Jump to content

Recommended Posts

Posted

My only reservation about the stunning Caporetto terrain is that, like other FE2 terrains, it uses dark, non-reflective water, making the sea look more like outer space than the sparkling ocean which I enjoy so much in SF2.  I saw from screenshots that some users had managed to awaken the dormant reflections, and I was delighted to find that simply replacing the entire WaterTextureMaterial section in the data.inis of FE2 terrains with that from one of my SF2 terrains did the trick in my own case, even without needing to supply the different shader file.  Seeing rivers shining in the sunlight adds greatly to the feeling of immersion even in land-locked terrains.  I also found that the 'wall' in FE2 is not hard coded as it is now in SF2, and that one can extract the FlightEngine file from the FlightData cat and push back the Border in the WorldSettings section from 25000 to 15000 without crashing the sim.  This gives useful extra elbow room for flights over the Adriatic, though sadly not enough to reach Venice itself.

Lightening the water required greater effort, but I bit the bullet and edited the many TGA tiles in the Caporetto terrain using my old copy of Photoshop Elements.  The Quick Selection Tool with its facility to add or subtract areas at the margins let me highlight the water, and then I used Enhance – Adjust Color – Color Variations to lighten it by 3 clicks.  This makes the tramlines of tile edges more apparent from altitude, but I consider this a worthwhile price to pay to see the sea churning and to be able to fly just above the surface by gauging the proximity of the waves.  I changed the rather lurid 'Isonzo' tiles to the same sky blue as other rivers, and darkened the 'Mesto' files significantly to make town buildings less jarringly bright.  Making the water lighter and bluer in my Western Front terrains will take even more effort because of all the different seasonal tiles, but eventually I hope to use my new abilities in HFD rescaling to add a less distorted and smaller scale model of south east England to the NW quadrant of the Flanders terrain, thereby allowing me to simulate the many missions flown across the North Sea by landplanes, seaplanes and airships.  I can then use my wingman trick to experience a marathon daylight round trip from Ghent to London and back with a flock of Gothas in summer 1917, braving flak and fighters along the way!

As discussed in https://combatace.com/forums/topic/101404-spain-and-seaplanes/, Stephen1918's tantalising static models of biplane flying boats at Trieste and Lignano inspired me to convert them into flyable representations of the later Macchi M.18 and M.41 seaplanes for my Spanish Civil War project in SF2.  An obvious follow-up was to use the same techniques to make the original seaplanes flyable as well.  The picture below shows a Lohner L over its base north of Trieste, and a Macchi M.5 over the lagoon north of its own base, which is just visible in the distance.  I used the Vickers Gunbus and Pfalz D.IIIa as the basis for these visual conversions, with cockpits from the AEG GIV and SAML S2 respectively.  (See my Spain thread for more details of my techniques.)  I can now simply repaint the markings to create stand-ins for Austrian Brandenburg seaplane fighters and Italian copies of the Lohner, thereby obtaining everything I need to refight the Adriatic naval air war in miniature in the small and accessible bay between Trieste and Lignano.  My new planes and better-looking water make the Caporetto terrain an even more enticing venue for my FE2 gaming, and show what users can achieve by experimenting with similar modifications of their own.

LohnerandMacchiseaplanes.thumb.jpg.e843e50b7d1e0e3886fd9ad25ae206c6.jpg

 

  • Like 5
Posted

Getting 'working water' is not a new thing. I did it 2009 with the WW1 Palestine map, using the stock Desert tiles from SF.  It probably should get the full SF2 "ter*****" upgrade, but I don't spend a lot of time in 1910s (gr). 

Not only do you need the proper tga, you also need the _hm.bmp that goes with them with gives the water it's surface. As 

[Texture027]
Filename=SEA2CITY50.TGA
HasWater=1
HeightMap=SEA2CITY50_hm.BMP
HeightMapScale=2.000000

Color=0.525215,0.487890,0.391703
SolidObjectTexture=terobject_buildings1.BMP
AlphaObjectTexture=terobject_trees1.TGA

and those height maps need to match the land/sea transition. This includes rivers, river ends (mouth or whatever)  The tgas, seem to have the proper "speckling" to give the illusion of wave action. But you're probably gonna need to add the shader statements, as I'd bet money they're already IN FE2, as it uses much of the SF2 engine.

It's NOT as easy as you're making it sound, even though you did get it working, there's WAY more to it.

Posted

This is where my ignorance may actually be blissful.  I am sure you are right about the many complexities of the issue, but if a simple tweak does the trick (at least for me), I tend to count my blessings and leave it at that.  I was pleased to discover that the Western Front water is much easier to lighten, since it uses a single colour unlike the beautiful blended shades in the Caporetto terrain.  Hence, instead of needing the selection tool, all I had to do in Photoshop was to bucket fill the water with the same shade of blue which I use in my own manual terrain tilesets.  The picture below illustrates the results as seen from an Albatros C.III off the Flanders coast on a November afternoon.  I have also tweaked the seasonal tilesets to make snow less ahistorically common in these lowland areas.  My commonest winter scene has bare trees but no snow cover, as shown.

AlbatrosC.IIIonFlanderscoast.thumb.JPG.91a093a33f072d79977f1484baea452d.JPG

  • Like 4
Posted

Despite my success with the FE2 water, my efforts to reshape the distorted Flanders terrain to open a North Sea arena proved problematic.  I also realised that, even with each tile representing a kilometre rather than the nominal 500 metres, there were far too many for manual retiling to be practical.  I have hence decided that my eventual WW1 North Sea arena will use SF2 instead, based on a tweaked variant of my reduced scale WW2 NW Europe terrain as described at https://combatace.com/forums/topic/101179-european-air-war-reborn/, in which each high res tile represents around 3.3 kilometres.  My decision has been reinforced by my recent success in creating an improved stand-in for the Condor Legion's He 59 seaplane, by adding floats to a Vickers Vimy model from FE2 as described in my latest post at https://combatace.com/forums/topic/101404-spain-and-seaplanes/.  I can use the same procedure to model craft like the Gotha WD 14 torpedo seaplane, which raided Channel shipping in summer 1917 at the same time as its G.IV cousins conducted daylight attacks on London and closer English towns.  As Wrench said, FE2 and SF2 are two sides of the same coin, and mixing and matching resources from the two sims (like the very useful Supermarine Walrus flying boat) allows an even greater range of possibilities than are achievable using either sim in isolation.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..