This is purely experimental, rather deep, and is a first attempt at roughly modelling a moving warm front.
This project is off the deep end and assumes success in setting up the cirrus mod here ~> http://forum.combatace.com/index.php?autoc...p;showfile=6567
The different types of clouds almost cover a standard size 1000km map. I try to have the clouds evolve to the storm area in the following manner...
Cirrus in clear skies.
Cirrocumulus in clear skies.
Cirrostratus filling out the sky.
High altostratus covering the sky.
Low altostratus covering the sky.
Low large puffy dark clouds in the storm area (I call it "stratus" but its not really stratus).
Rapid clearing behind the front (assume fast cold front).
For "stratus" and altostratus, I use the Smoke3 and Smoke4 tga files which are NOT in the ThirdWire sims. They can be found in older Bunyap Weapons packs.
I hopefully will be discussing ideas about this at the ThirdWire thread here, probably starting page 7...
~> http://bbs.thirdwire.com/phpBB/viewtopic.p...e1544904e1856b4
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
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.
This mod is an extension of my original cirrus tests from 2006 and produces multiple large layers of flat clouds at varying high altitudes, scattered across a map, and that can move with the wind defined in mission file. There are two methods of cirrus creation:
(1) A terrain target object that generates cirrus effects. This was derived from the stock power plant generator and the smokestack effect. This may be more suitable for the campaigns. Once installed in a terrain, it will be used automatically in all missions.
(2) A moving ship, with beginning and final waypoints, that generates cirrus effects during ship motion. This was derived from the stock Tanker ship and the ship movement effect. This method is useful in hand made missions, and I hope to extend this to large scale moving weather systems.
The cirrus are most brilliant with the Siberian Sun mod where the deep blue sky offers great contrast with the white ice crystal cirrus, and the large sunglare causes the cirrus to shine bright around the sun.
I will explore this in detail, probably on page 7 of this ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964
....this is version 1.0 until I discover one of my standard mistakes in installation or content....
==========================================================
Original test cirrus mod from April 2006 here ~> http://forum.combatace.com/index.php?autoc...p;showfile=2471
Purely experimental effects for radical hardcore fans of generals Curtiss LeMay and Yevgeniy Savitskiy ONLY.
This is an exhaust effect mod that can change the large scale visual environment across a map, so I hope its okay to put this in the Environment mod section.
Included are experimental contrails that attempt to model both quickly evaporating and persistent spreading ice crystals clouds that shine brightly near the sun, and range in lifetime from 5 seconds to 1240 seconds, which is about 20 minutes. The contrail tga uses the same game grafix calls as my Cirrus clouds, which makes sense since contrails can become cirrus clouds over time. Best used with the blue sky and sunglare ideas in the Siberian Sun mold.
Instructions and advice on game limits of the longer contrails are found in the Instructions file.
Pics and words soon available at this ThudWire forum thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964
======================================================
UPDATE EDIT: Somewhat reduced max visible distances. Contrails 320 and 640 had 1000x too great a max visible distance for testing vs cirrus. Now reduced. Will update later if improved methods are found.
This is a prototype 12,000km tiled, but not textured, map called Baikal, for summer season. The downloaded file is Baikal.7z. Unzip it with 7zip into a new folder not in the game folder. Copy the unzipped Baikal folder into the Terrain folder. The 99MB download is mostly very large bmp files used for development.
I am using SF-1, patched to October 2008.
The files in the Baikal folder are alphabetically ordered. This is essential for easy viewing of the folder contents. Folder set to view "list" helps me see the whole folder in one screen.
Tiles are 3km on a side, which is a minimum for this size map. There are no "real" textures for the prototype map.
I can't texture. I tried, but...
