Jump to content
Sign in to follow this  
gterl

Caporetto Terrain

Recommended Posts

Caporetto Terrain


Caporetto Terrain WW1
*********************

INTRODUCTION
The Italian Front during WW1 refers to a series of battles fought between 1915 and 1918 in northern Italy between the armies of Austria-Hungary and Germany against Italy.
Italy hoped that by joining the countries of the Triple Entente against the Central Powers it would gain Cisalpine Tyrol (today's provinces of Trentino and South Tyrol), the Austrian Littoral, northern Dalmatia and some areas of western Carniola.
Italy had hoped to begin the war with a surprise offensive intended to move quickly and capture several Austrian cities.
Well, the war soon bogged down into trench warfare similar to the Western Front fought in France.

The included terrain represents the situation around August/September 1917, just before the battle of Caporetto.
The Battle of Caporetto (also known as the Twelfth Battle of the Isonzo, the Battle of Kobarid or the Battle of Karfreit) was the greatest defeat in Italian military history. The battle was fought between the Entente and the Central Powers and took place from 24 October to 19 November 1917, near the town of Kobarid (now in north-western Slovenia, then part of the Austrian Littoral). The battle was named after the Italian name of the town (also known as Karfreit in German).
Austro-Hungarian forces, reinforced by German units, were able to break into the Italian front line and rout the Italian forces opposing them. The battle was a demonstration of the effectiveness of the use of stormtroopers and the infiltration tactics developed in part by Oskar von Hutier. The use of poison gas by the Germans also played a key role in the collapse of the Italian Second Army.

INCLUDED
- Italian terrain/front WW1, situaton around summer/late summer 1917 - 539 unique tiles, 10226/574 targets/areas
- Terrain represents the most important battlegrounds on the Italian front (Monfalcone, Mt. Hermada, Doberdo and Doberdo Lake, Mt. Fajiti Hrib, Gorizia, Mt. Sabotino, Bainsizza plateau, Caporetto, Mt. Krn, Mt. Tre Cime, Mt. Cristallo, Mt. Lagazuoi, Mt. Col di Lana, Mt. Marmolada, Mt. Ortigara, Mt. Pasubio...and many other historical places)    
- Needed ground objects are also included
- Important mountains where done via satellite images (the tiles)
- All historical fortifications are included (mountain bunkers, etc.) and locations/naming correct (as good as it gets)

FAQs
Q: Is the scale of the map correct
A: No
Q: Are all the named towns and cities correct (placement and naming)
A: Yes as good as it gets.
Q: Does it include more than one season?
A: No
Q: Is the frontline correct?
A: Yes representing late 1917
Q: The river Isonzo seems to cut through the mountains, is that correct?
A: To a certain degree, but I had to modify massively the heightmap in order to make things look right (e.g. river not flowing up/down the mountains)
Q: The northern part of the map, e.g. toward Munich, seems without further towns?
A: Correct. All forests and lakes are there but apart from the major cities (Salzburg & Munich) I've not included smaller towns.

INSTALLATION
1. Make a backup copy of your First Eagles folder (just in case)
2. Extract the file into a temporary folder (like c:\temp\)
3. Copy all the relevant folders into the respective First Eagles game folders
(example: c:\temp\First Eagles\Terrain\wwiCaporetto into your c:\Program Files\First Eagles\Terrain folder)
4. Copy the Objects\GroundObjects folders into your GroundObjects folder. If you've already my Italian WWI terrain, then you probably don't need these objects. In any case if asked to 'owerwrite', click NO.

PREREQUISITES
- FE Gold (might work also with FE2, sorry guys don't know), with the latest patch
- Very strong PC and GPU
 
CREDITS
As usually I want to say thank you to all guys who helped me to create the Italian terrain, to TK, Jan Tuma, Stephen1918, ojcar, Gepard, Heck, geo, quack74, Edward, and specially Geezer. Sorry guys, can't remember all the names. Please contact me if you want to be named here. Thanks for files, suggestions, bug fixing, etc.

DISCLAIMER
The Italian terrain is freeware.
You are free to modify and share it, BUT Commercial use is prohibited.
If you find bugs please post them in First Eagles section of Combatace.com forum.

Hope you enjoy it.

Sincerely
gterl


 

  • Like 2
  • Thanks 3

Share this post


Link to post
Share on other sites

First of all Gterl,

Many many thanks for your efforts in bringing the WW1 Italo-Austro-Hungarian front to life. As an ex-RAF person with Italian ancestry and a lifelong interest in WW1 aviation, it activates several deep-seated themes for me.

However I seem to have encountered a couple of a graphics glitches when first running this new terrain with FE2, please see attachments. As you'll see, some ground objects/buildings are emitting a peculiar "glow" or "bloom", while others are frankly psychedelic in their colouring.  

Your advice please, how can I get things looking "normal" again? Bearing in mind as noted that I'm running FE2 rather than the original FE.

Thanks (ie grazie!)

