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#4518897 - 04/30/20 07:14 PM Landcover Mods [CLC v1.00 available]  
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xjouve Offline
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Description

These mods replace cfs3WWI.lcf (WOFF) land cover files by new ones.

The aim is to display in-game all little villages, towns, cities, and forests. The mods also show woods in place of secondary waterways.

I used two different resources to create them: CORINE Land Cover 2012 (CLC) and a 2GIS map after having converted it to a palette. CLC is a <25m geometric accuracy satellite data. It consists of an inventory of land cover in 44 classes to provide an exhaustive display. The number of classes is far from being covered by CFS3/WOFF classes, therefore, I've also created a second version using 2GIS data. This data is not aimed at being used as a palette, but as it consists of only 5 colors, it has been fairly easy to make it work. It covers the essential classes.

I had to make Microsoft tiff2lcf compatible.

In order to 'paint' the frontlines, I have used several WW1 contemporary and 1920's maps as layers; the vast majority being plans directeurs des Groupes de Canevas de Tirs des Armées (French artillery maps, 1915-1918) and Schwartz's maps (in La Guerre racontée par nos Généraux, Gal. Dubai & Mar. Fayolle, 1920). All of them were accurately localized with Global Mapper prior to serving as layers.

2GIS / CLC land cover samples (without fronlines)
[Linked Image][Linked Image]

Verdun Ingame comparison: 2GIS vs CLC*
[Linked Image] [Linked Image]

Nieuport Ingame comparison: 2GIS vs CLC*
[Linked Image] [Linked Image]

Other screenshots (2GIS): 1) Bailleul/Nieppe/Armentières, 2) Jonkershove/Houthulst and its forest recreated like 100+ years ago, 3) Saint-Omer, 4) Saint-Quentin, 5) Ypres, 6) Armentières, 7) Arras **
1) [Linked Image] 2) [Linked Image] 3) [Linked Image] 4) [Linked Image] 5) [Linked Image] 6) [Linked Image] 7) [Linked Image]

* Rivers not included
** Texture not included, used only to make land cover stand-out more clearly

Content

The mods consist of the following files

Code
WOFFScenery/Period/1914 to 1918+11

cfs3WWI.lcf 

/terrain

Landclasses.xml


The New Landcover mods replace each of these files only. No changes are made towards other files of the game. Each mod consists of a set of these files but delivers a different level of variety.

Installation

Use JSGME after having placed the mod root folder in the MODS folder.

Use at your own risk. wink

Links

Code
- Mod 1) 2GIS [WOFF - XJ1 - Landcover (2GIS) 1.032 lite - by Xavier Jouve] : https://mega.nz/file/An5zHYiI#FB3C6VDufRKVOjswg9oyVa-lsp3utTEN980Mx1QkYW0
- Mod 2) CLC [WOFF - XJ1 - Landcover (CLC) 1.00 ---- by Xavier Jouve]      : https://mega.nz/file/ojwAgDYS#zfYie6bGNuoeM0kvszTXfYudOXHkffgKbgByBz7klNI  


Quote
Post Scriptum
1) You can use only one mod at a time ^^
2) Be aware that all stock cities will disappear, their scenery buildings will be orphans in the middle of nowhere, and the frontlines will be displayed differently.
3) Roadmap might include new global layers
4) Increased compatibility with WOFF is possible for future development





Last edited by xjouve; 12/17/21 03:44 PM.

Best Regards,
Xav.
#4518904 - 04/30/20 08:11 PM Re: New Landcover Mods [Re: xjouve]  
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cptroyce Offline
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XJ-

Where can one d/l your mod?

#4518909 - 04/30/20 09:23 PM Re: New Landcover Mods [Re: cptroyce]  
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xjouve Offline
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Last edited by xjouve; 05/02/20 12:34 PM.

Best Regards,
Xav.
#4518948 - 05/01/20 02:20 AM Re: New Landcover Mods [Re: xjouve]  
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BuckeyeBob Offline
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Dumb question: I assume this mod is separate from your terrain enhancement mod? Second dumb question: is there any noticeable difference in frame rates between WOFF default, 2GIS, and CLC?

Also, do you have a download to the in-game map mod you were working on? I'm really looking forward to that.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4519012 - 05/01/20 02:40 PM Re: New Landcover Mods [Re: xjouve]  
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cptroyce Offline
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XJ

Thanks for the link. Keep up your terrific work..great enhancements for WOFF!!

#4519014 - 05/01/20 02:58 PM Re: New Landcover Mods [Re: xjouve]  
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cptroyce Offline
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May have missed this instruction..can the terrain mod and the landcover mod be used together? Or do they interfere with each other?
Thanks

#4519098 - 05/02/20 02:14 AM Re: New Landcover Mods [Re: xjouve]  
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OvStachel Offline
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Worked twice... 2nf time was giving me stutters and when I pressed the Map key, I got a CTD back to the Manager. Now I get WOFF DLL runtime error when I start up.

