Log in

View Full Version : Terrainupgrade v2 - Download


kriller2
08-10-05, 10:07 AM
Hi, I have examined the way SH3 handles the land-textures and have found a way to make the landscape more detailed.

After the mod have been tested on several different gfx-cards, I think its ready for my fellow submariners! :)

Download here: (winzip. 3 mb.)
http://rapidshare.de/files/4289280/Terrain_upgrade_v2.zip.html

See these pictures, which I took in 1024 x 768 :P

http://home.tiscali.dk/roesdahl/sh3/b4.jpg

http://home.tiscali.dk/roesdahl/sh3/b5.jpg

http://home.tiscali.dk/roesdahl/sh3/b11.jpg

http://home.tiscali.dk/roesdahl/sh3/b13.jpg

http://home.tiscali.dk/roesdahl/sh3/b.jpg

By the way the mod works with sh 1.4b, RUB 1.43 and the visibility mod :)

/Kriller

Letum
08-10-05, 10:13 AM
I say! good work!

gorilliamos
08-11-05, 01:29 AM
can't wait for this one!!

stratege
08-11-05, 03:38 AM
This looks shine and great ... but, that is the way ...

Kpt. Lehmann
08-11-05, 09:41 AM
Great stuff! Is it already available somewhere?

kriller2
08-11-05, 01:59 PM
Tnx, No I am still working on it, right now i'm working on the snow textures...

rulle34
08-11-05, 03:24 PM
Good work :up: Looks very great. keep up the good work

Kpt. Lehmann
08-11-05, 09:14 PM
WOW! You already had me impressed with your earlier work!

I can't wait. Your existing terrain mod (version 1.6 I believe) has already been on my "must have before sailing" list. :rock:

Keep it up!

:ping:

kriller2
08-12-05, 07:25 AM
I have made a modification to one of the cgf-files so SH3 uses the double amuunt of tiles pr. km to make up the landscape and made some new trees... Here are the new screenshots:

New snow texture:
http://home.tiscali.dk/roesdahl/sh3/s(2).jpg
http://home.tiscali.dk/roesdahl/sh3/s(4).jpg

I allso find a way to raise the land so the beaches look more real, these are from africa:
http://home.tiscali.dk/roesdahl/sh3/s(5).jpg
http://home.tiscali.dk/roesdahl/sh3/s(6).jpg

Bad weather:
http://home.tiscali.dk/roesdahl/sh3/s(10).jpg
http://home.tiscali.dk/roesdahl/sh3/s(9).jpg

Norway:
http://home.tiscali.dk/roesdahl/sh3/s(15).jpg
http://home.tiscali.dk/roesdahl/sh3/s(16).jpg
http://home.tiscali.dk/roesdahl/sh3/s(18).jpg

stratege
08-12-05, 07:33 AM
Honestly, this is great work.


but, when you said you tweak the cfg for accepting/using more amount of tilte, did you experienced lag or freezes ....

kriller2
08-12-05, 07:37 AM
No I havent noticed any lag... But I think the CPU has more to work with now... Mine is a XP3200, I need some betatesters with some other gfx-cards than my rad 9800pro, any one wants to test this mod? :)

kriller2
08-12-05, 07:37 AM
No I havent noticed any lag... But I think the CPU has more to work with now... Mine is a XP3200, I need some betatesters with some other gfx-cards than my rad 9800pro, any one wants to test this mod? :)

stratege
08-12-05, 07:42 AM
Personnally, i would love to test it:


my spec are:

mother board Asus K8N-E deluxe v1.02 beta bios 1010 release 3
CG is Chaintec nvidia 6800 gt 256
AMD 64 3000+

i PM you my email.

Syxx_Killer
08-12-05, 08:07 AM
That looks great so far! :cool:


I allso find a way to raise the land so the beaches look more real

Since you raised the land for the beaches, does this effect the whole game world? So in effect, will the game world become shallower?

Bill Nichols
08-12-05, 10:09 AM
Most excellent! Can't wait for this eye candy :up: :up: :up:

kriller2
08-12-05, 12:11 PM
Syxx: No, it's only the the first texture that continues abit further than before f.ex. the sand. The mod does'nt raise the depth of the land... Hmm.. hope you know what I mean?,it's difficult to explain, beacuse my English is not so good... :-?

Syxx_Killer
08-12-05, 01:05 PM
Let me see if I got this right - you didn't really raise the land itself, but stretched the "skin" of the land up to make it appear more like a beach.

GT182
08-12-05, 02:19 PM
Kriller. yep, I'll help test it. Send me a PM and I'll get my email addy to ya.

I'm running a GF FX5600Ultra 256mb card with a P4 3.2E CPU, 2 megs of DDR PC32000 RAM and 19" Hyundai L90D LCD monitor.

