#4517444 - 04/21/20 02:18 PM
Topology Mods
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Joined: Dec 2010
Posts: 178
xjouve
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DescriptionThese mods replace original CFS3 terrain files (namely msh files) with new ones of greater resolution. CFS3 terrain was built upon Shuttle Radar Topography Mission data with an approximate 900m land cover resolution (SRTM30, i.e. 30 arc-second). In an effort to get a more detailed landscape, I've rebuilt the terrain using data provided with an approximate 30m land cover resolution (SRTM1, i.e. 1 arc-second). Original CFS3 terrain files are tiled to cover land at approximate resolutions of 128m to 37km of land. The lower is obviously not 128m resolution, but a 128m cut from a maximum resolution of 900m (data constraint). The new terrain files aim at covering land resolution as follows: - Mod 1) Low resolution [WOFF - XJ0 - Terrain (1 arc-sec lo) ---------- by Xavier Jouve] : ~1024m to 131km
- Mod 2) Medium resolution [WOFF - XJ0 - Terrain (1 arc-sec med) ------- by Xavier Jouve] : ~512m to 131km
- Mod 3) High resolution [WOFF - XJ0 - Terrain (1 arc-sec hi) ------- by Xavier Jouve] : ~128m to 37km
- Mod 4) Super High resolution [WOFF - XJ0 - Terrain (1 arc-sec shi) ------- by Xavier Jouve] : ~64m to 37km
- Mod 5) Extremely High resolution [WOFF - XJ0 - Terrain (1 arc-sec exhi) ------- by Xavier Jouve]: ~32m to 37km ContentCFS3 terrain files are compressed and dispatched into 2 folders as follows: /terrain
cfs3msh1.zip (150,773ko)
cfs3msh1.zx (11,174ko)
cfs3msh3.zip (14,232ko)
cfs3msh3.zx (1,030ko)
/terrain2
cfs3msh2.zip (39,948ko)
cfs3msh2.zx (2,852ko) The New Terrain Data mods replace each of these files only. No changes are made towards other files of the game. Each terrain mod consists of a set of these files but delivers a different level of resolution. The level of resolution directly impacts the size of the files as the number of mesh inside them may vary in a great magnitude. For example, the mod for the lowest level of resolution weights 4.8Mo after installation into the game, and the one for the highest resolution weights 876Mo after installation into the game. In addition to the change in disk space, you have to understand that once installed, these mods may impact your in-game performance. As shown above, original terrain files account for a total of 220Mo disk space. You may wish to take this figure as a reference when choosing a mod. Below are the mod sizes after installation into the game: - Mod 1) Low resolution [WOFF - XJ0 - Terrain (1 arc-sec lo) ---------- by Xavier Jouve] : 4.8Mo
- Mod 2) Medium resolution [WOFF - XJ0 - Terrain (1 arc-sec med) ------- by Xavier Jouve] : 8.3Mo
- Mod 3) High resolution [WOFF - XJ0 - Terrain (1 arc-sec hi) ------- by Xavier Jouve] : 90.9Mo
- Mod 4) Super High resolution [WOFF - XJ0 - Terrain (1 arc-sec shi) ------- by Xavier Jouve] : 540.4Mo
- Mod 5) Extremely High resolution [WOFF - XJ0 - Terrain (1 arc-sec exhi) ------- by Xavier Jouve]: 876Mo FYI, Mod 3 (high res) embraces the same theoretical level of resolution as that of CFS3 original files for a disk space of 90.9Mo instead of 220Mo. InstallationIn any case, I would recommend that you backup the original files. Please do so in order to be able to easily get back to normal state. Then, choose the mod you want to use, based on resolution or on size, and uncompress the downloaded archive anywhere on your hard drive. After that, you can manually put the above-mentioned files to their respective folders (replacing CFS3 files), or use JSGME after having placed the mod root folder in the MODS folder. Use at your own risk. However, if you properly backup original files, then you won't take many risks. Links- Mod 1) Low resolution [WOFF - XJ0 - Terrain (1 arc-sec lo) ---------- by Xavier Jouve] : https://mega.nz/file/dmYzBISI#IS9QNAPelMP3hh0vMrER136kf3vc2YHxVPWsrIuMN2M
