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    1. The terrain is set up to use the GermanyCE.Cat file but there are not that many ThirdWire objects in use and no ThirdWire tiles so it may work OK with other Terrain.cat files but hasn't been tested.
         This is a very narrow focused terrain with the emphasis on fighter bomber operations in the Ardennes region in late 1944 and early 1945. The main intent of this project was to make a semi-historical Battle of the Bulge campaign but as usual with the SF series, things are taking much longer than expected so I'm going to release this unfinished beta 0.9 version for testing and hopefully get the final version with a campaign released in about 6 months.
         The towns along the front line are in place but I still have quite a few to add further behind both the US and German lines. Most targets are  of the tactical variety such as supply dumps, fuel caches, storage barns, command/communication trucks, fuel trucks, high value tanks and local command buildings.
         Most target areas are focused on the Ardennes region with the exception of airfields and hangars. The area to the east of the Rhine river is considered off limits to allied fighter bombers so the five German airfields located there have zero points for runways and hangars. There are two German airfields on the west side of the Rhine that can be assigned as strike targets during single missions. The seven Allied airfields and their hangars can be targets during Luftwaffe strike missions.
      NOTES:
      The terrain has some artillery positions and the plan is to use the artillery as a force multiplier during the campaign. The artillery is very one sided in areas that saw quick German break outs but the northern and southern shoulders of the battle area saw very little movement so those areas have artillery positions for both sides.
      The terrain is meant for fighter bomber operations only so all airfields are classed as SMALL to try and minimize the number of large aircraft that might show up in single missions. There are three types of runways in use, two use a version of my quicker take off mod and one uses the FE style sequential take off.
      All the add-on tanks, vehicles, guns, etc. have had adjustments made to things like hit boxes, engine power, on and off road speed, armor protection, gun range, rate of fire, visual range, etc. They aren't perfect but I thought it best to take a consistent approach. Although they weren't always widely available, all the tank guns use AP rounds with no explosive in the warhead. All the guns and ground objects included have a suffix for "Bulge" or "Baffmeister', take your pick.
      There is an optional folder that contains some AAA pieces. If you are happy with your present WW2 AAA set up it can be ignored but my WW2 install was a real mess regarding the AAA so I took the opportunity to improve things. For now, the German 88mm, US 90mm and British 3.7inch time fused flak use the same gun and cover the entire WW2 date range. This is a gross simplification but I'm still experimenting with overly large explosive rounds for the time fused flak so it remains as is.  
      ISSUES:
      The seven allied airfield positions are relatively accurate although I had to move them a bit to fit within the GermanyCE terrain tods. The Luftwaffe airfields are just using some of the stock ThirdWire locations. Two of the Luftwaffe airfields have a second airfield/runway attached to give two airfields at one location. None of the airfields are a good representation of the actual WW2 airfields. Also, I haven't had a chance yet to sort through some new objects so they are very plain looking.
      I tried to organize the ground objects a bit so they all have Green, Tan and for this terrain White texture folders. Some of the objects had some dedicated winter textures I could use but others I had to make myself by just messing with colors, brightness and saturation. Lots of room for improvement! The same holds true for winter roof textures I did for some building objects. Geezer's objects all have good textures!
      While scouting out town locations I found a great spot on the GermanyCE terrain for Elsenborn Ridge and guesstimated the other town locations off that point. The result is inaccurate town locations too far south. It doesn't really affect game play unless you try and fly with a real map but it's a done deal at this point.
      The ThirdWire GermanyCE terrain doesn't really do the Ardennes region justice. None off the rivers that were a big part of the Battle of the Bulge are modeled and neither are most of the roads but trying to do a dedicated terrain would have added years to the project.
      I tried using a very tight date range for this terrain but it seems to default to 1944 or 1945. For single missions you will want to choose 1944 because, at certain target areas, some US objects get removed from the terrain starting 17th December, 1944.
       