Mike

 

img00018.JPG

img00019.JPG

Edited by Mike Dora

Share this post


Link to post
Share on other sites

Mike -

I had the same problem and fixed it by replacing two groups in the wwiCaporetto_data.INI - [SolidObjectTextureMaterial] and [AlphaObjectTextureMaterial] - with the two shown below.  Just copy/paste and it should work. :biggrin:

[SolidObjectTextureMaterial]
DepthBufferCheck=TRUE
DepthBufferWrite=TRUE
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=5.000000
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

[AlphaObjectTextureMaterial]
DepthBufferCheck=TRUE
DepthBufferWrite=FALSE
RenderedInOrder=false
AlphaTestEnabled=TRUE
CullMode=NO_CULL
LightEnabled=TRUE
SpecularEnabled=FALSE
EmissiveEnabled=FALSE
FogEnabled=TRUE
AmbientColor=1.000000,1.000000,1.000000,1.00000
DiffuseColor=1.000000,1.000000,1.000000,1.00000
ZBufferOffset=2.000000
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE
Fade=NORMAL
StartFadeDistance=50.0
EndFadeDistance=50.0

  • Like 3
  • Thanks 1

Share this post


Link to post
Share on other sites

Hi Mike,

Also check over the following two links that overlap with the good info. Geezer has posted above (should get rid of the shimmering oddities that way):

https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738584

https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738564

Happy flying,

Von S :smile:

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

Thanks guys

That simple *data.ini edit did the trick, everything now looks normal. Actually everything now looks excellent, much credit to Gterl!

Mike

 

Share this post


Link to post
Share on other sites

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
Sign in to follow this  

  • Similar Content

    • By VonBeerhofen
      An error I made working on the city districts drew my attention to the COSTCT tile which only shows a staggering 6 times in the entire EAW world. I'm pretty sure there are hundreds of coastal towns and seaside resorts in Europe, one of which is the one I live in. So I feel I have a choice to make, add more to the EAW coasts or free the tile to be turned into a new city tile to add more diversity to the limited set in use. Personally I think that a village or city tile one coastal tile away from shore will work just as well, after all the entire coast and beach are merely app. 1 or 2 KM deep. The question though is what is a better use in a 64 small tileset?
      Furthermore with a universal tile border there is also a much better use for the river city tiles as they can now also function outside the cities and add more diversity, as was done with other nature's in EAWPRO. Besides that industries predominantly happen on river banks, so it adds to realism too. Vice versa there's also no reason not to use other bridges inside cities like London when borders are uniform, which had 5 at the time of the blitz. EAWPRO already uses dozens of instances of the unused stock rail bridge and a much higher number of any other bridge. They're even used as piers on coastal tiles too, making fun targets to destroy!
      Here's Londen Thames with added bridges, of course the fake crossing can be removed now too.

      VonBeerhofen
    • By VonBeerhofen
      or bringing order to the chaos. I've applied a previously described algorithm of grouping tiles on the Italian cities which forms them more into what one might call 'districts', i.e. more organized then what was shown in the previous thread. The fractal algorithm can create many different layouts using various parameters, one of which is determined by looking at an entire region and the neighboring tiles surrounding a particular tile. It then randomizes smaller groups it creates and adds an occasional seed between them so the group isn't just echoing a certain tile. In the below calculation groups are created from the outside inward, taking the city's shape into account, after all the surrounding tiles influence the outcome of the calculation. As part of the fun 1/2 of the tile map uses an inverted calculation as can be seen in the last 3 pictures which is Munich, hence it's border and center differs from the  other pictures shown. The other 5 are London.









      You heard it first in www.combatace.com
      VonBeerhofen
    • By VonBeerhofen
      No more repetitive borders or center tiles and more different villages. With this randomization all village and city tiles can be used at will where ever in the game  in any possible rotational state, and it's a lot less mapping work. I already showed the idea some time ago but not with the Harvest City Set. There is still some work to be done to narrow some borders and create the right impression I'm after but I think it's slowly getting there.
      Here's a few screen shots, as an experiment a few village tiles were replaced with breaker field tiles and two different city/village layouts were tried, which means that the randomization for each layout is entirely different while the cities and village sizes and positions weren't changed. 





      You heard it first on combatace.com
      VonBeerhofen
    • By ProblemChild
      I want to know wether for example if I destroy a factory in particular cities will that have any sort of influence on the course of the war? 
      I've been playing it for some time and the experience is fantastic, I just would like to know if the war can be changed in any way to fit the narrative in my playthrough.
      The game has some campaign settings that allow you to tweak historical accuracy or not, so I wanted to know wether I can have any real input in the way the war progresses.
    • By VonBeerhofen
      Here's a compilation of the 12 latest tiles for the 'Harvest' set. I created a temporary map where all other tiles were removed from and randomly filled the EAW world with these 12 tiles only. 12 screen shots were taken of which 6 are displayed now. The remaining 6 will replace these pictures at a later date as I may not have captured all 12 tiles in these screenies and to safe on page loading times .






      VonBeerhofen
×

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..