- Mod 2) Medium resolution [WOFF - XJ0 - Terrain (1 arc-sec med) ------- by Xavier Jouve] : https://mega.nz/file/ZjZxDIJI#Z9TxkQxO0FTISrh6kK64YSWZvCd-gtjmoQXKWqI0FCg
- Mod 3) High resolution [WOFF - XJ0 - Terrain (1 arc-sec hi) 2.01--- by Xavier Jouve] : https://mega.nz/file/4q5AWQCR#rX4QceLdfSbkpDcAGl7QfvWKyqT66uA0Xc3DClvq5Tw
- Mod 4) Super High resolution [WOFF - XJ0 - Terrain (1 arc-sec shi) ------- by Xavier Jouve] : https://mega.nz/file/4uoiUBjC#bKpAryouvB-uPwt32gU31o-Ppg1z42fLwA7ox0hRxvU
- Mod 5) Extremely High resolution [WOFF - XJ0 - Terrain (1 arc-sec exhi) ------- by Xavier Jouve]: https://mega.nz/file/1zB0gBCZ#QtVYyXWZD_pdjH5q1xuOaig-sJikUYcMeYBB38G3qIo Post Scriptum
1) You can use only one mod at a time ^^ 2) Although you might very well don't see much difference with the original terrain, in addition to greater resolution, these mods embarks on a slightly relocated terrain to fit with my river mods
Last edited by xjouve; 12/18/21 04:58 PM.
Best Regards, Xav.
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#4517449 - 04/21/20 02:45 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: May 2016
Posts: 1,523
BuckeyeBob
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This sounds utterly fantastique, xjouve, but I am somewhat confused as to what this particular mod does and how it fits with your upcoming river mod. Can you post a brief explanation or maybe even a screen pic to illustrate what the mod does? Or, does it just sharpen up terrain and ground objects (trees, buildings, etc.). Thank you.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4517485 - 04/21/20 05:24 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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This sounds utterly fantastique, xjouve, but I am somewhat confused as to what this particular mod does and how it fits with your upcoming river mod. Can you post a brief explanation or maybe even a screen pic to illustrate what the mod does? Or, does it just sharpen up terrain and ground objects (trees, buildings, etc.). Thank you. Thanks Bob. Sure, I should have been more specific. Here's an example looking at the Somme region Map of the area SRTM30 data; as you can see the terrain elevation is not really sharp SRTM1 data; much sharper So, even if I had to resize it prior to turn it into CFS3 terrain files, this data provides with much more accuracy regarding variations in land elevation. In term of river fitment, it is indeed better to have a sharper environment. But above all, there was a problem with CFS3 original terrain. In fact, the original terrain and the rivers don't fit well. It is not data related, but something is wrong in rivers placement or in terrain placement. Or, in both of them. I can't say for sure, but I suspect that terrain placement which is not a raw process as that of rivers placement is inaccurate. Without rivers you won't really matter but once you have rivers, in non-flat areas, then you don't want see them going up and down crossing a hill... Any chance these mods can (now or even potentially later) actually improve the annoying stutter in this sim that seems to be related to texture loading? It's easy to understand that higher resolutions would be more of a load on the system...so, any chance the lower resolutions would *lessen* the stutter? Which mod would you say is equivalent, in terms of load, to the unmodified game? (or is even mod1/low res more load than WOFF default?)