      TERRAIN CREDITS
      ThirdWire: GermanyCE terrain and city TODs.
      Stary: GermanyCE Hard Winter tiles and countryside TODs and TOD textures. Some TOD textures taken from Rends GermanyCE terrain.
      STATIC BUILDING AND EQUIPMENT OBJECTS CREDITS
      Geezer: Too many objects to name individually! They are being run from individual folders within the terrain folder. The credits are included within the object folders. Objects include urban blocks, farm houses, town houses, churches, barns, light industrial buildings, warehouses, static vehicles, soldiers, horse drawn carts,tents and a supply dump. Some hangars included as well. Thank you Sir!
      Polak and Wrench: Some objects from Object Library 1.
      Gepard: Burg_Colditz, Pfalzgrafenstein, airfield ramps, taxiways and a runway with modified textures.
      WingWiner: Many town buildings and destroyed models, most with modified textures.
      Stary: str_han1, 4, and 8 with modified textures. Also, some Stary textures being used on a couple of ThirdWire hangars.
      Sundowner: Road grader.
      Closterman: Tactical Control Centre.
      Monty CZ: Static version of his Opel_Blitz_Com vehicle and a landing strip model with modified textures.
      Mitch: halle3_close
      Stephen1918: SmallChurch.
      Unknown:  FH-Trees, Tree3A, Tree3B and Tree3C.
      Unknown: Fort Gatehouse, Fort HQ Building, Fort Turret, Fort Wall and Fort Wall Destroyed, all with modified textures.
      GROUND OBJECT CREDITS
      Geezer: 105mm German and US artillery, M5 anti tank gun, PanzerWerfer-42, motorized versions of his M3 half track, GMC canvas truck, Dodge WC51 light truck, and a PanzerIVh model that is still a work in progress.
      Geo: M3 half track, M36 tank destroyer, Panther tank, Sdkfz251 half track, Sdkfz251 flak, TigerII tank, Sherman M4A3 and E8 tanks, M16 Quad AAA, and Opel Blitz Canvas/Open trucks.
      Raven: TigerI tank and the SturmTiger rocket launcher.
      Monty CZ: 88Flak36Emplaced, 88mm Flak36Towed[used as AT gun], and I think, the 20mm FlakVierling [quad].
      Nicholas Bell: Bofors L60
      ThirdWire: US 90mm AAA. [uses KS-19 Lod.]
      Unknown: British 3.7inchAAA.
      SPECIAL THANKS TO MUE!   Without his Target Area Editor I would not have even attempted this project!
      INSTALLATION:
      Instructions included in the package.
      WAIVERS:
      Geezer's PanzerIV-h model is still a work in progress and may not be re-distributed in any way. It's included mainly for testing and as a favor to me. It includes some copy/paste textures from RussoUK's PanzerIV-j but that's just a temporary test for now.
      Geezer's other building/vehicle/troop etc. objects can be used, with appropriate credits, for freeware projects only, no commercial use permitted. The new objects are contained in individual folders within the BotB Terrain folder and can be easily viewed with Mues lod viewer. You can then do a search through the BotB_Types.ini to see the way I've set them up, which might not be the best way. Keep in mind, this isn't a formal object pack upload and not all summer textures are included.
      The terrain is still WIP and may not be re-distributed or modified, except for personal use.
      To the best of my knowledge, other objects included in this package are subject to the CombatAce fair use agreement.
      425 6
    2. Campaigns Updated! Units updated and fictional campaign issues fixed... A few sample Angolan MiG skins added! More available here at CA!
       
      Full and Final Angola and South West Afrika terrain! Also includes a few different campaigns set throughout the border war period and after.
      Menu screens to fit the SAAF Theme they make the name of the Sim, Strike Fighters 2 The Last Domino, after the famous SADF documentary...
      Also includes working FAPLA Mi-8 and Mi-24, as well as an Impalla Mk2 Stand in and Alouette III for the SAAF.
       
      Ground objects from Tiospilotos have also been included so that AAA and SAMs will show up on your install.
       
