As this question just came up again in the regular Forums, and I posted a response on "How To..", and I had actually planned to add this little tidbit anyway, now is a good time to do so..   A simple drag and drop to get the terrain into you Mods Folder and making sure the CatPointer line is correct is usualy it. Info on "Selecting the Proper Cat Pointer" © is coverd in the SF/Wo* KB, and just about EVERY readme for any terrain I've released; so consult the relevant document(s)   BUT....there have been changes in HOW the SF2 Engine handles all shaders, not just for aircraft, but more importantly, for Terrains. And, yes, you'll may have clipping (water appearing THROUGH mountains, shimmering trees at times, etc) and other Visual Anomolies ™. This is basically because the terrain engine, for BOTH series needs a drastic overhaul, and the fact the we haven't gotten any kind of upgrade for the Terrain Editor since 2006 or so. But that's neither here nor there, as it relates to simply GETTING the terrain to work.   However, you'll need to make some changes in the terrain's data ini to take advantage of the new shader effects (for us cripples on XP or fully capable Vista/Win7 DX10ers); even so, on DX9 machines you must use the new terrain shader effect lines, or you'll not have ANY terrain effects (like moving water). Even if you extract and place the 0ld 08 Patch Level fx files into the terrain folder, they still won't/don't work. So, some edititing of the terrain's data ini is required.   It should be noted a this point, that not ALL 1stGen terrains have been upgraded to 08 standards (after all, I'm only ONE person!). So it may be necessary to ADD the BackgroundMaterial statement to the data ini in it's entirety --     It gets placed right after the WaterTextureMaterial statement. (you'll note, this is an 08 Level 1st Gen statement)   Another thing that should be mentioned, is depending simply on HOW old the 1stGen Terrain is, it may require rebuilding of ALL the sea and sea/land transition tiles with new AlphaChannels that at th least match 08 level tiles of the same type (as was done on my recent DBS Water Upgread Mod, and for a forthcoming terrain rebuild). Other changes would be in a new 'waternormal.bmp' that creates the sea-state (ie: the actual wave action itself as seen under and at the water's surface). Again, that's for another time...as the 'how to rebuild' sea, and sea/land transitons has been covered in the SF/Wo* KB)   Ok, lets update that data ini ... for our examples, I'm using the aformentioned DBS water fixit.   In the main terrain ini, all 08 and SF2s have a statement for weather, below the PlanningMap statement:   [WeatherChance] ScatteredChance=35 BrokenChance=25 OvercastChance=20 InclementChance=10   If it's not already there, you'll have to add it. You can adjust the numbers, but they MUST add up to 100.   Now, to the data ini, again with our DBS example; when I made the fixes, I made SURE it would be usable on both 1st and 2nd Gen Sims, by simply adding the new ter***Effect.fx statement, albeit commented out for 1stGens, along with the 08-style effects:   [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.fx //EffectShaderName=terTerrainEffect.fx   [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx //EffectShaderName=terWaterEffect.fx   [backgroundMaterial] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.fx //EffectShaderName=terFarTerrainEffect.fx   REMEMBER: SF2 Series uses 2 more statements for the SolidObject and AlphaObjects (buildings and trees that are placed on the TOD files)   [solidObjectTextureMaterial] //EffectShaderName=terSolidObject.fx   [AlphaObjectTextureMaterial] //EffectShaderName=terAlphaObject.fx   These statements are NOT used in 08 Level 1stGens, and thusly are commented out here (for display purposes only <grin>)   So, what needs doing is ADDING the new SF2 ter***Effect.fx statements to your existing terrain's data ini. Now, I like to make sure EVERYONE (with both Generations of the game) can use things, so You can simply copy/paste the statement lines as above directly into your terrain data ini, and comment or uncomment lines as needed.   Meaning: you've installed DBS into you SF2 /Terrains folder. To activate them, simply comment OUT the original TerrainEffects statements, and uncomment the SF2 ter***Effect statements.   Thusly:   [NormalTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=TerrainEffect.fx EffectShaderName=terTerrainEffect.fx   And so forth ... Do that for all 5 listed, and that should take care of that. Don't forget, you'll HAVE to add to 2 lines for the SolidObject and AlphaObject fxs (fxis??)   Other than possible issues with old tiles and their AlphaChannels, that should pretty much bring your terran as close as possible, if not right up to, SF2 standards.   Comments? Questions? Elaborations? Post them in the Mods and Skinning Forums, and we'll try to address them!   Happy Landings! Wrench Kevin Stein