TBH, even though I thought I would ask, I believe there's more to the stutter than just terrain...but if there's promise, it may provide insight to other ways the stutter could be addressed (Although I personally am fairly convinced it's a problem in the CFS3 code that WOFF simply cannot overcome.) Well, you should try with mods which are smaller than CFS3 original files and see if it helps. Try mod 3 first, theoretically you should have the same resolution level (but with more accuracy) than originally with 100Mo less in load. Personally, I won't go for the low res. CFS3 terrain files have to be seen as layers, each one being a grid of files of a specific size. Archives included into the mods consist of these kind of layers: - The 128 level msh files : first layer with "close-up" resolution (128m files are loaded when you are flying under 128m and you need to see details of the ground)
- The 256 level msh files : ... loaded >128m and <256m
- The 512 level msh files: ... loaded >256m and <512m
- ... etc
- The 37k level msh files : last layer with "far away" resolution (37km files are loaded when you are flying at high altitudes -don't know the precise figure- and you don't need to see tiny details of the ground) As you can see below, the size of the area is pretty wide to say the least. So, imagine now the number of files you need to cover it when you go closer and closer to the ground; you need much more files to display 128m resolution than 512m for instance. In order words, if you are flying at 100m to the ground but you don't care about getting more details to what you get at 512m high, then you could save your machine an extra load by removing layers of higher resolution. Of course, your machine won't load all the files at once, but the more the mumber of files you are embarking for a level a resolution the more the time your machine is taking to find the file corresponding to your location. download says needs a decryption key? Sorry; wrong links. Correction done.
Last edited by xjouve; 04/21/20 05:41 PM.
Best Regards, Xav.
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#4517505 - 04/21/20 08:57 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: May 2016
Posts: 1,523
BuckeyeBob
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Downloaded, Xavier. Thank you.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4517512 - 04/21/20 09:41 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: May 2016
Posts: 1,523
BuckeyeBob
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Ohio, USA
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Although hard to see in such an extreme close-up, I think xjouve is saying we should be able to more easily notice differences in land elevation and undulations with the high-res version. It will also fit better with his upcoming river mod.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4517521 - 04/21/20 10:08 PM
Re: New Terrain Mods
[Re: orbyxP]
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Joined: Dec 2010
Posts: 178
xjouve
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xjouve, I have a moment before work and installed the extreme hi res and took it for a spin in QC. Help me understand what I should be seeing different in these two screenshots. One with the hi res and the other with vanilla WOFF.
BuckeyeBob is right. You have more undulations, espacially flying low, and of course depending on the area. I must admit that without rivers, the main interest of using this mod is not really the addition of details, but more likely the size of the files. Anyway, here is an example. This is close to Balleuil. With and without.
Best Regards, Xav.
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#4517525 - 04/21/20 11:03 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Oct 2018
Posts: 250
Redwolf
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Maple Ridge, B.C., Canada
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Hey, fantastic! Thanks for doing this. I see some nice terrain gradients that weren't there before, some hills that didn't exist earlier, or some undulations that weren't present and now are instead of what was once simply all flat or level. I have played with both Super High and Extremely High and both made a difference (though more so obviously with Extremely high) - would recommend users to use either of those two. Not sure why low and medium were included (lower than stock definition)? A great addition, thank you sir. (oh, p.s. - absolute zero fps impact that I have noticed so far)
Last edited by Redwolf; 04/21/20 11:05 PM.
Win10/ i5-7600/ 16GB RAM/ GTX1660 Super
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#4517547 - 04/22/20 04:22 AM
Re: New Terrain Mods
[Re: WallysWorld]
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Joined: Mar 2011
Posts: 938
VonS
WWI Flight Sims on a Mac
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WWI Flight Sims on a Mac
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There is a mod that does the same sort of enhancement for Rise of Flight. Same as this one does for WOFF. Ankor's "TerrainBump" mod. - a must have for those flying that sim. Thank you Xjouve for bringing proper bump/terrain mapping to WOFF - have tried out the "super high" variant that is only about 50 MB larger in size than the default WOFF terrains and there is no negative impact on FPS. Also noticed more subtle/lower elevation rolling hills, etc. - excellent for low-flying immersion. Will try out the max-quality terrains soon too. (The level-3 "high quality" terrains are good too - tested those out as well - same quality as the WOFF ones but noticeably smaller in size.) Von S
Last edited by VonS; 04/22/20 04:23 AM. Reason: Modified info.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile ( https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
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#4517572 - 04/22/20 12:11 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: May 2012
Posts: 4,879
RAF_Louvert
BOC President; Pilot Extraordinaire; Humble Man
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BOC President; Pilot Extraordinaire; Humble Man
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L'Etoile du Nord
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Xav, I gave your Extremely High Def mod a try and it is outstanding. A lot more of the subtle, yet very noticeable, variations in elevation in the WOFF landscape. And no ill affects whatsoever on FPS, at least not on my rig.