      This terrain is a Massive terrain covering most of South West Afrika with the Caprivi Strip, as well as Almost all of Angola as well as much of Botswana, some of Zambia and a small portion of the Congo. It is meant to cover the entirety of the Border War Conflict between FAPLA, SWAPO and the SADF, UNITA and SWADF. The Terrain covers many types of environments from the Skeleton Coast to the wetlands to the great plains and Bush of Ovomboland. This is meant to be a truly African terrain to fly the assortment of South African Air Force birds available here at CA.
       
      Credits: Stratos, Ludo.m54, Jeanba, Pualopanz, Coupi, recently me Spudknocker and even more recently tiospilotos.
       
      Here are links to all required aircraft thanks to Emp_Palpatine...
       
      Cheetah_E, Cheetah_C, Mirage3R2Z, Mirage3EZ, Mirage3CZ : http://combatace.com...-d-e-superpack/
       
      MF-1AZ http://combatace.com...6-mirage-f-1az/
       
      MF-1CZ http://combatace.com...8-mirage-f-1cz/
      MF-1CZ Late http://combatace.com...age-f-1cz-late/
       
      Buccaneer-Mk50_1980 http://combatace.com...0-saaf-for-sf2/
       
      CanberraBI12_Late http://combatace.com...saaf-canberras/
       
      Angolan Flogger skins in Flogger super package
       
      A note on campaigns- You may want to fly in Medium flight model mode due to the high altitude of the terrains and the limits of the SF2 AI system
       
      Happy Terrorist Hunting!!
      3,372 18
    3. Kamchatka Peninsula 250m heightmesh update with corresponding tweaks and rejuvenated/extended tileset and layout
      for Strike Fighters 2, best fully-merged installation
      v1.0
      by Stary
      July 2016
       
       
       
      ^^^^----------------------------------------------^^^^
       
      This is test rebuild of Baltika's and Wrench's Kamchatka terrain, based on Kamchatka v2.0 which is major update to original Baltika's
      terrain by Wrench.
       
      This is semi-experimental update aimed at demonstrating and testing in wider userbase usage of denser resolution heightmesh.
      I can >>not<< guarantee the stability of this terrain due to engine limitations and what I observed and what seems to be slight memory handling issues of the SF2 engine
       
      Credits:
      Baltika and Wrench for their work on Kamchatka map.
      Gerwin for TFD tool and BMP2TFD
      Combatace and Thirdwire
      All the nice people around here
       
      Extended information, please read carefully!
       
      The height mesh:
       
      The stock Thirdwire .hfd terrain format uses publictly available DEM (digital elevation model) databases to produce 500 meters vertex
      spaced terrain meshes with 2000 meters tiles covering them. This is proven, easy to use system but 500 meters is awfully 1999 technology
      for 2016 systems. Thus given my efforts into NA LOD-based terrains creation stalled due to lack of knowledge and tools I decided to
      reproduce one of more interesting yet obscure maps available, the Kamchatka Peninsula.
      The mesh in this download currently uses 250 meters resolution which is twice the density and detail* compared to original terrain.
      Please note that due to being based on low resolution hfd file output the actual height representation is somewhat off compared to real terrain!
      Not much and not that it really matters much. "If it looks good it is good"
       
      New heightmap was created in several steps which I now describe to help other more advanced terrain modders possibly use this method:
       
