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Menrva

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Everything posted by Menrva

  1. Don't want to stop you from it, Kevin, but I have a much more accurate remake of the VietnamSEA terrain in both Indochina and Vietnam War versions: Topography in the original VietnamSEA terrain is a mess, poor job by TK, it's more like a fictional version of the area, tons of mistakes, missing geographic details, cities, and very inaccurate airfield locations. I need some help in double checking and/or retargetizing some target areas. I already retiled huge portions of the terrain with accurate rivers, lakes, towns etc. and moved cities and airfields to proper coordinates all over Thailand, Cambodia, Laos, Vietnam. If you wish to help and work on mine, please send me a PM.
  2. View File Midway, North Pacific Terrains Midway, North Pacific Terrains February 13th, 2026 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This package offers two previously unreleased high quality recreations of Midway Atoll in two versions, 1942 during World War II's Battle of Midway and 1969-1993 during the Cold War. I started work on the Cold War version sometime in 2018 while the World War II version was conceived during 2024. Textures for the Cold War version of the islands were recreated from satellite imagery thanks to Google Earth, while the WWII version of Midway's Sand Island was recreated by hand, using recovered photos from the era. Both terrains also feature Kure Atoll and Pearl & Hermes Atoll in their Real World scale, but keep in mind that both are identical between the WWII and Cold War versions. Someday I'll properly retexture Kure's Green Island and Midway's Eastern Island so that they are more correct for the World War II time period. These terrains have been collecting dust on my HDD for so long and I never had the chance to properly finish them. I decided to release them on my 31st birthday, in the hopes that I'll get back to modding Strike Fighters 2 at some point despite a busier Real Life, and that they get the interest of other modders willing to help me in properly finishing them. The terrains currently are barren, they lack buildings and proper runway 3d models, while TOD trees only exist for Sand Island and better placement and texture work could be done with those. I demand that these terrains are NOT rereleased elsewhere nor are included in other mod packages without my explicit permission; that's all I ask for, for what required a huge amount of work and research by yours truly. The WWII version is clearly designed for the 1942 Battle of Midway; currently we lack several ships and aircraft for it, so as a safe measure only the Recon mission type is allowed, other mission types can make the game crash if the end-user does not have aircraft and ships required by specific countries and mission types. The Cold War version spans from 1969 to 1993; it's meant for fictional clashes between Red forces (namely Russia and China) and all of the American services (USAF, USN and USMC). More mission types are allowed in this version, but make sure to also have Strike Fighters 2: North Atlantic installed, since its ships are required for the automatically generated naval fleets. Also, Off Map Airbases have been added and long range AI flights can be generated from them. >Credits (in no particular order): -Stary, for the hi-res tree textures borrowed from one of his many great terrain tilesets. -gerwin, whose TFDtool has proved to be essential in today's terrain making. -mue, for the tools he made for SF2 modding. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -My girlfriend, for supporting me in all of my endeavors. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 02/13/2026 Category Full Terrains  
  3. Version 1.0

