Thread: [WIP] Lighthouses mod
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Old 06-10-17, 02:14 PM   #135
Kendras
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Quote:
Originally Posted by gap View Post
As long as the terrain masks are edited correctly, calculating the correct in-game position of lighthouses and other objects relative to each other and to land, will be as easy as doing a simple math based on the lat/long of those objects in real world.
It's very easy to get the exact coordinates of a lighthouse with the mission editor.

Quote:
Originally Posted by gap View Post
There is more. As you know, many lighthouses have "blind" spots and/or their lights have different colors depending on the angle that they are looked at. Most nautical charts have those angles displayed on map (see map.openseamap.org for example). Supposed that the above can be mimicked in game, we could calculate the correct light angles directly on charts rather than wasting our time with a trial and error approach, but for this method to work we need to place everything at its right place and to work on equirectangular charts. Most nautical charts use a Mercator projection but, for small areas, stretching them to fit an equirectangular projection is quite easy
I already though about that question, and I don't see how to do this (halo with different colors depending on the angle). And I don't understand the link between angles on charts, and equirectangular projection.

Quote:
Originally Posted by gap View Post
I had no realized how many coastal batteries where located on the island. Maybe we could add them in game
I hope so too ! By the way, are you still working on the british coastal defenses ?
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