      First steps -Gerwin's TFDTool and Photoshop:
      -I used Gerwin's TDF tool to output the heightmap via F9 key
      -Also created the textures bitmap as a helper file via F7 key
      -The created file in grayscale is 3000x3000, which corresponds to 500m resolution on 1500000m map (3000/2=1500! Magic!)
      -Thus I rescaled the file to 6000x6000 pixels, the same with the texture bitmap which I copied to greyscale file for reference
      -The 6000x6000 or twice the original is the 250m per pixed heightfield file
      -I filled the blue water areas TFDTool creates with pure black 0,0,0
      -Then I spent some time in Photoshop working on several layers and using several brushes and tools to slightly tweak the grayscale height
      image, mostly to brighten the higher areas and adjust some more interesting places. Mostly blur, stroke tools and some slight wave-y
      filers to add some detail to now ARTIFICIALLY pumped up resolution (further on this below)
      -Pro tip: to get rid of any water/shore artifacts is easy way, the so called tsunami waves or coast areas on slopes I selected the
      texture map layer, selected all water areas (select by pixel color) and created another pure black layer on top of the main height layer,
      that drops slight shadows around it (2 to 4 pixels black shadow) -this way the heightmap gets toned down for few pixels (two is good
      value) when near the water areas; think smart not hard as The Ancient One says :P
      when the heightmap was considered ready I flattened it and converted to 8bit palleted file using the stock Thirdwire terrain editor
      palette (you can do this palette by exporting any heightmap as bitmap from within the TE and saving it's palette to file, most programs
      allow palette saving)
       
      Second step -Thirdwire Terrain Editor, the 042106 version:
      so now I had the TE-format palleted 8bit heightmap but to import it without further data loss I needed to adjust the TerrainEditor.ini
      settings via notepad:
      -the line that specifies the min-max scale of height present in the file is this line:
       
      [bitmapImport]
      HeightScale=15 <---- this line, by default uses value of 10
      MinLandHeight=0 <---- by default 1
       
      experimenting with this value gives you the similar results as using PGUP/PGDN keys when using Gerwin's bmp2tfd tool, basically sets the global vertical scaling of min-max values in file
       
      To create new 250m resolution the values at creating new map are as follows:
      Terrain Map Size: 1500 (km, like original Kamchatka terrain)
      Texture Tile Resolution: 2000 (meters, like all common SF2 maps and tilesets)
      Height Field Resolution: 250 (meters, compared to defaul 500 meters)
       
      Then if you do have the texturelist loaded yo ushould get new flat terrain with textures filling the areas, just impor t he
      heightmap from the created 6000x6000 paletted bitmap and save.
      This is basic procedure, same can be used to create 125 meters resolution terrains (I did so for Korea3 terrain so far) BUT those are unstable and I am still trying to get
      perfect values in BOTH flightengine.ini and given terrain's _data.ini
      *now the heihgt information/detail gets lost every time we index the heightmap so one must then increase the HeightScale= value to get
      more or less proper -OR GOOD LOOKING height values. Also be warned that Gerwin's TFDTool doesn't properly translate non-standard maps
      (1000 kilometers ones go ok though) that is why the TE hassle
      That said -the height scale is a bit OFF in this map so if you are a purist complain all you want, I wanted better looking mesh more than
      geographical accuracy. To have the latter we need to come up with otehr height data sources for denser terrains. I have yet to look into
      the tools and programs I own what could be of use.
       
      Installation:
       
      Before installing this mod BACKUP your Kamchatka terrain!!! There is possibility you won't get this terrain working at all so I warned
      you!
       
      To install this exctract the zip and move the content of the included folder to your Kamchatka terrain, overwrite when asked.
       
      This way now you have new terrain tfd and hfd files, new inis, TODs and new reworked tileset in both summer nad winter flavours in their respective folders.
      The mod has all the nedded tweaks into kamchatka.ini and kamchatka_data.ini already present,
      HOWEVER to use this terrain in efficient way (ie, not to experience CTDs when loading the map every signle time) please do adjust few
       
      things in your installation:
      The essential is making small adjustments to your flightengine.ini file
       
      [backgroundSceneClip]
      FarClipDistance=70000
       
      by default uses value of 80000, and while I now use the original value to prevent possible memory crashes use the 70000 value which lowers the loaded terrain "bubble" around the camera.
      Also if you do use very extended trees/objects drawing distances (with or without additions of Mue's extra distance fading shaders) I
      recommend lowering the DetailMeshSize= values, start with something like 8 or 10 and try if the map loads for you, can then increase this
      further, it might be very VERY system-dependent
       
      Known Bugs:
      YES this is test and YES you might get constant CTDs when loading missions; might be very computer or installation dependent. I have
      medium-high system and work ok with the values I use in inis. Also can't guarantee if some crazy large scale missions wouldn't prevernt the
      terrain OR textures to load, as I have hit some engine limitations during more brutal force tests. That is why the tileset, albeit I have
      it in 1024px resolution too, is 512 version.
       
