Thread: [WIP] Lighthouses mod
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Old 06-14-17, 09:14 AM   #161
gap
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Quote:
Originally Posted by Kendras View Post
Yes, 32 bit win XP.


Quote:
Originally Posted by Kendras View Post
Good find !
https://www.unc.edu/~rowlett/lighthouse/

Quote:
Originally Posted by Kendras View Post
Do you really plan to add all these light marks ??? The list I've done contains the most important lighthouses near Brest. I think it is a good start to see how lighthouses look in game. Then, we will concentrate on another region, as Lorient.
Many of the lighthouses we have listed so far look pretty similar. Let's start with your condensed list first

Quote:
Originally Posted by Kendras View Post
Well, sure I would like to be able to do this myself in Wings !
1. Remember to always put a scale bar in your maps, as you have done for the Brest harbor and to save it in one of the formats accepted by Wings: bmp, gif, jpg, png, tga and tif. You better choose the tga format, so you can use the same file for editing in Wings3D and for importing it in S3D

2. Once your map is ready, start a a new Wings3D projects and -in body selection mode- right click, choose "Image plane" from the drop down menu and navigate to your image.

3. By default newly created image planes are vertical. To make your plane horizontal, select it in body selection mode (to make a selection you can click directly on any element or you can drag your mouse with the rmb pressed until the selection box touches the desired element[s]), right click, choose "Rotate" => "X", press the Tab button on your keyboard to recall the numeric input interface, input -90 (degrees) and confirm.

4. Voilą, at this point you are ready to scale your plane-map to the desired size. For a start, you should create a 3D "ruler": deselect the plane you have just edited (to deselect a previously selected item click on it a second time, drag your mouse with the rmb and Ctrl key until the selection box touches the desired element[s], or simply press the space bar to erase any selection) and -still in body selection mode- create a cube (right click => "Cube").

5. Before you proceed to the next steps you better align yourself to have a perfect top view on the plane and cube you have just created: select "Orthographic view" (by thicking the relative option in the "View" menu, by pressing the "O" shortkey, or by clicking on the appropriate button on top bar's far right) in order to eliminate any perspective distortion, and press the "Y" key on your keyboard to view you scene along the y axis.

6. Time to model your ruler: you already know how to do/undo selections; -in vertex selection mode, select and move the vertices of your cube (right click => "Move" => "X", "Y" or "Z") until one of its sides matches perfectly the bar scale in your map. During this phase be careful not to pan the camera and/or distort inadvertently your map.

7. When you are satisfied, press the space bar to clear your selection, switch to edge selection mode, and select one of edges that you have just made equal in size to your linear scale. You should see its length displayed on the left side of the top info bar.

8. Time to do maths! Let's say that your rudimentary ruler measures 0.135 units and that, according to your scale bar, it should be 500 m long. The equation is:

500 x 0.1 x 100 / 0.135 = 675 %

where 0.1 is the 3D-world units to in-game metres conversion factor

9. We have almost finished: in body selection mode select both geometries (the plane and the ruler), right click, choose "Scale Uniform", press the Tab key and enter whatever number you calculated. A note: in my example the result is an integer, but most probably you will get a decimal number; if that wass the case, remember that Wings 3D only accepts the full stop (.) as decimal mark. Once finished with the scaling, select again the ruler edge for double checking that all went well. Following my example, if we made no mistakes it should measure 500 m x 0.1 units/m = 50 units

10. One last step: when an image is imported into an image plane, Wings automatically adds black pixel to it for fitting it to the nearest square power of 2 (256 x 256, 512 x 512, 1024 x 1024, etc). If you want to keep the original texture instead for used in S3d, you should tweak your plane's UV map. In body selection mode right click and choose "UV mapping"; a new window will pop up. Right click on it and choose "Scale" => "Max Horizontal" and again right click => "Scale" => "Max Vertical". Evein though your map will look messed up in Wings, you are ready to export it: once imported into S3d it will look okay again
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