Great stuff, many thanks. I look forward to your upcoming water and river mod.
Lou
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Three RFC Brass Hats were strolling down a street in London. Two walked into a bar, the third one ducked._________________________________________________________________________ Former Cold War Warrior, USAF Security Service 1974-1978, E-4, Morse Systems Intercept, England, Europe, and points above. "pippy-pahpah-pippy pah-pip-pah"
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#4517610 - 04/22/20 04:49 PM
Re: New Terrain Mods
[Re: RAF_Louvert]
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Joined: Dec 2014
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HarryH
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Xav, I gave your Extremely High Def mod a try and it is outstanding. A lot more of the subtle, yet very noticeable, variations in elevation in the WOFF landscape. And no ill affects whatsoever on FPS, at least not on my rig.
Great stuff, many thanks. I look forward to your upcoming water and river mod.
Lou
. X 2. Excellent work!
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
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#4517645 - 04/22/20 07:30 PM
Re: New Terrain Mods
[Re: xjouve]
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xjouve
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Many thanks guys for the kind works. v2.0 is available. I will only work on this one now for future development. It covers resolutions from ~32m to 37km to the ground. It is equivalent to mod 5 extremely high resolution. Size is ~600Mo. The main difference with the previous version is that it comes from a 2x wider source file. The result is beyond compare. Link
- Mod 5) Extremely High resolution [WOFF - XJ0 - Terrain (1 arc-sec exhi) 2.0---- by Xavier Jouve]: temporarily removed
FYI, to create terrain files, Microsoft developers created two applications:
- ers2tiff, to convert elevation data to tiff image(s)
- tiff2msh, to convert tiff image(s) to msh files for inclusion into CFS3
I've bypassed the limitation of Microsoft ers2tiff, which tops at about 10,000x10,000px as an outcome image.
This mod is made after a source file of about 25,000x25,000px, which is the approximate max Microsoft tiff2msh can handle to generate msh files.
Last edited by xjouve; 04/22/20 10:07 PM.
Best Regards, Xav.
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#4517660 - 04/22/20 08:55 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Jul 2010
Posts: 2,079
JJJ65
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Super, Xav., thx. Tested previous mod 5 and it is working flawelessly. Enjoyed detailed terrain mesh without any visible impact on fps . Looking forward to your next terrain magic .
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#4517662 - 04/22/20 09:02 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: May 2012
Posts: 1,133
77_Scout
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I have given V2.0 a first try in campaign ...
The visual effect in the game is good ... in fact very VERY good! The ground is much more hummocky, especially in no-mans-land, and the landscape looks much more realistic and interesting. Great work!! I hope OBD will consider porting this work directly into the game once you have this finalized Xjouve.
Contrary to others, I am getting a drop in FPS. My typical fps is solid 60 in the past but now about 47 with the mod installed. I have a strong GPU (RTX2070) but only a modest CPU (i5 4670K at 4.1 GHz). Maybe the slightly toned down version 4 would be better for me?
Last edited by 77_Scout; 04/22/20 09:03 PM.
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#4517673 - 04/22/20 09:58 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Dec 2010
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xjouve
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Well, I'll look deeper. That's weird considering the modest size of the mod. Maybe everybody should wait a bit before trying as well. Where did you fly?
Best Regards, Xav.
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#4517675 - 04/22/20 10:11 PM
Re: New Terrain Mods
[Re: mandrews]
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xjouve
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@xjouve -- I haven't tried it yet; but I notice that the v2.0 exhi file is missing the cfs3msh1.zx and cfs3msh3.xz files in the terrains directory. Is that on purpose? That isn't That's why I've removed the link and I'm currently uploading v2.01. Actually, you can use v2.0 but remove the .xz files of CFS3 first. The game will automatically recreate them on next start.
Last edited by xjouve; 04/22/20 10:16 PM.
Best Regards, Xav.
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#4517676 - 04/22/20 10:13 PM
Re: New Terrain Mods
[Re: 77_Scout]
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xjouve
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Contrary to others, I am getting a drop in FPS.
