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06-05-17, 09:14 AM | #1 | ||
Stowaway
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About Helgoland, here is what I've found : You can see the lighthouse on the island : and here the LH : |
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06-06-17, 12:10 PM | #2 | ||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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The rear light has the shape of cylindrical tower ca. a ca. 15 m in heigth and it is located on the southern shore of the island (Position: 54°10'56.26"N, 7°54'50.58"E, 2 m asl). The front light is placed on top of a metal pole anchored to the sandy soil by a square concrete base and it is located about 110 m SSW of the rear light (Pos: 54°10'52.79"N, 7°54'48.53"E) in the foreshore (thus, in game it can be anchored both to the land or to the sea bottom). The alignment of the two lights shows the safest route to the harbour in Helgoland and to the channel between the two islands (this is what leading lights are generally meant for). Changing the two light's position would defeat their original purpose. On the other hand, I think Düne is a bit too big to be represented as a rock model. What do you know about Terrain Editor? Creating small islands, sand banks and shoals witin the editor shouldn't be too complicated. Here is a general view of the two islands (Helgoland and Düne): For reference, her is a chart taken from openseamap.org showing the two islands and the relative positions of the leadings lights on Düne: Quote:
I have found a postcard view of the same: ...and a picture of it together with the first lighthouse built by the British in 1811: Unfortunately the 1901 lighthouse was destroyed during an air raid in 1945. Interestingly, the aerial picture you have posted also shows the current lighthouse, built in 1941 and then used as a FlaK tower (source: The Lighthouse Directory) |
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06-06-17, 08:04 PM | #3 | ||
Stowaway
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06-07-17, 09:07 AM | #4 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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https://drive.google.com/file/d/0B48...?ddrp=1&hl=en# Is there anything similar for SHIII? Yep, good idea. HanS, if you are reading us... Quote:
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06-07-17, 10:17 AM | #5 |
Stowaway
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I've found this : http://www.subsim.com/radioroom/down...o=file&id=1315
Now two problems : - how does it work ? - what map should we modifiy ? Vanilla or WAC ? ... |
06-07-17, 12:13 PM | #6 |
Sea Lord
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TerrainEditor + Tutorial by ref
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06-07-17, 12:42 PM | #7 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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ops... while writing my previois reply I had missed SquareSteelBar's link (thank you mate!)
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06-07-17, 01:58 PM | #8 | |
Stowaway
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06-07-17, 12:24 PM | #9 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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The package comes with a readme file, but instructions are not too clear, and apparently they only explain how to merge in game a ready-made terrain modification, but not how to create a new one. Probably once the SHIII terrain is excrated using yhe tool, a set of heigth masks is created. From a comment on the download page, I get that this information might be in RAW format. If that was the case, any photo editor capable of importing/exporting from/to the RAW format could be used to edit the heigth information. Hopefully someone better informed on the topic we are discussing will pop up and he will shed some light Well I would start from the most detailed SHIII terrain available (I don't know which one is the best between WAC and GWX). If I got it right, once the terrain data is extracted and modified, there are two ways it can be released: - as a package containing only the modified areas, which can be re-merged to any version of the SHIII terrain data using the Extractor/Repacker; - as a ready-to-use terrain data which can be enabled as normal mod using JSGME The first method would contain the download size and it would allow more flexibility, because it would let any player free to choose which terrain data (mega mod) he wants to use as base for the merging of our modifications. The con, is that its installation would be a bit trickier. |
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