Threedp
SOH-CM-2024
People seem to want this, so here is my best shot at a 'procedure' for using WOFF terrain in CFS3 (BoB & ETO). Hold on, it's gonna get messy!
BoB
As the last step of a CFS3 BoB installation, replace (do not overwrite) the 'assets' and 'terrains' folders in the install with those from WOFF. So long as you lift the Summer versions from WOFF and don't change seasons in BoB, I think that's it.
ETO
As the last step of a CFS3 ETO installation, replace (do not overwrite) the 'terrains' folders in the install with the one from WOFF. You'll do the same with the 'assets' folder too, but there's a lot of leg work before that!
The main reason is that the main Spring/Summer and Autumn/Winter textures can coexist as their names are different, but certain other WOFF files change per season and the CFS3 season changing routine doesn't handle them. Therefore, one must copy in (overwriting) files to really achieve a change of season. I know that's rather unsophisticated, but I haven't the programming skills to automate it. I don't see this as a big deal as I only change seasons rarely, usually with the turn of the real seasons!
First, as WOFF did not cover ETO completely I had to raid Winding Man's (WM's) scenery (which I used before WOFF) to fill in the gaps (and possibly ETO itself?). I built a default Summer version of the WOFF assets by adding in WM's versions of the Summer textures that WOFF did not have. This included the full folders . . .
46th Airfield Addons
ACC_Airfields
ACC_Axis_airfields
BoF Airfields
and additions to the assets sub-folder WW1Summer, i.e. any main texture files not in WOFF. I then used my augmented WOFF 'assets' folder to replace the one in ETO. One season down, three to go! I must point out at this point that I was going on these observations/assumptions:
- CFS3 really only has two seasons, Spring/Summer and Autumn/Winter.
- CFS3 does not care where in the sub-folders a file is, so you don't want two files with the same name, even if they're in different sub-folders.
- The CFS3 season switching routine does not handle switching some of the WOFF texture files.
With these in mind (right or wrong!), I then went about creating a Winter set of replacement texture files, not duplicating the non-season-specific files in the Summer one created above. This involved the folders mentioned above:
46th Airfield Addons
ACC_Airfields
ACC_Axis_airfields
BoF Airfields
And within the 'assets' folder, the following:
WW1Scenery Sheet
WW1Texture
WW1WinterFull
Fortunately, if I remember correctly, WOFF does care what sub-folder files are in so all its season files were pretty obvious while stealing them!
Once done, I could copy winter folders into CFS3, overwriting when asked and then when in the game, I set the season to winter and off I went into the winter skies. Fortunately, the textures in the WW1Summer and WW1WinterFull have different names than each other. Unfortunately, the texture files in some of the other folders don't. So while the main set of textures between Summer and Winter can coexist within the CFS3 directory, other WOFF ones can't. So to get back to a true summer, I copied my original baseline Summer set and stripped out the non-season specific stuff to create a set that I could copy into to CFS3 and overwrite.
Then I moved on to autumn and Spring doing the same thing I had done for Winter. The only difference is that for Spring, I used the Summer naming convention for the main textures and named their folder WW1Summer and for Autumn, I used the WinterFull naming convention and named their folder WW1WinterFull. This way, when I copy them into the ETO directory, they overwrite the ones there. I'm not sure the WOFF Autumn and Spring files have unique names, but since other files need to overwrite to complete the transformation, I figured why not the main ones. This means that the WW1Autumn and WW1Spring 'assets' sub-folders are always empty in my ETO install. Sorry, this is very thin, but I'm digging way back to try and remember this!
I now keep a copy of the season changing overwrite files for each of the four seasons on a separate drive so I can easily just drag them over to main main ETO directory on my main drive when I desire.
I messed with darkening/lightening textures to better match the WOFF stuff but eventually gave that up. The only texture I did modify myself was the WOFF scenery sheet to put snow on the roofs of the houses for winter. I can make that available if someone wants it. I can't imagine that I can do the same with the rest of the Frankenstein described above as its built from stuff owned by others, hence this long winded explanation.
Perhaps a lot of this is overkill? I don't know. I think in game experience drove it (green airfields in snowy landscapes and such). If nothing else, I hope this can at least put folks on the right track if they want to attempt it. If there are questions, I'll try to answer them. I'm sorry I didn't meticulously document this at the time.