What you've shown so far looks great. :up:

kriller2
08-12-05, 03:57 PM
Syxx: Yes thats correct... it's because SH3 uses the first texture to make the bottom of the sea, this is from the terrain.cfg:

I allso found a way to make the land more curvy :hmm:

NEW CONFIG:
[Terrain]
TypeImageDimX=2160
TypeImageDimY=1080
DefaultTerrType=0
TerrTypesNo=11
TexTilesPerKM=6
DetailTextureTileFactor=2
MaxHeightForTex01=8 ; maximum height for the vertex to be mapped with Tex01, above will be mapped with Tex02
MinGradientValue=0.10 ; starting gradient used to blend the level area texture (Tex01 or Tex02) with the slope texture Tex03
MaxGradientValue=0.9 ; end gradient, both start and end have betweeb 0 and 1 values, 0 - horizontal, 1 perfect vertical
TransparencyStart=0.7
TransparencyEnd=0.9

OLD CONFIG:
[Terrain]
TypeImageDimX=2160
TypeImageDimY=1080
DefaultTerrType=0
TerrTypesNo=11
TexTilesPerKM=3
DetailTextureTileFactor=2
MaxHeightForTex01=5 ; maximum height for the vertex to be mapped with Tex01, above will be mapped with Tex02
MinGradientValue=0.15 ; starting gradient used to blend the level area texture (Tex01 or Tex02) with the slope texture Tex03
MaxGradientValue=0.3 ; end gradient, both start and end have betweeb 0 and 1 values, 0 - horizontal, 1 perfect vertical
TransparencyStart=0.7
TransparencyEnd=0.9

Incendiary Lemon
08-12-05, 04:06 PM
S! Kriller, that cfg mod is a sharp improvement :)

LukeFF
08-12-05, 04:40 PM
Looking really good!

Syxx_Killer
08-12-05, 05:05 PM
Syxx: Yes thats correct... it's because SH3 uses the first texture to make the bottom of the sea, this is from the terrain.

I now await eagerly for this mod! :cool:

vois2
08-12-05, 10:14 PM
This should definitely be in the next RuB version. It's awesome, good work!

I'd love to beta test, if you need me/that.

P4 3.0 (925i chipset with hyperthreading)
1.0 Gig RAM
PCI-x Radeon x300se 128 MB

Kentrat
08-13-05, 09:14 AM
I would be happy to test this also

Kentrat

XP3200+
2x 80gb uDMA5 Maxtor HDD
1536mb ddr400 mem (Corsair)
ATI Radeon 9800pro
WinXP SP2

kriller2
08-13-05, 01:20 PM
Vois and stratege:
Check your pm ;)

GT182
08-13-05, 08:34 PM
Kriller, from what I've seen so far, and it's only been just a wee bit in a SP mission, your mod is terrific. Working great with my FX5600Ultra so far.

It's getting dark off the NE coast of Scappa Flow so I couldn't see a heck of a lot. Great to see "rocks" on the shoreline and land the way it's supposed to look. Once I get to daylight in this SP S F mission, I'll post more. For now all I can say is, you've put the icing on the cake. :up:

kriller2
08-14-05, 06:51 AM
Hi GT,
That sounds great :D , I was'nt sure if the mod could be run on a fx5600ultra, thanks for testing it! :up:

stratege
08-14-05, 07:29 AM
With a nvidia 6800 gt the mod is fine.

Great quality images, no freezes.....


Its a MUST HAVE for me.

I have modify to TexTilesPerKM from a scale between 5 and 10. Putting 8 is still fine ..... even better for the nvidia.

by the way, i have tested with
- official 77.72
- beta 77.76
- official 77.77


this is perfect. Just a 77.76 related problem, but not cause by the mod itself.

:up:

Type941
08-14-05, 07:41 AM
that looks Mega cool! :)

GT182
08-14-05, 09:29 PM
Kriller, there isn't anything I've found yet that the 5600Ultra can't run. Tho I don't have Far Cry or Doom3, and I don't have the itch to try em either. LOL SHIII and the IL2 series are the most CPU intensive sims I have and they run great with this graphics card.

kriller2
08-18-05, 07:09 AM
Hi, Thanks for testing.

I think the mod is ready for release then? ;)

Unfortunately my internet have been down since sunday, thats why you havent heard anything. :huh:

/Kriller

oRGy
08-18-05, 07:16 AM
Kriller, aside from your better textures, what exactly do your cfg tweaks do?

kriller2
08-18-05, 07:18 AM
try read this thread to find out.

oRGy
08-18-05, 07:20 AM
I did, its not very clear. Does the mod change the topography of the world in any way, or make the land physically more detailed? Would try the mod but my 3d card is out of action at the moment.

stratege
08-18-05, 07:33 AM
2nd guess ....

rulle34
08-18-05, 10:39 AM
Kriller2! Thanks for nice mod. I have DL it but in the file structure I have a question to you:

In your mod, the data\Terrain folder contains the folders "Terrain" and "Textures" and the "Terrain.cfg". So far the structure follows stockgame!