I may have an idea. I'll look at this for v2.02
Best Regards, Xav.
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#4517680 - 04/22/20 10:19 PM
Re: New Terrain Mods
[Re: orbyxP]
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xjouve
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Very good progress, l hope to test again.
Maybe a long shot, but is there a way to test the mod without trees? I suspect that the trees are hogging the CPU cycles. Good idea, I'll post a landclass file without forests and trees for testing purposes.
Best Regards, Xav.
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#4517736 - 04/23/20 11:56 AM
Re: New Terrain Mods
[Re: xjouve]
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MajorMagee
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At least on my system (Ryzen 7 3700X and RTX 2070 Super) version 2.01 shows no loss in FPS versus the stock files.
It does provide a visible increase in relief for the terrain features, and they look great in most cases.
The extra relief occasionally leads to the top of a hill looking pointy where the triangles come together at a sharp angle because of the increased pitch.
It also highlights more of the logical placement conflicts with some of the textures like rivers, streams, and roads.
Overall I'm quite impressed with the improvement.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4517770 - 04/23/20 04:33 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Oct 2018
Posts: 250
Redwolf
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Maple Ridge, B.C., Canada
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Here's the link - Mod 5) Extremely High resolution [WOFF - XJ0 - Terrain (1 arc-sec exhi) 2.01--- by Xavier Jouve]: https://mega.nz/file/A74HBJ7D#9AzKOW8Fk6E7Yf1NVGuj2E3-mTXGelNAoJdkCmHrdyg zip file is labeled "exhi" but the compacted file inside is labeled "hi" -- probably just a naming issue I am guessing, but just thought I would point that out.
Win10/ i5-7600/ 16GB RAM/ GTX1660 Super
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#4517772 - 04/23/20 04:38 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Mar 2011
Posts: 938
VonS
WWI Flight Sims on a Mac
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Have now finally tested ver. 1.0 of the highest-level terrains mesh in one of my casual campaigns and it works just fine - didn't notice any drop in typical fps that I have already with my GPU Tuner patch installed. And terrain is now indeed more undulating, rolling, etc. Will give ver. 2.01 a go soon - sounds like a nice compromise between super-high and max-high packs from ver. 1.0 - with 200 MB of size shaved off to boot. Will comment again once I check over ave. fps with ver. 2.01. Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile ( https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
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#4517773 - 04/23/20 04:38 PM
Re: New Terrain Mods
[Re: MajorMagee]
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xjouve
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It also highlights more of the logical placement conflicts with some of the textures like rivers, streams, and roads.
Overall I'm quite impressed with the improvement.
Thanks! That's indeed my biggest challenge now. Make elevations and waterbeds to fit. I'm not far off, these are only layers over layers, so adjustment is possible. But none of them is 100% perfectly accurate, because of source data and limitations in CFS3 itself. Therefore, I might very well decide to use a lesser resolution of terrain variations. Here's a screenshot taken with v2.01 and a test version of my Somme River theater. As you can see both layers are not perfectly adjusted; but it is really close.
Last edited by xjouve; 04/23/20 04:40 PM.
Best Regards, Xav.
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#4517774 - 04/23/20 04:42 PM
Re: New Terrain Mods
[Re: VonS]
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xjouve
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Have now finally tested ver. 1.0 of the highest-level terrains mesh in one of my casual campaigns and it works just fine - didn't notice any drop in typical fps that I have already with my GPU Tuner patch installed. And terrain is now indeed more undulating, rolling, etc. Will give ver. 2.01 a go soon - sounds like a nice compromise between super-high and max-high packs from ver. 1.0 - with 200 MB of size shaved off to boot. Will comment again once I check over ave. fps with ver. 2.01. Von S Great! Glad to hear. Hopefully, you'll notice a big difference between v1 and v2. PS: Started using your GPU tuner patch today. I really like it!
Last edited by xjouve; 04/24/20 06:23 AM.
Best Regards, Xav.
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#4517964 - 04/24/20 08:28 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Dec 2018
Posts: 386
Becker01
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Hallo @xjouve,
now I have had time to test it. My system is a little bit older, nevertheless I have tested the Mod5-2.01. And indeed I see the differences and ... have no FPS-breaks! Compliment and keep it up!!