BoB
As the last step of a CFS3 BoB installation, replace (do not overwrite) the 'assets' and 'terrains' folders in the install with those from WOFF. So long as you lift the Summer versions from WOFF and don't change seasons in BoB, I think that's it.
ETO
As the last step of a CFS3 ETO installation, replace (do not overwrite) the 'terrains' folders in the install with the one from WOFF. You'll do the same with the 'assets' folder too, but there's a lot of leg work before that!
The main reason is that the main Spring/Summer and Autumn/Winter textures can coexist as their names are different, but certain other WOFF files change per season and the CFS3 season changing routine doesn't handle them. Therefore, one must copy in (overwriting) files to really achieve a change of season. I know that's rather unsophisticated, but I haven't the programming skills to automate it. I don't see this as a big deal as I only change seasons rarely, usually with the turn of the real seasons!
First, as WOFF did not cover ETO completely I had to raid Winding Man's (WM's) scenery (which I used before WOFF) to fill in the gaps (and possibly ETO itself?). I built a default Summer version of the WOFF assets by adding in WM's versions of the Summer textures that WOFF did not have. This included the full folders . . .
46th Airfield Addons
ACC_Airfields
ACC_Axis_airfields
BoF Airfields
and additions to the assets sub-folder WW1Summer, i.e. any main texture files not in WOFF. I then used my augmented WOFF 'assets' folder to replace the one in ETO. One season down, three to go! I must point out at this point that I was going on these observations/assumptions:
- CFS3 really only has two seasons, Spring/Summer and Autumn/Winter.
- CFS3 does not care where in the sub-folders a file is, so you don't want two files with the same name, even if they're in different sub-folders.
- The CFS3 season switching routine does not handle switching some of the WOFF texture files.
With these in mind (right or wrong!), I then went about creating a Winter set of replacement texture files, not duplicating the non-season-specific files in the Summer one created above. This involved the folders mentioned above:
46th Airfield Addons
ACC_Airfields
ACC_Axis_airfields
BoF Airfields
And within the 'assets' folder, the following:
WW1Scenery Sheet
WW1Texture
WW1WinterFull
Fortunately, if I remember correctly, WOFF does care what sub-folder files are in so all its season files were pretty obvious while stealing them!
Once done, I could copy winter folders into CFS3, overwriting when asked and then when in the game, I set the season to winter and off I went into the winter skies. Fortunately, the textures in the WW1Summer and WW1WinterFull have different names than each other. Unfortunately, the texture files in some of the other folders don't. So while the main set of textures between Summer and Winter can coexist within the CFS3 directory, other WOFF ones can't. So to get back to a true summer, I copied my original baseline Summer set and stripped out the non-season specific stuff to create a set that I could copy into to CFS3 and overwrite.
Then I moved on to autumn and Spring doing the same thing I had done for Winter. The only difference is that for Spring, I used the Summer naming convention for the main textures and named their folder WW1Summer and for Autumn, I used the WinterFull naming convention and named their folder WW1WinterFull. This way, when I copy them into the ETO directory, they overwrite the ones there. I'm not sure the WOFF Autumn and Spring files have unique names, but since other files need to overwrite to complete the transformation, I figured why not the main ones. This means that the WW1Autumn and WW1Spring 'assets' sub-folders are always empty in my ETO install. Sorry, this is very thin, but I'm digging way back to try and remember this!
I now keep a copy of the season changing overwrite files for each of the four seasons on a separate drive so I can easily just drag them over to main main ETO directory on my main drive when I desire.
I messed with darkening/lightening textures to better match the WOFF stuff but eventually gave that up. The only texture I did modify myself was the WOFF scenery sheet to put snow on the roofs of the houses for winter. I can make that available if someone wants it. I can't imagine that I can do the same with the rest of the Frankenstein described above as its built from stuff owned by others, hence this long winded explanation.
Perhaps a lot of this is overkill? I don't know. I think in game experience drove it (green airfields in snowy landscapes and such). If nothing else, I hope this can at least put folks on the right track if they want to attempt it. If there are questions, I'll try to answer them. I'm sorry I didn't meticulously document this at the time.