I'm going to say it might be taxing the game engine a little bit. I'm not sure, but I never had this issue before loading this. I looks fantastic, but might need some performance tweaking to work better with the ancient CFS engine on all systems and settings.


The Black Baron of Boistrancourt returns!!

I'd rather die fighting, than live for nothing. - Gen. G.S. Patton
#4519120 - 05/02/20 12:12 PM Re: New Landcover Mods [Re: OvStachel]  
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xjouve Offline
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xjouve  Offline
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Originally Posted by BuckeyeBob
Dumb question: I assume this mod is separate from your terrain enhancement mod? Second dumb question: is there any noticeable difference in frame rates between WOFF default, 2GIS, and CLC?

Also, do you have a download to the in-game map mod you were working on? I'm really looking forward to that.


Yes, this mod can be used alone or in combination with elevation data. Regarding FPS, there's no difference between both, but the difference with stock land classes is still to be tested.

Sure, I'll post it in a separate thread. smile

Originally Posted by cptroyce
May have missed this instruction..can the terrain mod and the landcover mod be used together? Or do they interfere with each other?
Thanks


Both are fully compatible. smile

Originally Posted by OvStachel
Worked twice... 2nf time was giving me stutters and when I pressed the Map key, I got a CTD back to the Manager. Now I get WOFF DLL runtime error when I start up.

I'm going to say it might be taxing the game engine a little bit. I'm not sure, but I never had this issue before loading this. I looks fantastic, but might need some performance tweaking to work better with the ancient CFS engine on all systems and settings.


- Regarding the runtime error. I've investigated, and found a no-go bug for some 1918 periods. May I ask you if you was flying 1918?

- Regarding the map, this is weird as the mod doesn't affect in-flight map. Maybe something with memory then.

I'm uploading v1.02 at the moment with the correction. Hopefully, this will resolve your runtime problem. Otherwise, I could try making a lite version, but it probably won't be as accurate as this one.




Last edited by xjouve; 05/02/20 12:37 PM.

Best Regards,
Xav.
#4519123 - 05/02/20 12:34 PM Re: New Landcover Mods [Re: xjouve]  
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xjouve Offline
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xjouve  Offline
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v1.02 link available in first post

Please if you downloaded previous version, consider moving for the new one as it corrects a critical bug.

Last edited by xjouve; 05/02/20 02:36 PM.

Best Regards,
Xav.
#4519165 - 05/02/20 07:36 PM Re: New Landcover Mods [Re: xjouve]  
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Becker01 Offline
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Hallo @xjouve,

at first I have installed Mod 5) Extremely High resolution Terrain 2.01 (no FPS-Problems alone) and then Mod 1) 2GIS - Landcover 1.02 on my older System.
No FPS-Instability during free flight but twice FPS-Impacts, very probably because of much more civilisation > loading data.

I flew in Alsace from Habsheim west to Mulhouse. With default you can see the town only because of the streets (no houses). With your mod it is a big town with houses and districts suddenly. Then I flew north-west direction mountains, then north to Colmar, mountains on the left, straight surface on the right. I was surprised about much civilisation, houses, villages/districts. I have no knowledge about the civilisation-density and city size during WW1, my first impressions were … too much, too big.
On the other side: if your data are accurate then it is a new "human-life world" on the ground and we need a complete new inside-map.

Greetings and keep it up!

Last edited by Becker01; 05/02/20 08:48 PM.
#4519194 - 05/03/20 12:33 AM Re: New Landcover Mods [Re: xjouve]  
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OvStachel Offline
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Hi. Yes, I was flying in 1918. I'll download the new version and give it another try.


The Black Baron of Boistrancourt returns!!

I'd rather die fighting, than live for nothing. - Gen. G.S. Patton
#4519220 - 05/03/20 07:42 AM Re: New Landcover Mods [Re: Becker01]  
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xjouve Offline
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xjouve  Offline
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Originally Posted by Becker01
Hallo @xjouve,

at first I have installed Mod 5) Extremely High resolution Terrain 2.01 (no FPS-Problems alone) and then Mod 1) 2GIS - Landcover 1.02 on my older System.
No FPS-Instability during free flight but twice FPS-Impacts, very probably because of much more civilisation > loading data.

I flew in Alsace from Habsheim west to Mulhouse. With default you can see the town only because of the streets (no houses). With your mod it is a big town with houses and districts suddenly. Then I flew north-west direction mountains, then north to Colmar, mountains on the left, straight surface on the right. I was surprised about much civilisation, houses, villages/districts. I have no knowledge about the civilisation-density and city size during WW1, my first impressions were … too much, too big.
On the other side: if your data are accurate then it is a new "human-life world" on the ground and we need a complete new inside-map.