Last edited by Becker01; 05/02/20 07:04 PM.
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#4518184 - 04/26/20 02:24 AM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Mar 2011
Posts: 938
VonS
WWI Flight Sims on a Mac
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WWI Flight Sims on a Mac
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Hopefully, you'll notice a big difference between v1 and v2.
PS: Started using your GPU tuner patch today. I really like it! Just a quick post, as promised, that I've now tested v. 2.01 of the highest-quality mesh files and they work beautifully - more subtle undulations visible, and I didn't notice any visible decrease in fps, when compared with the larger ver. 1.0 variant of the same-quality textures. Very impressed. I will also keep handy in my WOFF install the default quality (but smaller size) version of the mesh, as well as the "super high" quality patch that is only a bit larger than the default files - and which I particularly like. Thank you again for these mods Xjouve - wonderful stuff. And pleased that you're finding my GPU Tuner Patch helpful - it works just fine with your mesh improvements installed and I don't foresee any incompatibilities. Happy flying all, Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile ( https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
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#4518225 - 04/26/20 01:10 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: May 2001
Posts: 1,828
Panama Red
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LowDrag: The link is in his first post at the top, so anybody can try it out.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4518661 - 04/29/20 01:32 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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Posts: 178
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Many thanks for all the kind comments. I'm considering removing some of versions to keep maybe only two in used. Mark (Pol) and I had a discussion, and he thought that one version could be integrated into WOFF in the future. So my question to you guys is, which version, among those available in first post would you like to see in WOFF? Hi xjouve, this is a long - awaited upgrade to the mesh. There was an improved one developed for the ETO CFS3 addon, but it was never fully implemented and there were some anomalies at the land/sea interface.
Given the occasional comment about flat sided features, have you had a look at the meshbuilderbudgets file? This file may need editing to match the more detailed mesh. Thanks! Not yet. I should look at it. Actually, I'm trying to get vector.zip to work as I believe it "flattens" mesh where rivers, roads, railways are passing by. But no luck at the moment. And just another quick thought - some of the zip files in the terains folders apparently load better if the files are extracted, and placed in a normal folder, but still named with the .zip ending (if you follow what I mean). I will give this a try and see if there are any differences. Oh that's interesting. Hallo @xjouve,
only a thought: the word "terrain-mod" can irritate some members, because Sim-Fans connect this word with a new sim-world. All as I know that is not the content of your mod, but an improved elevation (mesh-data) in combination with the more accurate waterworld /rivers. So I would call it "topography-mod" more likely (only a suggestion).
Greetings!
I understand. Well, this mod is only about elevation data (rivers will be released as a separated mod). So yes it could be renamed. It doesn't matter. Maybe "elevation data mod" would be more suitable then.
Last edited by xjouve; 04/29/20 01:34 PM.
Best Regards, Xav.
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#4518691 - 04/29/20 04:54 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Mar 2011
Posts: 938
VonS
WWI Flight Sims on a Mac
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WWI Flight Sims on a Mac
Member
Joined: Mar 2011
Posts: 938
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@Xjouve, My vote is for the "super-high" patch, ver. 1.0, that is only a bit larger than the default mesh included with WOFF - or the "highest quality" patch ver. 2.01 (which is smaller than the "highest quality" patch ver. 1.0 but is of equal quality if not better). The two lowest-quality meshes, obviously, should not be included - and, as well, it's not of much use to include the 90 MB size level-three mesh into the sim. that is the same quality as the default WOFF one, but reduced in size. (Super-high ver. 1.0 behaves particularly well in terms of fps and undulations are of course noticeable too, subtle hills, etc. - but will also behave well on mid-range and low-end rigs. - merely thinking out loud here in terms of what is most practical/beneficial for OBD to include in the sim itself.) Also, if possible - again this is something that you and OBD should discuss more thoroughly - perhaps having the "super-high" mesh patch ver. 1.0 as default in WOFF - but including a radio button in the workshop settings menu in WOFF - to enable ver. 2.01 of the mesh, highest quality, on more robust rigs. (Personally I like this last option the most but realize that, for practicality, it may be best to go with only one mesh-quality level as default in WOFF itself.) Thank you again Xjouve for these superb mesh improvements - very pleased with them. Von S
Last edited by VonS; 04/29/20 05:00 PM. Reason: Added info.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile ( https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
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#4518869 - 04/30/20 04:13 PM
Re: New Terrain Mods
[Re: Becker01]
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Joined: May 2012
Posts: 1,133
77_Scout
Member
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Member
Joined: May 2012
Posts: 1,133
Vancouver Island, Canada
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Hallo @xjouve,
only a thought: the word "terrain-mod" can irritate some members, because Sim-Fans connect this word with a new sim-world. All as I know that is not the content of your mod, but an improved elevation (mesh-data) in combination with the more accurate waterworld /rivers. So I would call it "topography-mod" more likely (only a suggestion).