    45 downloads

    Midway, North Pacific Terrains February 13th, 2026 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This package offers two previously unreleased high quality recreations of Midway Atoll in two versions, 1942 during World War II's Battle of Midway and 1969-1993 during the Cold War. I started work on the Cold War version sometime in 2018 while the World War II version was conceived during 2024. Textures for the Cold War version of the islands were recreated from satellite imagery thanks to Google Earth, while the WWII version of Midway's Sand Island was recreated by hand, using recovered photos from the era. Both terrains also feature Kure Atoll and Pearl & Hermes Atoll in their Real World scale, but keep in mind that both are identical between the WWII and Cold War versions. Someday I'll properly retexture Kure's Green Island and Midway's Eastern Island so that they are more correct for the World War II time period. These terrains have been collecting dust on my HDD for so long and I never had the chance to properly finish them. I decided to release them on my 31st birthday, in the hopes that I'll get back to modding Strike Fighters 2 at some point despite a busier Real Life, and that they get the interest of other modders willing to help me in properly finishing them. The terrains currently are barren, they lack buildings and proper runway 3d models, while TOD trees only exist for Sand Island and better placement and texture work could be done with those. I demand that these terrains are NOT rereleased elsewhere nor are included in other mod packages without my explicit permission; that's all I ask for, for what required a huge amount of work and research by yours truly. The WWII version is clearly designed for the 1942 Battle of Midway; currently we lack several ships and aircraft for it, so as a safe measure only the Recon mission type is allowed, other mission types can make the game crash if the end-user does not have aircraft and ships required by specific countries and mission types. The Cold War version spans from 1969 to 1993; it's meant for fictional clashes between Red forces (namely Russia and China) and all of the American services (USAF, USN and USMC). More mission types are allowed in this version, but make sure to also have Strike Fighters 2: North Atlantic installed, since its ships are required for the automatically generated naval fleets. Also, Off Map Airbases have been added and long range AI flights can be generated from them. >Credits (in no particular order): -Stary, for the hi-res tree textures borrowed from one of his many great terrain tilesets. -gerwin, whose TFDtool has proved to be essential in today's terrain making. -mue, for the tools he made for SF2 modding. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -My girlfriend, for supporting me in all of my endeavors. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions.
  4. Yes, but please don't think it is as far as Strike Fighters'. Modding here simply means that the original game files are unpacked (unlike the original 1997 game where they were packed in an inaccessible DAT archive) and folks can tweak some of them to an extent. What the community did with the fan made Total Air War 2.0 could now be done with the prequel ADF too. Limitations of the original game still remain, that means you cannot add any extra content (you cannot add new aircraft, terrains, weapons nor countries) aside from missions. Textures are limited to using the game's 256 color palettes and use the original 1997 unfriendly proprietary format, so texture mods are rather tricky to make. New 3d models are also impossible to make, no tools currently exist for that old proprietary format. That being said, yours truly has made mods for it already and some will be uploaded to Steam's Workshop when the time is due.
  5. I'm very glad to announce that DID is going to release a remaster of F-22 Air Dominance Fighter this February. This 1997 classic will soon be re-released with almost 100 QoL improvements and fixes, fully compatible with current systems. Yours truly has been an official tester of this new re-release. I witnessed first-hand the great amount of work that went into fixing and improving what used to be broken on modern systems. I recommend all flight sim aficionados to check it out! If this sells well, DID will be able to remaster other old flight sims such as EF2000 and F-22 Total Air War. DID is also working on a brand new military flight sim game, so make sure to also check their YouTube channel for teasers. Wishlist now: https://store.steampowered.com/app/3146140/F22_Air_Dominance_Fighter/ Here below the FAQ produced by DID and shared on various Discord servers:
  6. This is Digital Image Design's F-22 Air Dominance Fighter, it's totally unrelated to NovaLogic's F-22 Lightning III, that's a different game and series.
  7. Yours truly has been an official tester of this new re-release. I witnessed first-hand the great amount of work that went into fixing and improving what used to be broken on modern systems. I recommend all flight sim aficionados to check it out! If this solds well, DID will be able to remaster other old flight sims such as EF2000 and F-22 Total Air War. DID is also working on a brand new military flight sim game, so make sure to also check their YouTube channel for teasers. Wishlist now: https://store.steampowered.com/app/3146140/F22_Air_Dominance_Fighter/ Here below the FAQ produced by DID and shared on various Discord servers:
  8. It'd be cool to also have the prototype X-32 seen in the Joint Strike Fighter flight sim game, I think that one had a big chin intake which certainly sucks. In general I have soft spot for the prototypes like the X-32, X-35 and YF-22. These F-32s will be a great addition to the sim, looking forward to them!
  9. @Erik having a look at comments to my uploaded files in dark mode, I noticed the same issue with copied bits being in light mode: This is from my Italy, Southern Europe (1963-1991) terrain add-on. Unrelated note, seeing NIELS' comment made me shed a tear. He was a great supporter of us modders, a wonderful chap. He's dearly missed.
  10. @Erik you got it right, this is what I was referring to. Thank you!
  11. Thanks for the detailed explanation, Erik! I'm glad I could be of help in catching issues. As for mod previews no longer being square images, I understand. The current format also takes less screen space and it's more proper for widescreen resolutions like you mentioned. I took the habit of making squared preview images in the past because planning maps for terrain add-ons are squares. I wonder if such square images could be rendered smaller and with the addition of black/white/void side bars, so that they could be displayed fully in the current format (just like you'd get side bars when viewing 4:3 videos in 16:9 screens). That way we'd get the best of both worlds, but not sure how feasible it could be, I guess it would require more work than it is worth the effort.
  12. For some reason, I think due to me copy-pasting text from my docs, the ODS 30AE mod's download page has parts in light mode despite the site's theme being in dark mode. Not sure if it can be overridden by the CSS or if I should edit the file's details again. I'd avoid the latter because it'd also update the file date and people may wrongly assume the mod was updated. Unrelated note, I see the previews for mods no longer are squares. Some of mine are squared images and now they look off with the site's latest update. Any chance this could be changed?
  13. True, and it's not only about the invisible wall. I tried porting the very small maps of First Flight: The Wright Experience Flight Simulator (2003), a game based on the engine of Strike Fighters Project 1, but they crash the game, such small sizes simply are not supported by the game engine of SF1/SF2. There must be some hardcoded values about allowed terrain sizes in the game's code.
  14. I think just by manually editing (resizing etc.) the heightmap bitmap, I did that for the Italy/Balkans terrain I released. Of course by doing so further raw details of the original heightmap are lost. I'm not aware of a better and feasible way to do it when starting from DEMs.
  15. Fantastic work, Erik! I always prefer the dark mode when available, many thanks for adding it!
  16. My Balkans terrain already features both Switzerland and Austria and I confirm that AI crashes into valleys in airfields inside narrow valleys.
  17. All is possible. The Balkans terrain I made required years of work, especially in tiling rivers and lakes, it meant manually placing, one by one, over 10,000 tiles. If you want it bigger, it means remaking the terrain from scratch (we cannot enlarge already existing terrains, they must be redone from zero) and with even many more cities, roads, rivers and lakes, which may require even more years of work of manually placing them. So yes, it's possible but not worth it. A few hundreds downloaded the terrain I made and it's not exactly popular, most folks rather enjoy simpler terrains without correct placement of cities and airports, lakes and rivers. I really don't feel like spending years of unpleasant work for something only a couple of folks would enjoy. If someone else wants to make what I did better and bigger, they're certainly welcome. I can assure it's no walk in the park. That's why I'd rather work with terrains having the same size of TW ones, they tend to be more focused and feasible to make. That's also why I admire Gepard for still working on new terrains, because creating and modding them burned me out badly.
  18. I had no idea... Thank you for letting us know. May he rest in peace, my dear condolences to his loved ones.
  19. RL hasn't been kind to me, Kevin. It's a miracle I found the will and time to release what I released. Not to mention that in the PM group I had mentioned long ago how broken the aircraft data is here and there, and that I needed help in improving and fixing stuff. I didn't get help on that end, so this release is flawed. If someone wishes to fix the flight model physics and other aircraft data bits, that's much appreciated and only then I may consider updating the package, even by adding any extra skins that are made in the meantime. Without help, I'm afraid there aren't going to be further updates to this in the near future, I no longer have the luxury to work on mods at this stage.
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