Only blank colour coded tiles are here, for tile mapping development, and blank tiles allow easy viewing in Terrain Editor zoomed out view. This terrain is made for paleo-antiquity classical high altitude strategic operations, and terrain variation is over a vastly greater scale than normal SF maps -- which means less detail seen from the cockpit at normal low altitude SF gaming, unless one expands their horizon distance to see more of less. The good news is that 3km tiles allows a modest 1.5x increase in framerate or 1.5x increase in HorizonDistance over the SF standard 2km tile sizes. I am currently running 200km horizon distance with ATI 4850 video card, and other game tweaks.
Much more info is in the readme file called " = 12m3 notes " . Also, the Viewlist readme is useful for exploring the map quickly.
No tile was left behind.
MIDWAY TERRAIN version 1.1A
=======================
THIS IS NO NEW VERSION with improvements over version 1.1.
It was neccessary to make this version, because Capun requested to remove his files from this mod.
So it is now neccessary that you download following files from Capuns homepage
http://cplengineeringllc.com/SFP1/
yourself and unzip it into your Objects/Groundobject folder.
1. Akagi
2. Brooklyn
3. CV-5
4. Fla-MG (you need to download the Browning AAA gunner. From there you need the files BrowningAAA.LOD and BrowningAAA.bmp)
5. Liberty
(You will find, that i have left the subfolders of terrain version 1.1, but i have removed the LOD and BMP/TGA files. So you must unzip the downloaded files in the correct folder)
Michael (Gepard)
Germany August 2009
Midway terrain version 1.1 readme
=======================
0.
Midway version 1.1 version was made as a response on community reactions who wanted more populated Midway islands. Thanks to Wrench and the others for help and ideas to make Midway terrain better.
WHATS NEW?
The number of target areas was increased from 10 to 21.
+Kure Atoll airfield is now operational from 1943
+Trenches and AAA Machinegun sites are added on Midway.
+PTBoat base added
+2 Marine Camps
+1 Radiostation
+1 Radarstation
+US Flags added
For the case that you want to know, what if the japanese Landing operation would have been successfull i added
as easteregg the file Midway What if_targets.ini.
There the Midways and Kure atoll are in japanese hands. The japanese Navy is operating close to the islands and is waiting on the US counterstrike.
If you want to play this scenario, backup file midway_targets.ini
and rename file
Midway What if_targets.ini.
into
midway_targets.ini
Hope you enjoy Midway v1.1
********************************************
I.
Midway terrain is made for "Strike Fighters Project 1" SFP1.
You can use it in Wings over Vietnam and Wings over Europe too.
Wings over Israel can handle this terrain too, but the flight modells of prop driven planes shows anomalies in WOI.
==============================================
II.
Midway terrain covers a part of the Central Pacific Ocean with the atolls of Kure and Midway.
It is the place were in 1942 a big Air-Sea-Battle was fought between the Imperial Japanese Navy and the US Navy. The japanese Navy was superior in numbers of ships, but the US side had some major advantages. No.1, the japanese communication code was broken, so that the US Navy commanders were able to read the enemy commands. No.2, the US had radar coverage, so that enemy surprise attacks were nearly impossible. No.3, the US had the superior number of airplanes which were deciding during the battle.
The battle was fought as a pure air to sea combat. No single gunfire exchange between naval vessels took place.
The result was that the japanese Navy lost 4 carriers and the US Navy lost 1 carrier. It was a impressive victory for the USA in Pacifice war theater. You can compare it with the Battle of Moscow on the Eastern Front or the first british victories in North Africa.
Midway Terrain following target areas
this are
Kure Atoll (Neutral airbase)
Eastern Island (Midway AB USMC)
Sand Island (Midway USMC)
ship formations
Japan
+Midway Occupation Force
+Midway Support Force
+Second Fleet Main Force ( 1 small carrier)
+First Fleet Main Force (1 small carrier)
+First Fleet Carrier Strike Force ( 4 carriers)
USN
+TF-16 (2 carrier)
+TF-17 (1 carrier)
*********************************************
III Known problems
Up today it is impossible to take off and land from carriers while using single missions which are generated by random single mission screen.