Greetings!
I agree ... 'topography mod' very accurately and succinctly describes what this fine piece of work does. Great to see that OBD is looking at incorporating this right into WOFF as a native feature.
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#4519261 - 05/03/20 03:06 PM
Re: New Terrain Mods
[Re: xjouve]
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Joined: Dec 2018
Posts: 386
Becker01
Member
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Member
Joined: Dec 2018
Posts: 386
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Hallo @xjouve,
it is great, that OBD thinks about an integration of your elevation-mod with next updates. On my system it is an absolut must have-mod for WOFF. I hope, it is allowed to say, that a second mod with the improved water/river-data would be the next logical step because they belong together (points of topography). And maybe OBD can integrate it too. That would be perfect in my opinion.
Because I see, that you work on a very interesting landcover-mod (kind of civilisation-mod) at the moment please let me ask, when do you plan the water/river-mod. Or do you have an other mod-strategy?
Thanks for answer and greetings!
Last edited by Becker01; 05/03/20 03:07 PM.
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#4519280 - 05/03/20 04:33 PM
Re: New Terrain Mods
[Re: Becker01]
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Joined: Dec 2010
Posts: 178
xjouve
Member
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Member
Joined: Dec 2010
Posts: 178
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I hope, it is allowed to say, that a second mod with the improved water/river-data would be the next logical step because they belong together (points of topography). And maybe OBD can integrate it too. That would be perfect in my opinion.
Because I see, that you work on a very interesting landcover-mod (kind of civilisation-mod) at the moment please let me ask, when do you plan the water/river-mod. Or do you have an other mod-strategy?
Thanks for answer and greetings!
Danke schoen! I already have made a water (most significant water shapes) mod for the entire frontline. However, it provides with only a small area of sea between france and england. Therefore, I'm trying to get something better before making it available. I also have mods for several parts of the front, including both watershapes and waterways. I'll probably post something soon.
Last edited by xjouve; 05/03/20 04:35 PM.
Best Regards, Xav.
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#4587459 - 12/19/21 06:32 PM
Re: New Terrain Mods
[Re: epower]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
Hotshot
Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
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xjouve;
I have sent you a PM a few days ago. Please check it when you have a moment.
Best Regards
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4644694 - 04/03/24 10:38 PM
Re: New Terrain Mods
[Re: Space_Ghost]
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Joined: Mar 2011
Posts: 938
VonS
WWI Flight Sims on a Mac
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WWI Flight Sims on a Mac
Member
Joined: Mar 2011
Posts: 938
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Does anybody have working links for xjouve's mods? Water, topology and trenches/terrain? See private mailbox regarding water and topology - have PM-ed you. Can't help with the terrain/trenches (i.e., land class) question; as far as I remember the land class mods were designed by Xjouve to improve the front lines (to make them more patchy, as historical, etc.) - but several things remained to be ironed out, such as terrain artifacts, etc. Although, his topology and water mods were already (nearly) complete and functioned very well in the WoFF series during the UE/PE-era - unfortunate that further development of the mods, particularly of the land class mod, was abandoned. Hope that Xjouve is doing well. Good flying to you,
Last edited by VonS; 04/04/24 10:14 PM. Reason: Edited post.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile ( https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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