![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() ![]() 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! ![]() 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 ![]() ![]() Last edited by gap; 12-25-18 at 05:30 AM. |
![]() |
![]() |
![]() |
#2 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() ![]() 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 Last edited by gap; 01-13-20 at 12:38 PM. |
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
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: Last edited by gap; 12-23-18 at 01:08 PM. |
![]() |
![]() |
![]() |
#4 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
RESERVED 3
![]() |
![]() |
![]() |
![]() |
#5 |
Navy Seal
![]() |
![]()
WOW!!
You are back with your amazing mod ![]() TWOS compatible? Ahh campaign restart required... ![]()
__________________
|
![]() |
![]() |
![]() |
#6 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Thank you mate. Already tested it in your game?
![]() I think so, unless Vecko has switched to any environmental mod other than Dynamic Environment or made substantial changes to any of its core files (ClimateZones.tga and ClimateZones.cfg). I am not really sure about that. There is a chance that the game reads information on climate zone and terrain tipe "on the spot", only for the areas surrounding player's sub, in which case campaign restart might not be required. After so many tests carried out for tracking down possible causes of CTD's, Vecko might know more than me on this topic. In the doubt, I would stay on the safe side. ![]() |
![]() |
![]() |
![]() |
Tags |
enviromental mod, environment, terrain, trees, vegetation |
|
|