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Old 01-26-19, 03:57 PM   #106
THE_MASK
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"Due to certain broken aspects of SH5's launcher, there is a possibility that even upon reaching campaign chapter ending date, campaign transfer still may fail to initialize"
Is this still the case ?
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Old 01-26-19, 04:43 PM   #107
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Sure your in the right thread?
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Old 01-26-19, 06:31 PM   #108
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Quote:
Originally Posted by sober View Post
OT
"Due to certain broken aspects of SH5's launcher, there is a possibility that even upon reaching campaign chapter ending date, campaign transfer still may fail to initialize"
Is this still the case ?
You should ask the same question in the TWoS thread sober; many valiant captains actively involved in the Battle of the Atlantic check that thread on a daily basis, and I am sure they will give you an answer. Here you will meet mostly mechanics and engineers, more interested in the inner workings of the game than in the progress of the war
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Old 01-30-19, 12:49 PM   #109
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Im glad you guys are doing this project, i don't know much about what you said in technical terms.
But iv been at sea a lot to know what you mean, i have seen every color there is on the sea, the sea has all the colors...so you can't go wrong.

Keep up the good work!
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Old 01-30-19, 01:37 PM   #110
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Very early view of something special.


This is the Alpha 1 Terrain Editor We are working on for SH5.
It has a long way to go but early testing shows the promise.
It is locked to only allow up and down edits.

Last edited by Jeff-Groves; 01-30-19 at 02:03 PM.
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Old 01-30-19, 02:29 PM   #111
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Is the orange color of the overview your edit point, or the slope indicator?
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Old 01-30-19, 02:41 PM   #112
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Quote:
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Is the orange color of the overview your edit point, or the slope indicator?
The Alpha is based on an indexed color map.
It's actually the source code from a long ago project for something not related to SH Games.
I had to do a color map based off the RAW files in SH5 to render this image. That will not work for our needs but the source code can be adapted.
Rather then build a new wheel? I plan to re-tread this old wheel.
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Old 01-30-19, 04:40 PM   #113
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Old wheels are like old guys: they can work pretty good. dependable??...
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Old 01-30-19, 09:22 PM   #114
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In addition to the anticipations by Jeff, here are three screenies illustrating what we have been working on in the last two weeks:



The picture on top is a in-game screenshot illustrating the NW tip od Heligoland, and it is here for visual reference, while the two bottom pictures are respectively a greyscale height-map and a colorized 3D mesh of the same area. Both of them were calculated thanks to a RAW-data exporter created by Jeff with the information kindly provided by Pintea (I will never acknowledge enough these amazing guys ), and with a spreadsheet I deviced for sorting the RAW elevation data extracted by Jeff and for putting it in a format that can be easily edited and re-imported in game.

The workflow I described above is already obsolete though: since I took those pictures Jeff has created a new script for 010 editor capable of quickly writing the SH5 elevation data directly in an obj file (with no need of my spreadsheet) and, as he said, he is already thinking about a standalone importer/exporter with more advanced features. The general idea is enabling us to edit the SH5 terrain using external programs like Gimp/Paint.Net and/or Blender/Wings3D, and to easily switch from a format/editing method to the other.

The advantages of each of the above editing methods, complementary to the inbuilt Terrain Editor, are many, from the ability of overlapping detailed maps to the terrain export the we want to edit, to the centimetric accuracy that some of them enable, to the faculty of putting in game the information of conveniently scaled real-world height maps. Within the limits of the SH5 world and of the map projection it uses, new realism frontiers are opening up for us, and they will only wait for us to exploit them!
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Old 01-31-19, 09:34 AM   #115
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If that is what I think it is, could we also be seeing possible future visual improvements to the Dover coastline from the English Channel?
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Old 01-31-19, 10:50 AM   #116
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Originally Posted by OldCoder View Post
If that is what I think it is, could we also be seeing possible future visual improvements to the Dover coastline from the English Channel?
My answer is definitely yes!

That's something I have had in mind for a loooong time. The white cliffs of Dover and their French counterpart of Étretat, could already be modelled with the Terrain Editor, but with the new tools we can bring them to a new level of realism
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Old 01-31-19, 11:14 AM   #117
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Very exciting. As I live just a few minutes walk from such cliffs, it would be great to see the game able to render them better.
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Old 01-31-19, 11:25 AM   #118
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Quote:
Originally Posted by OldCoder View Post
Very exciting. As I live just a few minutes walk from such cliffs, it would be great to see the game able to render them better.
If you have topographic maps, heightmaps, or anything showing in detail the altitudinal features of the area you are living in, this is about the right time to share them here
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Old 01-31-19, 12:02 PM   #119
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WOW!! Fantastic! Great work.
So now it´s possible to import some Lighthouserocks directly into the map.
And this lighthouses will be desperatly needed, because the shelves will become real too...


Is there more or less the same map in SH3-4-5?

So that everything, that would be done for one part, could be used for the others too?
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Old 01-31-19, 12:18 PM   #120
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gap, is the en-gb.topographic-map.com site any use? For instance if you go there and type in Dover, you can see the height map for the coast line. I used to have printed nautical maps for the Ramsgate/Dover area showing height maps under the water but sadly I don't have those any more.
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