gain acess to the rest of the readme.
Good Hunting!
Wrench
Kevin Stein
Instalation: unzip in terrain folder.
Important: You must have instaled "New Korean Tile set based on Deuce's Enhanced WoV tiles" by "Steve T".!!!!!!
You can find this file in combatace, downloads, terrain mods, tilesets. And obiously Korea terrain...
Como siempre, agradecer a TODOS vuestro trabajo, Especialmente a CA_STARY (autor de la mayoria del material que he utilizado),
por sus magnificos objetos de terreno. He incluido los readme de los terrenos de los que he obtenido el material, para la lista completa de creditos.
Espero que lo disfruteis (y disculpad mi pesimo ingles... ).
This is a terrain of simply, nothing.
Why is this useful? Without all the objects and tiles it needs to load, it helps to minimize loading times. This is particularly useful in skinning (decal positioning), model testing, and target placement (which then can be copy-pasted to other maps). It includes two airfields (enemy and friendly) and two target areas, WITHOUT targets.
**For this reason, it is recommended that missions using this terrain either be RECON, SWEEP, STRIKE, or CAP.**
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.
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.
**********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.
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!