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Old 07-06-15, 06:37 PM   #541
THE_MASK
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They definitely look smaller .

I am woeful at remembering how I mod stuff . I think I just halved the scale .

The edited GR2 scale wont have 0.500000 , it will have 1.000000 when I reload the file with the GR2 editor . But the trees will be half scale of the original . If I mod the modded half scale trees and make the 1.000000 into 0.500000 again they will be half the scale again and be quarter size of the vanilla size maybe . You get the gist of it .

Last edited by THE_MASK; 07-06-15 at 07:02 PM.
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Old 07-06-15, 07:25 PM   #542
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Quote:
Originally Posted by sober View Post
They definitely look smaller .

...

I am woeful at remembering how I mod stuff . I think I just halved the scale

During my unsuccessful attempt I had exported tree meshes and resized them. I didn't think about messing with scale factors. That's the good thing about modding communities: you learn from others

On a side note: where can I download your mod from?

Quote:
Originally Posted by sober View Post
Scapa?

The lighthouse in the foreground reminds me of another feature that with the due time we might work on: if you use google earth you probably have noticed that it is full with lighthouse (and other coastal landmarks for that matter) models which are freely available from the 3dwarehouse/sketchup website. Most european lighthouse were obscured in wartime. Yet, they could be used, and I am sure they were, during daytime for coastal navigation. Having customized lighthouses in the most relevant spots of SH5 map, could also help the ones among us who are using real navigation. Unfortunately, converting from sketchup format requires various degrees of manual touches, but we could add those models one by one. You are the king of terrain editor; if you are on it, you could take care of object placing and land reshaping, when needed, whereas I would deal with the models themlseves...
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Old 07-06-15, 07:28 PM   #543
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http://www.subsim.com/radioroom/down...o=file&id=4710
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Old 07-06-15, 07:35 PM   #544
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Got it, thanks! Tomorrow I will put the link among DynEnv's suggested mods

P.S: due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot
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Old 07-06-15, 10:30 PM   #545
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This is a really rough way to do it .

Last edited by THE_MASK; 07-07-15 at 01:09 AM.
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Old 07-10-15, 08:46 AM   #546
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Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?

Code:
[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1939
Month=9
Day=1
Hour=16
Minute=38
CurrentYear=1939
CurrentMonth=9
CurrentDay=2
CurrentHour=15
CurrentMinute=16
GroupMissionStartDelay=0
IconIndex=0
Fog=2
FogRand=2
Clouds=2
CloudsRand=2
Precip=2
PrecipRand=2
WindHeading=0
WindSpeed=5.000000
WindRand=2
WeatherRndInterval=32
SeaType=0
ActivationAchievements=
It appears that this is the reason why entries from your weather cfg files are ignored in the campaign...
Could it be that the key for weather change intervals is somewhere in OHII/campaign files?
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Old 07-10-15, 02:34 PM   #547
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Quote:
due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot
I agree.

Thank you, sober.



Good hunting.
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Old 07-11-15, 01:19 AM   #548
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Quote:
Originally Posted by Echolot View Post
I agree.



Thank you, sober.



Good hunting.
I give a link in my download if people want even smaller trees
http://www.subsim.com/radioroom/down...o=file&id=4710
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Old 07-11-15, 04:11 PM   #549
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Quote:
Originally Posted by sober View Post
This is a really rough way to do it .


I don't see it rough! Is that the stock lighthouse model that you have placed?

Quote:
Originally Posted by vdr1981 View Post
Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?

Code:
[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1939
Month=9
Day=1
Hour=16
Minute=38
CurrentYear=1939
CurrentMonth=9
CurrentDay=2
CurrentHour=15
CurrentMinute=16
GroupMissionStartDelay=0
IconIndex=0
Fog=2
FogRand=2
Clouds=2
CloudsRand=2
Precip=2
PrecipRand=2
WindHeading=0
WindSpeed=5.000000
WindRand=2
WeatherRndInterval=32
SeaType=0
ActivationAchievements=
It appears that this is the reason why entries from your weather cfg files are ignored in the campaign...
Could it be that the key for weather change intervals is somewhere in OHII/campaign files?

Dunno. If those parameters were applied, why should weather randomized every time the same savegame is reloaded? Try comparing weather reported before a savegame with the values stored in that same savegame. I wouldn't be surprised that they match entirely. Those values might be the remainders of an unfinished feature for making weather consistent between savegame and reload, At least, this is the one thing making sense to me...
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Old 07-12-15, 02:47 AM   #550
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I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .
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Old 07-14-15, 11:50 AM   #551
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gear work in progress...

Quote:
Originally Posted by sober View Post
I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .
The Düne leading light, buildt in 1936, is located on the southern shore of the omonimous island (Helgoland archipelago), marking the entrance to the port of Helgoland.



More information to be found at the links below:

https://www.unc.edu/~rowlett/lighthouse/deu2b.htm
https://de.wikipedia.org/wiki/Leucht...land_D%C3%BCne

My rendition of it:



That's its modern look. It is likely that during the forties the light looked more like this:



Besides updating the main building as seen in the picture above (rear light), I need to finish modelling the front light:



For the ones who are interested into how range lights are working, I suggest having a look at the following link:

http://msi.nga.mil/MSISiteContent/St...N/Chapt-05.pdf

Who knows if those lights were operated during WWII?
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Last edited by gap; 01-30-20 at 11:20 AM.
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Old 07-14-15, 04:44 PM   #552
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I intend to put the lighthouses in axis territory only .
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Old 07-14-15, 06:30 PM   #553
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Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .
Lets clear the water out so I can see what I am doing .

Scapa deepened

Uploaded the new terrain mod now with deepened Scapa.
http://www.subsim.com/radioroom//dow...o=file&id=4704

Last edited by THE_MASK; 07-14-15 at 08:08 PM.
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Old 07-14-15, 08:19 PM   #554
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Quote:
Originally Posted by sober View Post
I intend to put the lighthouses in axis territory only .
We can put unlit beacons in enemy territory as well, but my question was mostly referred to Axis lighthouses. Would the German switch them on during war time? I have read somewhere that some lighthouses of Nazi-occupied France were only lit when one of their ships was known to sail in the vicinity...

Quote:
Originally Posted by sober View Post
Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .
Let's see if it helps!
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Old 07-14-15, 08:19 PM   #555
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Great idea, Sober!

I'd like to know how did you make the water invisible?

Let's test this...
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