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Posted

Terrain making in SF2 depends heavily on having a Digital Elevation Model to generate the height and tile fields required.  However, I have been frustrated by the geographical distortions produced in so many SF2 terrains by the mismatch between E-W and N-S distances in the underlying DEMs, especially at higher latitudes.  I hence decided to try doing without DEMs by making a terrain the old fashioned way, using maps whose projections minimise the distortions involved.  My Times Comprehensive World Atlas has a double spread showing the Baltic States at 1:2,500,000, perfectly matching the standard 1000 km terrain square in SF2.  I made a high resolution copy of this spread, including the margins so as to reduce the scale slightly and hence fit everything from the Pripet Marshes to Karelia within the 800 km playable area.  I then imported this as a reference map into Gerwin’s wonderful TFD editor, along with blank HFD and TFD files from the TW terrain editor.

To minimise effort, I cannibalised published tiles, objects and target files as much as possible, including the ice floes from Menrva’s Bering Straits terrain.  I tweaked and augmented my tileset to create more villages and towns and to allow smaller islands and sharper promontories than with the gently curving standard tiles.  Mue’s editor made it easy to amend TOD objects, but editing tile images and transparency proved maddeningly difficult until I finally found a way to do so through combined use of GIMP and an old copy of Photoshop Elements.  Gerwin’s editor allows a selected mix of countryside tiles to be pasted and then rotated at random, but overlaying this generic background with more specific tiles is a daunting task given that even a standard 1000 km terrain includes a quarter of a million tiles!  I opted to practise on the 130 km long Swedish island of Gotland, to perfect my techniques before moving to more central areas.

Modelling the island was a very slow process of toggling between the reference and tile maps and selecting and rotating each tile in turn.  Besides doing this along the coastlines (including an outer layer of coastal ice), I opted to model every settlement and small river shown on the Times map, though I drew the line at trying to add roads as well.  The many satellite images accessible on the web will help in guiding the addition of dense forest and small lake tiles in those parts of the region where these features are more common.  In this generally low lying terrain, it is easy to use Gerwin’s editor to add small height steps to entire tiles, to model the relief shown on the very useful elevation maps available at https://en-us.topographic-map.com/.  The picture below shows my summer and winter versions of Gotland, alongside the matching part of the Times map on which they are based.

If SF2 terrain creation were an all or nothing affair, I would give up now, since applying this tortuous process across the entire map would take an impossibly long time.  However, by shifting Gotland temporarily east into the playable area, I have already flown dozens of terrain checking and wingman experience missions in classic 1940 planes over this island alone.  Modelling western Estonia will allow recreation of air missions during the German assault on the Estonian islands in autumn 1941, and in due course I can add further parts of the region to allow my preferred short range real time missions to be flown there also.  My terrain will remain purely for personal use due to its dependence on third party components, so it does not matter that I am unlikely ever to finish this ongoing project.

The real benefit of my experience so far is that I now understand far more than I did before about the creation and modification of SF2 terrains.  The knowledge only increases my respect for the makers of published terrains, while giving me a welcome ability to address perceived deficiencies should I wish to undertake the considerable effort required.  I find maps and military geography especially fascinating, and making or amending SF2 terrains is a very satisfying way of studying the fine details of the real terrain over which the missions we model were flown.

Gotland.thumb.jpg.eb02e97f8ff9e2acf9eb8c39ef0c0cdd.jpg

  • Like 2
Posted

Interesting way.

But how about the heightfield of the map? Do you set every single elevation by hand? What means 16 elevation points per tile in 500 m resolution or 64 points with 250 m heightfield resolution.

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