      Also you should have much less of issues when using ObjectsFade=TRUE and not using Mue's extender draw distance shaders. That is because
      the sim engine apparently does not have to load ALL the TODs at once during mission loading, just later when need be.
      Anyway that is my assumption, I might be totally wrong
       
      Legal stuff:
      CA Fair Use license apply, not to be used as base or part of any sort of payware
       
      That should be all,
      have fun (I hope) and if you are terrain modder, try my method. Again, 500m res is soo 1999 :P
       
      Stary
      720 12
    4. I know everyone here has been waiting for a Border War terrain and have been salivating over the few screen shots released over the years... The wait is over!
       
      This terrain is a Massive terrain covering most of South West Afrika with the Caprivi Strip, as well as Almost all of Angola as well as much of Botswana, some of Zambia and a small portion of the Congo. It is meant to cover the entirety of the Border War Conflict between FAPLA, SWAPO and the SADF, UNITA and SWADF. The Terrain covers many types of environments from the Skeleton Coast to the wetlands to the great plains and Bush of Ovomboland. This is meant to be a truly African terrain to fly the assortment of South African Air Force birds available here at CA.
       
      This terrain was truly a team effort that started a few years ago and has passed through many hands along the way. The terrain was originally started by Centurion 1 and Coupi back in the 2013ish time frame and has been held and slowly worked on by a dedicated team here at CA comprised of but not limited to...
       
      Stratos, Ludo.m54, Jeanba, Pualopanz, Coupi, recently me Spudknocker and even more recently tiospilotos...
       
      I have brought together all of the pieces left behind by Centurion 1 and others and brought the terrain up to a playable and very fun level to share here at CA.
       
      This really is a BETA release to show everyone what we have been working on! If you have any suggestions or want to help out with this project feel free to PM me, Coupi or Jeanba!
       
      I could not have done so without Mue's AMAZING target area editor, Gerwin's FANTASTIC TFD tool and last but not least Wrench's incredible wealth of strike fighters knowledge.
       
      Also included here with the terrain are several SAM's modified slightly from the original SF2 SAMs package for use by Angola as well as a stand in Impala MkII and SAAF Alouette III helicopter.
       
      More SAAF and FAPLA related skins and aircraft will be released shortly!
       
      Thanks for everyone's support here at CA and everyone's patience in waiting for this terrain.
      428 8
    5. Bombing Range Revamp/Update for SF2 5/6/2016
       
      = For SF2, any and all (Full 4/5 Merged Reccomended)
       
      This is a revamp/retile of Deuces original "The Range" terrain. Like the original, it's a terrain set up so one may practice Ground Attack and Strike mission against various types of ground targets. Also, finally, there has been the addition of a large "water feature", so now you can practice Anti-shipping missions as well! This will allow you to become familiar with the various types weapons, and their usages.
       
      ** REMINDER: there is NO Air-to-Air possible on this terrain. It is designed for attacking ground targets ONLY!! Also, like the companion "Red Range", this terrain is ONLY for Blue Force usage. Trying to fly any Red Force (Soviet, WarPac, etc) aircraft WILL result in lockups, CTDs and other unpleasentness. **
       
      I'm calling this "ver. 4" even though I'm unsure exactly what it should be called! The terrain has been completly retiled in "IME" style tiles. Where necessary (and wanted), a few new TODs has been made with better looking trees. For the most part, however, it's an empty terrain. Home Base is now a Runway 4 allowing for bombers to be used, and has been completly redressed by 331KillerBee with objects from his recently released airfield upgrade kits. Also many other objects from the other various airfield dress-up packs by various other good people have been scattered around, making for a LOT of eye candy.
      This is also the first terrain to be (re)released using sets of sub-folders for the various terrain objects. Because of the amount of objects to be loaded, you may experience longer loading times at mission start ups.
       