Then inside the folder "Terrain" is also a "Terrain.cfg" file??? And it looks like they are the same ones. Isn't one "Terrain.cfg" file to much? (The one in the "Terrain" folder) Or should it be like this?

303_Michcich
08-18-05, 11:01 AM
Looks absolutely terrfic !

Is it RuB 1.43 compatible, i.e. if I install it on top of Rub 1.43, won`t it mess up the thing (as it`s supposed to make changes to basic.cfg...) ?

Nopileo
08-18-05, 11:09 AM
I just installed it over RUb using mod enabler, and didn't get any conflict warnings. So it probably will not alter basic.cfg.

An regarding the Terrain.cfg, probably the one in '(SH3)\data\Terrain' should be enabled, as there are no Terrain.cfg-file in the default data-folder. Probably just a little glitch from kriller...

Looks good! Going to start a new patrol now, and I'm looking forward to exploring the countryside.

rulle34
08-18-05, 12:38 PM
An regarding the Terrain.cfg, probably the one in '(SH3)\data\Terrain' should be enabled, as there are no Terrain.cfg-file in the default data-folder. Probably just a little glitch from kriller... .

Yes. I guessed that too, but just wanted to have it confirmed by Kriller! :yep:

I just installed it over RUb using mod enabler, and didn't get any conflict warnings. So it probably will not alter basic.cfg.

It can't alter any Basic.cfg because the Kriller's mod doesn't have any Basic.cfg! :sunny:

Nopileo
08-18-05, 12:57 PM
It can't alter any Basic.cfg because the Kriller's mod doesn't have any Basic.cfg! :sunny:

Well then there you have it! :sunny:

Syxx_Killer
08-18-05, 03:31 PM
I just installed the mod today. I like it. I noticed something and I'm not sure if it is because of the mod. When I returned to Wilhelmshaven, I was using the F12 cam to view the bottom of the piers. I was in the deeper parts of the water and when I viewed the bottom, the seabed turned transparent and I could see where the 3d object cut off. If someone wants to check, I would suggest doing it in the day. :P

Typ IX-C/40
08-18-05, 03:54 PM
Hey kriller, nice textures, thank's for your good work. I love it... :ping:

redstorm101
08-18-05, 06:26 PM
Way to go!!.... kriller2

:|\

Duke of Earl
08-19-05, 08:38 AM
@kriller2... it appears the new Terrain.cfg is causing CTD on my system...

Upgraded from Terrain v1.5 (worked fine) to Terrain v2 (with altered .cfg file)

CTD when I load saved Campaign Patrol...

No CTD when I load Single Mission...

No CTD when I restart Campaign Patrol In Base Before Mission... September 1941...

CTD when I load saved Campaign Patrol In Mission... October 1941

Might be the new Terrain.cfg file.... although it has only minor changes from the stock 1.4b Terrain.cfg file...

Another oddity I noticed... where did the abre_autumn05.tga file come from?... it was not included in your Terrain v1.5 mod.... and I cannot find it in the stock 1.4b Terrain folder... it seems that this .tga file did not exist before...

Also, I noticed 2 Terrain.cfg files in the Mod folder... why 2 files?

BUG CONFIRMED: It's the new Terrain.cfg file the causes the Campaign CTD... SP Missions can still be loaded ok... but saved Campaign Patrols In Mission cannot be loaded... the stock 1.4b Terrain.cfg file will allow saved Campaign Patrols to loaded without CTD... the new .tga files are ok... but, sorry, no new beaches for the Campaign... only for SP Missions...

Must be a conflict with one of the World Map files or something...

Cordialement, Duke of Earl

kriller2
08-23-05, 09:19 AM
Hi, I was in a hurry and was using a public library to release the mod, because my internet-connection suddenly died :dead: ,but now Im on the net again :yep:

Rule34: The terrain.cfg in the data-folder is not suppose to be there.

DukeofEarl:
Sounds quite serrious, I have been testing the mod both with campaigns and singlemissions and never get a CTD while I was testing. You can try edit the terrain.cfg and change this line TexTilesPerKM=3 instead of the old 6, do you still get a CTD?

Are there anybody else getting this error?

Anyway I will try look into it today :hmm:

the file abre_autumn05.tga is new, because I wanted to make sure the users got all the tga's for the trees.

kriller2
08-23-05, 11:18 AM
strange... just tested SH3 with 1.4b patch and with/without RUB, no problems found when loading and saving campaigns.