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Old 12-24-18, 11:30 AM   #46
Muckenberg
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Hello
Downloaded, installed and I have to say that now everything is all right.
If I understand correctly, are you going to fix all the shores in the game? So is it premature to install your mod on an ongoing campaign and the best will wait for the final version? When are you going to the French coast?
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Old 12-24-18, 01:32 PM   #47
gap
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Hello
Downloaded, installed and I have to say that now everything is all right.


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Originally Posted by Muckenberg View Post
If I understand correctly, are you going to fix all the shores in the game?
If for 'fixing', you mean assigning to coastal areas proper vegetation and plausible landscape colors, then the answer is yes, I plan to modify more or less all the coasts, with higher priority to Europe and North Africa and the Atlantic Coast of North and Central America, but it will be a long process, and not all the areas will benefit from the same level of detail.

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So is it premature to install your mod on an ongoing campaign and the best will wait for the final version?
Well, I hope someone to test my mod in campaign and tell me if it requires a campaign restart or being enabled while in bunker. Hopefully not, but I am not sure about this point. Maybe Vecko can say it better...

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When are you going to the French coast?
My recent update already covers the North and West coasts of France, but I plan to diversify them with one of the next releases
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Old 12-24-18, 01:44 PM   #48
Muckenberg
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I installed your mod at sea during the Happy Hours, so I'll add it to Germany and I'll let you know.
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Old 12-24-18, 02:14 PM   #49
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I installed your mod at sea during the Happy Hours, so I'll add it to Germany and I'll let you know.
That would be nice by you.

With the last alpha version of the mod installed, you should expect the new terrain and vegetation textures to apply to most of Northwestern continental Europe, from W Denmark to SW France.

Don't forget to make a backup copy of the last savegame that you saved before enabling the mod, just in case the new savegames become broken because of it (they shouldn't, but you never know)
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Old 12-24-18, 02:47 PM   #50
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A Warm Welcome To The Subsim Community > Seaowl and a Merry Christmas
Subsim <> Make A Donation <> See The Benefits <> Support The Community
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
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Old 12-24-18, 08:20 PM   #51
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Thanks for the warm welcomes.
Even if not finished Heligoland looks a lot better with this mod enabled, than as grey basaltcluster before.
Eager to see the innovations of version 2.2.9, I will soon start a new TWOS-campaign and certainly using this mod.
I will report, if I run into some troubles.
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Old 12-24-18, 11:30 PM   #52
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Old 12-25-18, 04:02 AM   #53
Muckenberg
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Hi
Unfortunately, the BDU changed my home port to Lorient so I could not go to Germany to end the patrol.
In Lorient on departure, the mod was loaded correctly and there was no error.:Kaleun_Thumbs _Up:
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Old 12-25-18, 05:12 AM   #54
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Hi
Unfortunately, the BDU changed my home port to Lorient so I could not go to Germany to end the patrol.
In Lorient on departure, the mod was loaded correctly and there was no error.:Kaleun_Thumbs _Up:
Perfect! That means that terrain/texture information is read on the fly and no campaign restart is required. Thank you for helping me discovering that
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Old 12-29-18, 02:51 PM   #55
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Really glad you and Mihai hooked up!
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Old 12-29-18, 04:48 PM   #56
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Really glad you and Mihai hooked up!
What do you know about LOD distances in the GR2 format?
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Old 12-29-18, 04:59 PM   #57
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As far as I know off the top of my head there is nothing in the GR2 about LOD. No extra 3D models or such.
Now SH4 has a LOD setting but I don't recall without looking where it's at.
Let me check a few things and get back to you on this.
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Old 12-29-18, 05:18 PM   #58
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What do you know about LOD distances in the GR2 format?
I will make myself clearer. This is a first rework of Helgoland:



Maybe, on the far right, you will notice a sea stack, the famous Lange Anna, that I have modelled and imported in game.

The problem is that it keeps popping in and out, depending on camera distance and angle. The same goes for shadows, water reflections and other lighting effects. The same applies to other terrain objects (but not all of them!), though normally we won't notice them disappearing as we move away from them due to their proportionally smaller dimensions and to their fading in the background.
IIRC, SHIII and IV terrain objects have far rendering controllers which set the minimum dimension of objects printed on screen before the game stops rendering them. In SH5, sea and air units have LOD models, but nowhere I could find a controller similar to the ones used in SHIII. Units and terrain objects are probably treated in a different way. For one, the latter have no LOD models, when the player is too far from them, they simply disappear, but as I said they all don't disappear at the same time. An object-specific pararmeter must tell the game when it is time to stop rendering any given object and since most of them have only the StaticObject and the HarborObjectCtrl controller applied to them (one related with collision, and the other with night/winter textures), this something must be stored directly in the GR2 models
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Old 12-29-18, 05:27 PM   #59
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Is that imported as a dat file with the Unifiedrender controller?
There is a LOD factor under that.
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Old 12-29-18, 05:33 PM   #60
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Is that imported as a dat file with the Unifiedrender controller?
There is a LOD factor under that.
No, it is a GR2 file. I imported it into Iceberg01.GR2 first, and then into church.GR2. Little seems to have changed though.

Here is a closer view of the red stack:



Considering how low poly it is, I think it looks pretty nice, especially when the lighting effects "pop in"
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