Greetings and keep it up!



Hi, indeed the mod adds urban areas as they are today, not 100+ years ago. So, some are bigger now, but others are smaller. smile Few examples of changes in population:

Code
               1911       2016
Mulhouse :   95,041    108,999
Habsheim :  no data      4,313
Moislains:    1,351      1,206
Albert   :    7,343      9,951


When you look at the difference, it is not that much. I believe, it is more significant when it comes to large cities BTW. But, Mulhouse is not small, and a difference of 10k out of about 100k inhabitants is hardly noticeable IMHO.

In fact, rural communities have tended to lose inhabitants since the First World War as a result of the rural exodus. This reduction was made in favor of larger cities, whose attractiveness in terms of work opportunities and access to modern comfort was greater than in remote areas in the countryside.

However, this transfer of population was mainly carried out in the direction of very large cities, like Paris of course, but also, Lyon, Marseille, and certainly Lille if we have to find an example for the geographical area that interests us. This also applies to medium-sized cities, such as Grenoble, and others, whose attractiveness around a leading university and technological pole has been strong. In comparison, the north-east and especially the north of France are not regions that have developed much in this way. The north was mainly a mining basin, and this activity has declined considerably in 100 years.

Last edited by xjouve; 05/03/20 08:10 AM.

Best Regards,
Xav.
#4519221 - 05/03/20 07:54 AM Re: New Landcover Mods [v1.02 available] [Re: xjouve]  
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JJJ65 Offline
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Thx for your work, xjouve. However, something weird with this mod happens.
Verdun sector, January 1918:
Tantonville airfield
[Linked Image]

Toul airfield
[Linked Image]

With mod disabled everything returns to normal.
Probably some sabotage actions of Central powers?

Attached Files Toul.jpgTantonville.jpg
#4519222 - 05/03/20 08:09 AM Re: New Landcover Mods [v1.02 available] [Re: JJJ65]  
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xjouve Offline
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xjouve  Offline
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Originally Posted by JJJ65
Thx for your work, xjouve. However, something weird with this mod happens.
Verdun sector, January 1918:
Tantonville airfield


Toul airfield
With mod disabled everything returns to normal.
Probably some sabotage actions of Central powers?


Hi,

That's wierd. The mod doesn't affect neither the way planes are located on the ground nor the location of airfields.

I'll have a look. smile

May I ask you please to post your hardware setup?


Best Regards,
Xav.
#4519223 - 05/03/20 08:16 AM Re: New Landcover Mods [v1.02 available] [Re: xjouve]  
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JJJ65 Offline
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Maybe conflict with other mods enabled? I have tested also other sectors, planes and airfileds - always with the same result. When I tried airstarts, planes loops in air until their crash to ground. Unfortunately, I can not able to make video.
My other mods enabled:

EDIT: Disabled and reenabled this mod few times and it is working now without glitch thumbsup .
Thx and I am going to test it wink
EDIT EDIT: No, still NO GO : confused (

Attached Files mods.jpgshot3.jpg
Last edited by JJJ65; 05/03/20 08:46 AM.
#4519224 - 05/03/20 08:54 AM Re: New Landcover Mods [v1.02 available] [Re: xjouve]  
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xjouve Offline
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xjouve  Offline
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That is so bizarre! frown

I've uploaded v1.03, which consists in 2x smaller landclass files. I've given it a try, and to my surprise, result is not too bad. So, I guess this version could be an alternative in case of memory problems.

Last edited by xjouve; 05/03/20 08:57 AM.

Best Regards,
Xav.
#4519228 - 05/03/20 10:24 AM Re: New Landcover Mods [v1.02 available] [Re: xjouve]  
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orbyxP Offline
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I had exact same issue as JJJ when I tried v1.02, but now no problems with v1.03.

Thank you xjouve for your continued support. Excellent MOD!

#4519229 - 05/03/20 10:38 AM Re: New Landcover Mods [v1.02 available] [Re: orbyxP]  
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xjouve Offline
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Glad to hear! Excellent news! smile


Best Regards,
Xav.
#4519235 - 05/03/20 11:41 AM Re: New Landcover Mods [v1.02 available] [Re: xjouve]  
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JJJ65 Offline
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Yes, I can confirm,v1.03 is working properly. However, front lines (no mans land), ground units, trenches, everything is gone now :-(.

#4519242 - 05/03/20 12:39 PM Re: New Landcover Mods [v1.02 available] [Re: xjouve]  
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xjouve Offline
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I might have done it too quickly. Could you please tell me the date and the location?

Last edited by xjouve; 05/03/20 12:43 PM.

Best Regards,
Xav.
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