Thatswhy i added invisible airfields for taking off and landing in the centre of carrier formations. You will also start from the sea. This is not satisfying. Thatswhy it is the best to start the mission in the air to overcome this problem.
++++++++++++++++++++++++++++++++++++++++
IV.
INSTALLATION
1.)unzip all files into your Terrain folder
2.)unzip Groundobject.rar into your Objects folder.
Thats it.
++++++++++++++++++++++++++++++++++++++
V. Credits
At this place i want to say thank you to the guys who made the groundobjects and who gave me the permission to use them in Midway terrain.
A very big thank you to Hinch for the Zuiho carrier and the japanese Battleship which is a moded Repulse etc.
Thanks to TK for the great SFP1 sim family.
And finally thanks to all guys who helped me with hints, advices etc.
*******************************************
VI.
Midway Terrain IS FREEWARE. COMMERCIAL USE IS NOT ALLOWED.
GROUNDOBJECTS ARE FORBITTEN TO SHARE. If you want to do this please contact the makers of this Groundobjects.
If you find bugs please post them in StrikeFighters section of Combatace.com forum.
+++++++++++++++++++++++++++++++++++++
VII.
Hope you enjoy it.
Michael (Gepard)
============================================
VIII.
Made in Germany
November 2008
============================================
IX.
PS
Q: How i can get Midway Terrain running in WOV, WOI or WOE
A:
1. Open file Midway.ini
2. Look for line CatFile=..\Desert\Desert.cat
3. Replace this line with:
for WOV: CatFile=..\VietnamSEA\VietnamSEA.cat
for WOI: CatFile=..\IsraelME\IsraelME.cat
for WOE: CatFile=..\GermanyCE\GermanyCE.cat
Baltic Entrance Terrain (Ostseeausgang)
*****************************************************
This terrain is written for WOE.
+++++++++++++++++++++++++++++++++++++++++
I. Short description:
The terrain covers the baltic entrance, the bottleneck of Denmark which is blocking the free way from the Baltic Sea to the north Sea. You can fly over entire Denmark, to most southern part of Norway and Sweden, northern Poland, Northern east and West Germany and a very small part of the Netherlands.
The terrain is set as a cold war scenario. You will find the NATO with Norway, Denmark, West Germany and the Netherlands as blue power, the WP states GDR and PR Poland (plus soviet bases in this contries) as red powers and the neutral Sweden.
++++++++++++++++++++++++++++++++++++++++++++++++
II. INSTALLATION:
Unzip all files into your Wings Over Europe /terrain folder.
Put folder UnimogBW into your objects/groundobjects folder.
Thats it.
Q: What is to do to make it usable for WOI,WOV and SFP1?
For WOI open file Osteeeausgang.ini with notepad editor
overwrite line
CatFile=..\GermanyCE\GermanyCE.cat
with
CatFile=..\IsraelME\IsraelME.cat
For WOV open file Persischer Golf.ini with notepad editor
overwrite line
CatFile=..\GermanyCE\GermanyCE.cat
with
CatFile=..\VietnamSEA\VietnamSEA.cat
For SFP1open file Persischer Golf.ini with notepad editor
overwrite line
CatFile=..\GermanyCE\GermanyCE.cat
with
CatFile=..\desert\desert.cat
Then you must download a tileset which is made for WOE GermanyCE terrain and install into the Ostseeausgang folder. Be aware, that there are some new tiles, so that your terrain could be look something strange.
++++++++++++++++++++++++++++++++++++++++++++++++++
III. Credits. I want to say thank you to all guys who helped me to create the this terrain, and made the new ground objects like cars, fireengine, run- and taxiways, shelters, Unimog etc...
++++++++++++++++++++++++++++++++++++++++++++++++
IV. This Terrain is Freeware. Commercial use is not allowed.
+++++++++++++++++++++++++++++++++++++++++++++++++
V.
For remarks, comments, bugs, etc please use CombatAce forum or send me a PM.
Hope you enjoy it.
Michael (Gepard)
Made in Germany
28 May 2012