+dtmdragon Posted April 3, 2011 Posted April 3, 2011 Could someone please do me and the other kiwis out there a huge favour and overhaul/update this New Zealand terrain for SF2? I tried using the instructions here at combat ace but there are still various issues that require expert help. http://combatace.com/files/file/11884-new-zealand/ Cheers, Dan. Quote
Wrench Posted April 3, 2011 Posted April 3, 2011 I had NO problems getting it into SF2. Took me less than 30 seconds? Didn't I document everything in the KB thread? What issues (except those listed below) are you having? However, it needs major reworking, in partucular the coastline transition tiles, airfield flattening, target placements and other stuff. I mean ... a LOT of rebuilding; several places have missing tiles. completly. Where are the ports??? I'm SURE you guys have places to park your boats!! I'll be listing my findings for toxin in the release thread. Actually for a first effort, it's not all that bad. For a beta wrench kevin stein Quote
+dtmdragon Posted April 3, 2011 Author Posted April 3, 2011 Thats the stuff I'm talking about lol my modding skill don't quite extend that far yet lol. I know is a big task but it doesn't hurt to ask I had NO problems getting it into SF2. Took me less than 30 seconds? Didn't I document everything in the KB thread? What issues (except those listed below) are you having? However, it needs major reworking, in partucular the coastline transition tiles, airfield flattening, target placements and other stuff. I mean ... a LOT of rebuilding; several places have missing tiles. completly. Where are the ports??? I'm SURE you guys have places to park your boats!! I'll be listing my findings for toxin in the release thread. Actually for a first effort, it's not all that bad. For a beta wrench kevin stein Quote
Wrench Posted April 3, 2011 Posted April 3, 2011 (edited) Dan, try this: copy/paste the infor directly OVER the sections of the data ini ... don't forget (because I'm the High Priest of CYA), to keep a backup of the data ini... right down to the first tile listing (just right on top of it) [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=16384 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE that should get it working wrench kevin stein Edited April 3, 2011 by Wrench Quote
Wrench Posted April 3, 2011 Posted April 3, 2011 (edited) well, got all the tiling issues fixed (took 8 hours!) ... even made some 'repairs' to wellington (mind you, due to size/scaling issues with the objects, the airport is NOT in it's correct location), the bay inlet looks a little closer to reality just have to move all the airports into the center of the cleared zones, move the city 'targets' to their appropriatly tiled regions... I'm loving that huge volcano at the top of North Island! edit: also generated to real planning maps; not perfect but a lot better then the height map bmp that was being used. wrench kevin stein Edited April 3, 2011 by Wrench Quote
+dtmdragon Posted April 3, 2011 Author Posted April 3, 2011 Nice! well, got all the tiling issues fixed (took 8 hours!) ... even made some 'repairs' to wellington (mind you, due to size/scaling issues with the objects, the airport is NOT in it's correct location), the bay inlet looks a little closer to reality just have to move all the airports into the center of the cleared zones, move the city 'targets' to their appropriatly tiled regions... I'm loving that huge volcano at the top of North Island! edit: also generated to real planning maps; not perfect but a lot better then the height map bmp that was being used. wrench kevin stein Quote
Wrench Posted April 4, 2011 Posted April 4, 2011 I must correct myself ... retiling is NOT done. I decieded to go ahead and do some additions. Hope you like rivers*! Also added a couple more cities (right now, just reworking North Island -- south will come after). Swapped out a few airfields ... far too many 1/5/6s are being used, instead of smaller 'aerodromes/airports' -they are also named wrong in the original Targeting, however as I don't have enough time to really do it up right, I need a local volenteer ... how about it Dan? You up to learning?? Might as well recruit the local talent! If not, I can do some very basic targeting, and after Cuba and Central America and American Midwest, go in and really detail it (want to add the Weta Studios, and The Shire!!! btw ... can a 3dguy build me Minas Tirith???) wrench kevin stein *=unfortunately, due to terrain countours, and tilesize issues, cannot add all of them Quote
Wrench Posted April 4, 2011 Posted April 4, 2011 Auckland and Devonport (in progress) wrench kevin stein Quote
+dtmdragon Posted April 5, 2011 Author Posted April 5, 2011 What would that invole? I have no experience with terrain modding what so ever...... I must correct myself ... retiling is NOT done. I decieded to go ahead and do some additions. Hope you like rivers*! Also added a couple more cities (right now, just reworking North Island -- south will come after). Swapped out a few airfields ... far too many 1/5/6s are being used, instead of smaller 'aerodromes/airports' -they are also named wrong in the original Targeting, however as I don't have enough time to really do it up right, I need a local volenteer ... how about it Dan? You up to learning?? Might as well recruit the local talent! If not, I can do some very basic targeting, and after Cuba and Central America and American Midwest, go in and really detail it (want to add the Weta Studios, and The Shire!!! btw ... can a 3dguy build me Minas Tirith???) wrench kevin stein *=unfortunately, due to terrain countours, and tilesize issues, cannot add all of them Quote
