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!
Here is my repaint of the fantastic work by Stary, Brian32 and Bananimal.
I've repainted the tiles drawn from satellite imagery to compensate for all the things that can effect such imagery, climate, time of day/ year, that all effect how the ground looks from space and also how the camera reads the light.
The work was all done off existing stuff put out there. I use photoshop a lot for my photography and currently live in S. E. Asia, having said that it took nine major goes of tweaking to get satisfied with it, and there's always room for improvement.
Here are some of the changes I have made:
- Restored tiles to compensate for atmospherics that dull down the tones and contrast as well as give everything a blue hue.
- Mildly altered colour balances and channels to enhance natural colours.
- Altered the colours of individual vegetation in the superb GreenHell2 mod to better reflect their true appearance and give a lot more vegetation variation in game.
- Altered the colour of rivers from green, to the more common tea brown one sees in this part of the world. The water is that colour due to that red dirt.
Instillation:
You already have to have the following:
VietnamSEA Tile Repaint v1.0 by Brain32
Green Hell 2 by Stary
Rescaled Green Hell 2 Trees by Bananimal
After that just drop my repainted tiles into you VietnamSEA folder. I've included an alternate version of the GreenHell 2 trees that do not have such enhanced variation in case people do not like mine, or if it eats up the CPU. Likewise on request it included the revamped airbase tiles from the SF2 project... simplez!
Here are some new counters for WoI and WoV maps: smaller, softer-coloured, more readable (especially for heavy stacks), with national colours and flags/roundels.
Also includes a new list of IAF/IDF ranks, in Hebrew.
Well, here is the EuroWW2_spring tilest, full version, updated.
That has changed?
-The forest line has been corrected. Now, all the trees are into
the forest.
-The fields around the road have been reworked to not looks it is
cut in pieces.
-The sea port & road tiles have been replaced by other ones,
more appropriate.
-The transition beetwen city & farm has been smoothed, & i have
replaced the city textures because the straight lines looks like
more appropriate with the buildings.
-If you like previous tiles, there is a copy of them in "Alt-tiles"
folder.
Credits:
-Original tiles: Brain32 & Deuces.
-Terrain objects: CA_Stary.
I Hope you Like.
Thanks for comments and suggestions.
---Iñaki---
Empty Desert Terrain
for SF/SFG/WoE/WoV, possibly FE & WoI, and SF2 Series
This is a 98.6% stripped down version of the STOCK SF desert terrain map. By that, I mean that every target area, citywise is still there, and all but 2 airfields -one large airbase for each side- has been removed. The cities themselves have been cleared out of all 'targets of value'.
This creates a fairly 'clean' map, and still allows for ALL mission profiles. However, Strike missions will be confined to the enemy airbases, as no 'valued' targets exist elsewhere on the map. CAS, Armed Recon, Recon, Anti-Ship and all the Fighter mission statements, CAP, Sweep, Intercept are all still valid.
This was done to create a fully operational map, where mission/campaign/terrain targets builders can have a relatively clean slate to experiment and test their various projects.
This package ONLY contains the inis necessary to get up and running -- there are NO terrain tiles included. As the cat pointer line 'reaches around' back to the existing Stock Desert.cat, this should pose no problems for End Users that already have the needed stock terrain. However, edited Planning Maps for all 3 levels are included.
For those End Users WITHOUT the stock SF/SFG/SF2 desert terrain, you'll have to obtain terrain tiles. There are plenty to choose from in the CombatAce downloads section. My preference would be Photo-Real desert by Polak:
http://forum.combatace.com/index.php?app=downloads&showfile=4461
These are REALLY nice tiles, and enhance the look. The additional cat pointer lines for GermanyCE and VietnamSEA exist, but are commented out. See below for more information of "Selecting the Proper Cat File".
It has been tested in SF, WoE and WoV, post 08 patch levels. It should work in FE & WoI (also post Expansion Pak and Post 08 Patch) with the correct cat pointer and existence of the stock SF Desert Terrain -- this has NOT been tested, however. It also works in SF2, as long as you adjust the cat pointer lines in the main ini.
It should also be noted the inis herein are in ANSI coding, and may need conversion to Unicode for use in SF2 NextGen series games. This has NOT been tested, as the stock SF2 desert inis ARE still in ANSI.
As always, it's reccomended you unzip this archive to a temp folder, or you desktop, to gain access to the rest of the readme for full, detailed install instructions.
Happy Landings!
Wrench
Kevin Stein
I am sorry, my english is very bad and for me is very dificult to write in english. I will do an effort to put all my readme in english.
Thanks (realy) to Wrench and Silverbolt for the help with traductions.
maurcepiesligeros.
Iñaki.
Bueno, la verdad es que solo queria poner edificios y arboles y al final he terminado por hacer el tileset casi completo.
El resultado es una mezcla del original y el de Madagascar (AE) que me ha permitido utilizar los archivos .TOD de stary,
tanto de Madagascar como de otros terrenos. He incluido en la carpeta ANM los azulejos del tileset original que no he modificado,
para facilitar su uso en otros terrenos.
Como en anteriores ocasiones, os rcuerdo que lo unico que yo he hecho es buscar las piezas y montar el puzzle, asi que es de
otros el merito de este trabajo. A ese efecto incluyo los readme originales de los mod de los que he sacado el material (espero
no haber olvidado ninguno). Aprovecho para dar a todos ellos las gracias por dichos trabajos.
La instalacion, tan simple como siempre: descomprimir dentro de la carpeta "terrain". O, si lo preferis, descomprimir el archivo,
y pegar el contenido de la carpeta dentro de la carpeta del terreno, en este caso, "tunisia".
Espero que os guste.
Se agradecen comentarios y sugerencias.
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