      Also included is a modified "Single Mission ini" that has had the minimum target values lowered, so the game engine can assign Strike missions against a wide variety of "lesser value" items. This file can be used in ANY mods folder, and will work for all types single missions the game generates.
       
      As always, fairly easy to follow, yet detailed install instructions are included. So, please read them .... Give the "notes" a browse, too! For those unfamiliar with the "cat pointer" lines, there are instructions on it's proper useage.
       
      Good Hunting!!
      Wrench
      Kevin Stein
      715 1
    6. Red Range Revamp/Update for SF2 4/28/2016
       
      = For SF2, any and all (Full 4/5 Merged Reccomended)
       
      This is a revamp/retile of Deuces original "Red Range" terrain. Like the original, it's a terrain set up so one may practice Ground Attack and Strike mission against various types of ground targets. Also, finally, there has been the addition of a large "water feature", so now you can practice Anti-shipping missions as well! This will allow you to become familiar with the various "Red" weapons, and their usages. REMINDER: there is NO Air-to-Air possible on this terrain. It is designed for attacking ground targets ONLY!!
       
      ** REMINDER: there is NO Air-to-Air possible on this terrain. It is designed for attacking ground targets ONLY!! Also, like its companion "The Range", this terrain is ONLY for Red Force usage. Trying to fly any Blue Force (US, NATO, etc) aircraft WILL result in lockups, CTDs and other unplesentness. **
       
      I'm calling this "ver. 4" even though I'm unsure exactly what it should be called! The terrain has been completly retiled in "IME" style tiles. Where necessary (and wanted), a few new TODs has been made with better looking trees. For the most part, however, it's an empty terrain. Home Base has been dressed up a little, and changed to a Runway 4 (the very large airfield) so bomber aircraft can now be used. In keeping with the original concept, the amount of "eye candy" at Home Base is minimal.
      Also included is a modified "Single Mission ini" that has had the minimum target values lowered, so the game engine can assign Strike missions against a wide variety of "lesser value" items. This file can be used in ANY mods folder, and will work for all types of single missions the game generates.
       
      As always, fairly easy to follow, yet detailed install instructions are included. So, please read them .... Give the "notes" a browse, too! For those unfamiliar with the "cat pointer" lines, there are instructions on it's proper useage.
       
      Good Hunting!!
      Wrench
      Kevin Stein
      373 3
    7. This is a re-re-mod of
       
      Stary's rainstorm weather
      http://combatace.com/files/file/10945-thunderstorm-weather-mod-experimental/
       
      and
      BearGryllis' TPWEL : Thunderstorm Pack With Enhanced Lightnings 2.0b
      http://combatace.com/files/file/12793-tpwel-thunderstorm-pack-with-enhanced-lightnings/
       
      Hats off for their contribution to the community.
       
      It is an extraction of a much larger overall mod that has gone for years internal of our team. It is considered stable enough and deserve for a release up to date. The goal of this mod is to create an improved rain scene for SF2 titles.
       
      We have changed the 2 earlier mods on below field.
       
      1. straight rainfall with speed, no longer slashed
      2. removed the abnormal light surrounding aircraft on the ground when take off
      3. reduced much on particle consumption to have a bit more consistency on presence. Less chance to have rain stopped when explosion happened on ground.
      4. When speed pick up, the rain is less visible to represent reality.
       
      Installation:
      Drop everything in "Effects" folder.
      455 1
    8. Firstly I strongly advise that you install the Falklands_1982 mod by eburger & team.
       
      http://combatace.com/topic/74604-sf2-falklands-mod-redux/
       
       
       

      Two new versions of the Falklands/Malvinas terrain.
       
      Hopefully most of the issues with the original are now sorted, coast lines have needed to be changed here and there and the terrain itself is much more uneven with more pronounced hills and mountains, two seasonal variations are included.
       
      Please read the readme....it really does have some useful stuff in it.
       
      Many thanks to eburger & the team that worked on the original mod.
      901 3
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