The SH5 EcoMod
https://i.imgur.com/ujY0pUh.png
The purpose of this mod is to bring a few improvements to the SH5 landscapes by replacing some global terrain files/parameters, and to add more variety to them by creating several new combinations of unique vegetation and terrain colors. Only two new terrain types have been created so far but my aim is adding many other types, so to reflect the changes in world vegetation at the biome (for the least visited areas) or at the ecoregion level (for the busiest areas on the map). With this idea in mind, the information on terrestrial habitats and ecoregions compiled and made availble on the web by the WWF will be crossed with the climate classification and with selected climographs for each area, so to make sure that each terrain type will feature a vegetation realistic for its location, and that its look will evolve realistically over the year, following a realistic seasonality. If I will manage attainig this last goal, certain seasons will no longer occur in the wrong time of year, no snowy landscapes will appear where/when not expected in real world, no emerald-green grass will be visible during the driest seasons of seasonally arid and semi-arid areas, etc. Change log v0.2.1
v0.2
v0.1
Acknowledgments - Mihai Stoian, a.k.a. stoianm, for pointing me to terrain files for the first time, during the assembling of 'Dynamic Environment'. - Mihai Gosa, a.k.a. Pintea, who patiently taught me most of what I know about those files, who helped me with the tweaked shaders included in this mod, and from whom I have still a lot to learn. - Ubisoft Romania, textures.com and outworldz.com, for some of the seamless textures used in this mod, though in most cases I reworked/recombined them. - The many photographers and 3D artists from whose pictures and renders I extracted the tree textures and some of the seamless terrain/rock textures featured in this mod. - Charles Hollemeersch, creator of Njob: a simple utility that I use for quickly creating height, normal and ambient occlusion maps from diffuse textures. I must say that so far it has done a superb job of all the textures I tried it on, with only minor manual adjustments required. - Last but not least: subsim.com for hosting this mod and the relative discussion, and all the subsim friends who helped me with advise and beta testing. Your support is priceles guys! :subsim: Install instructions and compatibility issues The mod and all the optional mods are JSGME-ready, they can be enabled in no special order and they should be compatible with vanilla game and with any other mod except for the 'Season fine-tunings' submod which should only be used together with TWoS or DynEnv (and enabled on top of them), and either of the 'Tree texture resolution' and 'Detail mask resolution' submods, which should be enabled on top of the main mod. No campaign restart required. --- Well, I think that's all for now. If you have any remarks, bug reports or simple feature suggestions, or if you want to put your modding skills at work with this mod, I am very open to any kind of contribution and this is the right time showing your feed-back. But first have a look yourself; here is the download link :salute: |
https://i.imgur.com/EB01jBR.png
Overview of the terrain types featured in this mod List of trees/shrubs species, rock types and sand types featured in this mod, sorted by terrain type Notice on SH5 trees |
The Kiel Canal and the Elbe river seen from Brunsbüttel in springtime:
Smooth glacial hills covered in a lush vegetation borther the mouth of the Elbe river: Fall foliage in the mixed forests of the German Bight: Snowy landscape in NW Germany: Agricultural fields on the plains of Northern Europe: Windy paths cross each others on the mountainous land of the Azores: Springtime on São Miguel, Azores: |
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WOW!!
You are back with your amazing mod :Kaleun_Applaud: TWOS compatible? Ahh campaign restart required... :Kaleun_Cheers: |
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I will try in next bunker save... can’t restart right now, just had my best result ever :haha: and have already restarted from last Vecko’s update... :timeout:
If i experience any trouble or unexpected CTD, i will deactivate the mod, and wait to be killed! |
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Anyway, at its current state this mod is of little use in career, as it only affects Azores terrain and vegetation... |
:Kaleun_Thumbs_Up:
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Jesus that looks nice! Scenery is photo realistic! :o
I never sailed in this area, so i don’t know how this island looks like with stock TWOS... Anyway, i’ve Installed your Eco mod on top of all in JSGME, in this order: 1 Main mod + 2b + 3 + 4a + testing missions I believe that’s the maximum in computer impact matter, and have to say i still have a steady 60 FPS even in external camera. On side note, there are no other boats around...maybe you could add some action around there to see. I guess it only apply on this zone area, and i’m Impatient to see it on the whole theatre! :up: |
Hi gap
Very nice work and so unexpected. Makes you wonder about the possibilities for improving the vegetation around Memel and the Kiel Canal. Peter |
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I have never been in the Azores, but from what I have read and from the pictures I have seen, the shrubs and small trees that I have chosen for this mod are typical of the Azores flora at medium and low altitudes. I have put a great care in scaling those plants correctly; it is unbeliavable how much difference makes, in terms of lanscape realism, getting vegetation in the right proportions. Yet, I would be curious to hear the impressions of someone coming from there. Is any Azorean subsim member reading these notes? :O: Quote:
In future we could add some cities/ports/airports on the Azores and marine traffic around them, for making them more lively. For the record, there was an important airfield in the island of Terceira which, starting from '43, was used by the Allies for closing the mid-Atlantic gap, and by '44 a second military airfiled was built by the Americans in the Santa Maria Island. Probably those additions would be better addressed in OHII/TWoS than with an environmental mod as this one but, for sure, your idea of making the testing missions more appealing by adding some units and a bit of action to them, is a good one; I will put it in practice with the next releases :up: Quote:
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Will this mod finally get rid of snow in Mediterranean?:hmm2:
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Are these strange looking color anomalies intentional ?
https://i.postimg.cc/zG1Ngnk4/SH5-Im...2-22-07-57.jpg |
That's a dds file.
I saw that today looking at files in the terrain folders. detaile.dds maybe? Where were you in Game? |
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No. A miss called image file is my first thought.
:hmmm: Then again it could be a file gap and I are interested in. :hmmm: |
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This glitch has always bothered me, since the time I worked on some of the DynEnv's textures. There are two methods that I can think to iron it out, or at least reduce its extent: reworking the sand textures (for some obscure reason, some colors in them seem to cause the problem), which I will certainly do, or tweaking the light glare FX parameters :hmmm: |
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