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Old 10-27-12, 03:30 AM   #16
tomhugill
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What sim is the helo picture from?
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Old 10-30-12, 08:39 PM   #17
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Quote:
Originally Posted by tomhugill View Post
What sim is the helo picture from?
DCS: Black Shark 2, from Eagle Dynamics.
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Old 10-31-12, 12:00 PM   #18
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Thank you Echolot for the nice work.

Although I am not very often close to the shore in the game but far away on the Atlantic, I find it great every time a modder improves a part of SH5.
That´s what makes it a fantastic game. I look forward soon to return to my harbor to see the new sized trees

best regards
Cyril
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Old 10-31-12, 04:40 PM   #19
Echolot
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Hello Cyri.

Hope you like it.

1072 downloads

Sink 'em all.

Echolt.
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Old 11-06-12, 06:15 AM   #20
Pintea
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The trees are that big in order to better fill the huge visible land while not killing performance, however that may not be necessary anymore.

Someone could try ramping up the number of trees and modifying their distribution by modifying the data/terrain/TerrainObjectsDistribution.raw file. It's an 1250x1250 RAW file, can be modified with Photoshop.
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Old 11-06-12, 06:33 AM   #21
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Thank you Pintea
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Old 11-06-12, 06:58 AM   #22
Echolot
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Thank you Pintea.

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Old 11-06-12, 08:34 AM   #23
Echolot
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Stay tuned.
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Old 11-06-12, 08:47 AM   #24
gap
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Quote:
Originally Posted by Pintea View Post
Someone could try ramping up the number of trees and modifying their distribution by modifying the data/terrain/TerrainObjectsDistribution.raw file. It's an 1250x1250 RAW file, can be modified with Photoshop.
Hi Pintea, thank you for your head-up.

I've opened that file and all is see is a pattern of sprayed-like white/grey spots on a black background.
Can you explain how does this file work?
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Old 11-06-12, 11:42 AM   #25
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Quote:
Originally Posted by gap View Post
Hi Pintea, thank you for your head-up.

I've opened that file and all is see is a pattern of sprayed-like white/grey spots on a black background.
Can you explain how does this file work?
That texture represents the tree distribution over an area of 5km x 5km (one pixel for each 4 meters). It is tiled everywhere, so the texture should be tileable, otherwise it will look bad.

Black = no trees
Grey to White = probability of trees, the whiter the more probable a tree will be there.
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Old 11-06-12, 12:22 PM   #26
Echolot
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Again, thank you Pintea.

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Old 11-06-12, 12:33 PM   #27
gap
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Quote:
Originally Posted by Pintea View Post
That texture represents the tree distribution over an area of 5km x 5km (one pixel for each 4 meters). It is tiled everywhere, so the texture should be tileable, otherwise it will look bad.

Black = no trees
Grey to White = probability of trees, the whiter the more probable a tree will be there.
Thank you very mutch Pintea!

Since we are at it, I've always wandered how TerrainTypes.raw is related with the ID's found in Terrain.cfg. Any idea?
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Old 11-06-12, 04:07 PM   #28
THE_MASK
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Works a treat , i just added some squigly white lines to give more trees look on flat ground without added many more trees but it also gives an agricultural look if looking at a slope . My personal use only , waiting for someone to do the actual mod .
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Old 11-06-12, 04:35 PM   #29
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Quote:
Originally Posted by gap View Post
Thank you very mutch Pintea!

Since we are at it, I've always wandered how TerrainTypes.raw is related with the ID's found in Terrain.cfg. Any idea?
I believe I have an idea
TerrainTypes.raw is a representation of the climate zones around the globe.
The link between TerrainTypes.raw and in-game textures is made through Terrain.cfg, but I guess you figured that out already.

Now, open TerrainTypes.raw in photoshop and set Image->Mode->IndexedColor.
After that use the color picker to find out the color index value.
In Terrain.cfg you'll see something like

[IdxConversion]
IDX 1=2 ;Polar Deserts
IDX 2=2 ;Arctic Tundra
IDX 3=3 ;Typical Tundra
IDX 4=3 ;Southern Tundra

Where IDX 1, IDX 2 etc are color indices from TerrainTypes.raw.
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Old 11-06-12, 05:08 PM   #30
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Hello sober.

I will play around with the file in photoshop tomorrow, but I'm not sure with raw files, have to learn it. Time for some experiments.

Best regards.

Echolot.



Thank you for the explanations Pintea.

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