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06-19-17, 03:25 AM | #11 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
- altitude depending on the depth of the sea (3D model submerged in deep areas) The lighthouse "main unit" can be made into an hidden simple mesh which will always lay at the soil/seabed level. This basic unit can be proxy-cloned as many times as the lighthouses that we want to add in game (proxy cloning is the process of duplicating an unit by cfg file, without actually duplicating its dat file). Lighthouse models themselves and, where they apply, the rocks/shoals under them, can be stored in a library file and linked to a couple of eqp nodes in the dummy unit. In this way we can finetune the height of each offshore lighthouse + its rocky base by changing (in Wings3D) their vertical (Y) position in global coordinates. I will make any effort to give those models the correct heights from the beginning. The height (absolute and AMSL) of most lighthouses around the world is given in the website that I pointed you to a few days ago. Knowing that, I calculate the correct height for the rock model based on the approximate sea depth at each location, as measured in Google Earth. As long as sea depths are more or less correct in SHIII, by following this method we should get fairly accurate results and minimize the need of doing many adjustements. Should we notice that the seabottom is too deep where we want to place a given lighthouse, that would mean that devs got it way off, but we can always raise it using Terrain Extractor. I can deal with that. For generic offshore lighthouses that we want to place at different locations, I can do their rock models higher than it is usually needed, and we can link them to customized dat units whose equipment nodes can be placed at different heights depending on the need. - collision spheres to add Not necessarily. If we want ligthouses to take damage some collision spheres and damage zone boxes might be needed, but for what I have in mind, doing our "moudular" lighthouses damageable/destroyable might do things a bit too complicated and I am not even sure that we would succeed. At least for a start, we can keep things simple by getting rid of the zon file/ColisionableObject controller at the unit level, and by adding StaticObject controller and colllision meshes (as for terrain objects) to each rock/lighthouse in the library folder instead. I have already tested this method in SH5, and it works like a charm. It should work for SHIII too Quote:
Air raids over our lighthouses would be a nice side effect, though I am not sure that they would happen (IIRC in SH5, where land unit interaction with other unit types is severely bugged, ship and aircraft just ignore coastal defences; I don't know if the same applies to SHIII too). By making lighthouses into units and by playing with their eqp files we can:
There might be other uses of my idea, but those are the main points. I hope I have been clearer now On est voisins: je suis italien |
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