Thread: [TEC] Modding SH3
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Old 12-20-16, 03:47 PM   #61
astradeus
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Join Date: May 2009
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Bravo, I see that you have advanced.

As you point out, it's a long task to modify the climatic regions of the "TerrainTypes.raw" file, add new missing regions in silent hunter and create unique textures for each region and seasons.

It seems that we had the same idea and intention almost at the same time.
I no longer play sh3. But according to your previous explanations, there are many common points between sh3 and sh5 files.

For information, sh5 uses two essential files in common:

C: \ Ubisoft \ Silent Hunter 5 \ data \ Terrain \ Terrain.cfg

C: \ Ubisoft \ Silent Hunter 5 \ data \ Terrain \ TerrainTypes.raw

The difference may be in the system of vegetation textures.

In sh5, textures are stored in

C: \ Ubisoft \ Silent Hunter 5 \ data \ Terrain \ Textures_and_Vegetation

They are 2048x256. Each texture is composed of 8 trees, representing a season. So there are 4 textures for a climate region.

The textures of the seasons are orgnanize with .ini files
like this one .

https://mega.nz/#!eEE3XSpY!VQyjJShr8...NKsDvf40Z6sQA4

I work on textures of 4096x512 and 2048x256 to create 2 versions.
One normal and one full resolution.

The graphics and the artistic part are the areas where I feel at ease. Conversely, the technical part bothers me and annoys me.

So I decided to concentrate for now, on the climatic regions that already exist in the game.

I will follow closely the evolution of your project.

Last edited by astradeus; 12-20-16 at 04:30 PM.
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