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#2187063 - 04/19/07 05:25 AM
Terrain Tutorial Update
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sometime mudslinger
Member
Registered: 08/11/02
Posts: 1176
Loc: Ladner, Wet Coast, Canada
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I forgot I should put this notice up here as well: I have made a substantial update, with corrections and expansion, of my tutorial on modifying the BoBII terrain. Among other things, it provides information on doing height modifications using high res Space Shuttle Radar Topographical data (SRTM), using all freeware tools. Anyone who has the previous versions will want to update. You can find it here, thanks to the fine folks at airwarfare: http://airwarfare.com/simnetwork/index.php?name=Downloads&file=details&id=5Edit: I suspect that link won't work any more, but no matter, check the next post...
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#2630656 - 12/09/08 02:42 AM
Re: STICKY: Terrain Tutorial Update
[Re: PV1]
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sometime mudslinger
Member
Registered: 08/11/02
Posts: 1176
Loc: Ladner, Wet Coast, Canada
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It's been a long time coming, but here is a link to the ALL NEW UPDATED Terrain Tutorial: http://www3.telus.net/v1ncent/bob/BoB-Terrain-tutorialV2.zipA fair bit of new material, lots of extra help for the modding neophyte.
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#3244484 - 03/24/11 04:03 PM
Re: STICKY: Terrain Tutorial Update
[Re: PV1]
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Senior Member
Registered: 12/13/02
Posts: 3762
Loc: Rocky Mount, NC,USA
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Folks,
Gentle friends:
The soundtrack of our lives is varied according to circumstance and taste. And taste varies over time. Last year all I listened to was a classical music radio station. Now I have assembled my own play lists from various sources. I have 400 songs at the moment on my flash drive. Today I listen exclusively to the music I remember from days long past in the 50's, 60's and several good tunes from more recent times.
I grew tired of frequent pledge drives and hourly pleading on my favorite classical station. They deserve help of course but it got tiresome especially when their signal strength in our direction seemed to weaken and on occasion another station playing the sounds of old cars being crushed and cats being skinned alive by screaming, tone deaf savages being attacked by screaming, spitting wild cats competed rather too successfully for my attention.
LOL!I'm good with Photoshop but I'm no modder so I would need quite a bit of help. I'm sure none of the new terrains or any other improvements would work with my old version of BoB2. I think the last time I could upgrade was V.9. My system cannot make use of all the features of DX 9C. I was advised by the boys over at A2A that my system was not completely supported even in v. 9. No shading support for one thing. Regardless lads I'm happy with the way it looks and plays.
_________________________
Originally Registered January,2001 Member Number 3044
"Blessed are they who expect nothing, for they shall not be disappointed" - Edmond Gwenn, "The Trouble With Harry"
CELEBRATING ELEVEN YEARS and over 5 MILLION VIEWS on SNAFU's HWH thread- April 24, 2012
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#3245095 - 03/25/11 05:09 AM
Re: STICKY: Terrain Tutorial Update
[Re: PV1]
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Senior Member
Registered: 01/02/01
Posts: 4233
Loc: Derbyshire, England
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JRT,
Have a go! It is very satisfying to have a little project accepted no matter how small and insignificant it may be. I had a lot of help with the bomb craters about 8 years ago, by mauseman i think it was. Forgotten his exact sigi.
_________________________
'Find your enemy and shoot him down - everything else is unimportant.'
Manfred von Richtofen ---------------------------
ELEVEN YEARS BEFORE THE HWH MAST.
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#3251939 - 03/30/11 08:08 AM
Re: STICKY: Terrain Tutorial Update
[Re: PV1]
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Senior Member
Registered: 12/13/02
Posts: 3762
Loc: Rocky Mount, NC,USA
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Folks,
Dux:
Maybe if I held my mouth just right and followed the instructions to the letter and if I applied every single one of my little gray cells to the project I might; and I do say might, end up with a rather better grade of poor than otherwise. Once I built large model sailing craft such as the Frigate "Constitution" and the schooner "Blue Nose" with great care and precision. I built large scale R/C airplanes and even built a few 'Bread and Butter" type sailing craft from scratch. That was then. This is now.
Today I haven't the patience or the acute eyesight I once enjoyed. If you factor in the obvious disincentive due to the inability of my old system to put any new terrain or upgrade to any use then clearly it is unlikely that I will try any serious modding. I haven't even gone to the trouble to mod IL2'46 for Korean War planes as I was once preparing to do using the creations of others. I have backed up my entire un-modded Il2-46 folder on a DVD but nothing else.
My hat is off to PV1, Stickman and all the others who's skill and dedication has made BoB and now WOV such a great and immersive pleasure for all of us.
_________________________
Originally Registered January,2001 Member Number 3044
"Blessed are they who expect nothing, for they shall not be disappointed" - Edmond Gwenn, "The Trouble With Harry"
CELEBRATING ELEVEN YEARS and over 5 MILLION VIEWS on SNAFU's HWH thread- April 24, 2012
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#3253018 - 03/31/11 12:40 AM
Re: STICKY: Terrain Tutorial Update
[Re: PV1]
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sometime mudslinger
Member
Registered: 08/11/02
Posts: 1176
Loc: Ladner, Wet Coast, Canada
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As far as I'm aware, the purely terrain mods which I do, which only alter the shape of the base terrain, and don't involve any addition of models or other whizzbangs, should have absolutely no effect on the performance of any machine. The only issue which goes beyond the terrain itself is that I have had to keep up with Bader's fondness for reassigning the usage of the terrain textures, which has resulted in a huge reworking of the textures surrounding the airfields, and in several regions where open fields were required, where the many textures worth of open fields provided by Rowan have been reduced to two. So as a result, there is a link, as of about 2.07, between the terrain fileset and the terrain texture fileset. The latter having persisted in changing with every patch necessitating the former follow along, and thus the two filesets must be used together for best results. One might think that as the texture files have been expanded from 512 pixels per side to 2048, that this means a great increase in load for the vidcard, but since about the 2.10 patch, the bdg.txt file contains a variable to set the resizing of the texture files before loading into the vid card, so by suitable choice of size value, one can even decrease the memory load. Legal values of the LANDSCAPE_TEXTURE_SIZE variable go in powers of 2, starting with 256 or possibly less, to the current maximum of 2048.
If you are determined to run an older patch level than 2.10, you can achieve the same effect with a newer texture fileset by loading the files into a graphics handler like IrfanView, and resizing them by hand.
The latest terrain and texture files can be had by downloading and installing the latest patch (if you have an old patched version you don't want to mess up, make a copy of it in a new differently named folder and have the patch write to that location). The texture files are those named img00xx.dds, residing in the landmap2 folder. The terrain itself is in six files, as described in the tutorial. Two are .grd files in griddata, the other four are in Landscap; 2 .dat, and 2 .ind . Easy to spot as they are newer than all the rest. Just copy them to the corresponding locations in your install (might as well save the originals somewhere first in case you screw up) over the existing files, and make the edits to bdg.txt, and you should see the latest terrain shapes and colours.
Oh, one more item. You will also want to copy over the corresponding fartiles.bin file, which also resides in landscap. This is the file which renders distant terrain, and it needs to match the updated near terrain.
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