+ravenclaw_007 Posted April 5, 2011 Posted April 5, 2011 how about adding more trees maybe Stary could do some magic here Quote
Slartibartfast Posted April 5, 2011 Posted April 5, 2011 Now thats looking great... Time to get the New Zealand Air Force ready... aaaaahhh dang it they don't have one... Can the RAF lend them a few Eurofighters... aaaahhh Dang it they don't have any spare... oh well lets go a stooging around in an O-1E... Quote
Wrench Posted April 5, 2011 Posted April 5, 2011 already ipmorted the J-series TODs, plus GJ and RJ transitions. Got some real dense forests on the mountains. Gotta love Star's trees! Had to (re)make a cityport tile last night for Napier's harbor. Hawke's Bay airport is misplaced (furthr west and a little south) of it's real life position, due to the rivers and ocean proximity. (screenies later) The reason I asked, is 1) Local Talent -knows the area well 2) I'm backed up trying to finish off the Cuba terrain for OTC, and I promised Flogger23 two years ago Panama/Central America would be next. 3) easily trainable person ( ) If one can do skins....hell, I taught Piecemeal how to target! Look what he's done! I've GOT to finish Cuba; I can have a fully rebuilt NZ, probably, by the end of May, if lucky. If you all can wait that long, it'll be worth it. As always wrench kevin stein Quote
+dtmdragon Posted April 7, 2011 Author Posted April 7, 2011 Awsome work mate, let me know what/how you want me to do and I'll give it a crack Quote
FrankTB Posted April 8, 2011 Posted April 8, 2011 dtmdragon you should checkout Wrenches shipwreck mod read me it give you all info you need for target placement btw Im a jaffa too Slartibartfast there's the Tigermoth mod you could rebadge to use. Quote
+Stary Posted April 13, 2011 Posted April 13, 2011 given it's using ye olde stock WOE/SF2E tiles layout my tods from for example HR Germany repaint would fit just fine most of the tiles, even better the old Forrests and Farms, IF you're willing to repaint cows into wargs... ...or preferably Green Hell3 TODs, as the layout is 99% the same for GermanyCE and VIetnamSEA (lazy you! Thirdwire guys! ) Quote
Wrench Posted April 13, 2011 Posted April 13, 2011 (edited) and the tile naming conventions are the same between VNSEA and GCE -- once one learns the various suffixes (SJ/SC/RJ/GJ, etc), it's not diffucult to switch between TE/tilesets. Even added some roads, but had to delete them as they just didn't fit right, so that's that with them! I'm using the trees TOD from the last GermanyCE set you did, Stary. Cities I'm leaving alone (when one gets used to the hi-rez, hi-detailed tiles, the stock one just look so icky!!) I can have a "basic"* targeted terrain in "2 Weeks", but I want to triple check the movements ini too, as Im sure its not the least bit accurate (as was the frontline -- waaaaaayyyyyy the hell off!! wrench kevin stein *=basic targeting means minimal 'generic' target objects; with some support AD units (meaning: every city must have an evildamncommbuilding Edited April 13, 2011 by Wrench Quote
+Stary Posted April 13, 2011 Posted April 13, 2011 (edited) some of bigger hangars/storage facilities from my "generic hangars pack" serve well as evildamncommbuildings too (just for change of looks) edit: no they do not, I thought about warehouses, not commbuilding, sorry I never liked the introduction of road tiles to be honest, they're PIA to paint, 100x bigger to lay down, and serve minimal or no purpose in my opinion Edited April 14, 2011 by Stary Quote
Wrench Posted April 13, 2011 Posted April 13, 2011 thats why I painted the road sections ... they still suck, though!! (look at the new Korea terrain ... a real PIA to link all those cursed things!) wrench kevin stein Quote
James Fox Posted April 13, 2011 Posted April 13, 2011 thats why I painted the road sections ... they still suck, though!! (look at the new Korea terrain ... a real PIA to link all those cursed things!) wrench kevin stein Looking very Good Mr.Wrench. Note there is an active volcano in the Bay of Plenty too not currently mapped called White island. Plus the Beehieve is missing from Wellington. It would be nice to have it as a target. I would like to bomb it from time to time, it would make feel better. James Forkes aka James Fox Quote
Wrench Posted April 13, 2011 Posted April 13, 2011 (edited) I wish we had active volcanos .. I"d fiddled with something like that for WW2 New Guinea, but never got it working (would also be cool for WW2 Tunisia, as well as Libya as Vesuvisis and Etna are both on the maps) Safe to assume the Beehive is a government facility or a sport arena?? (time to visit Google/GoogleEarth!) EDIT: ok now I know what it is... well, a new 3d item would be needed; sketchup (3d Warehouse) has it, but since I'm not a 3d-guy..... IF someone converts it, and remaps, I can place it! Edited April 13, 2011 by Wrench Quote
+Stary Posted April 14, 2011 Posted April 14, 2011 Kevin, you might have a look at the new objects I send to you for Korea terrain to... Quote
Wrench Posted April 14, 2011 Posted April 14, 2011 (edited) was that the "reworked" buildings with bump mapping? (as shown below) don't remember exactly, but they're direct replacements for stock? A couple look new...are there types entries for them, or do I just make them up? k Edited April 14, 2011 by Wrench added the questions Quote
+Stary Posted April 14, 2011 Posted April 14, 2011 Yes, they're just meshes without any ini files (which I have in my Korea install too) yes most were meant to be replacements in KAW, but you surely can and are encouraged to rename, re-use, re-label and do all the creative work with them Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.