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Old 06-19-17, 10:57 AM   #31
gap
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Where there are some black crosses on this pic, there are land squares in game, and they must be converted into sea squares.
Okay, I have GWX Gold installed on one of my old hard disks. Can I do the changes on its terrain files?
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Old 06-19-17, 10:59 AM   #32
Urmel
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Now these models have to be textured. And then the harbour devices have to be added on them. Requesting permission to use LSH harbours stuff (trains, vehicles, buildings, etc.) !

Also have some difficulties in modelling the U-bunker.
Dear Kendras

What e great idea to redesign Harbor Brest!

Shure i give you permission to use elements of LSH3 Edition 2015 for this project.

Supermod Edition 2015 is just a collection of greatfull single artworks done by lot of great modder of the worldwide SH3 community.

Be shure you give the right guys credits who done the elementary prework of elements you like to add in your project.

Read more about in our LSH3-Manual here:
http://www.lsh3.com/dl/v15/LSH3-Handbuch-2010_DE.pdf
(125 Pages, start maybe by page 65, german only)

Maybe you shoult contact Subsim user Rowi58 to.
He is the guy with the biggest knowledg about L/SH3 contents in the german comunity and he wrote most of the LSH3 manual.

Please contact me anytime by mail "urmel@lsh3.com".

My biggest respect to you Kendras!

Greetings from LSH3-Urmel from Switzerland
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Old 06-19-17, 11:10 AM   #33
Kendras
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Okay, I have GWX Gold installed on one of my old hard disks. Can I do the changes on its terrain files?
No. HanSolo sent to me the WAC terrain folder. Let's work on it. I can send you the link, maybe it's better by PM ?

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Dear Kendras

What e great idea to redesign Harbor Brest!

Shure i give you permission to use elements of LSH3 Edition 2015 for this project.

Supermod Edition 2015 is just a collection of greatfull single artworks done by lot of great modder of the worldwide SH3 community.

Be shure you give the right guys credits who done the elementary prework of elements you like to add in your project.

Read more about in our LSH3-Manual here:
http://www.lsh3.com/dl/v15/LSH3-Handbuch-2010_DE.pdf
(125 Pages, start maybe by page 65, german only)

Maybe you shoult contact Subsim user Rowi58 to.
He is the guy with the biggest knowledg about L/SH3 contents in the german comunity and he wrote most of the LSH3 manual.

Please contact me anytime by mail "urmel@lsh3.com".

My biggest respect to you Kendras!

Greetings from LSH3-Urmel from Switzerland
Roger that ! Thank you very much for the answer !
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Old 06-19-17, 11:21 AM   #34
gap
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This is what I get (wings version = 1.4.1) :
Why v. 1.4.1? Current versios is 2.1.5, and it is much better

Anyway, at first glance your UV map doesnt look right. Try untriangulating the model and dissolving the resulting top faces so to obtain a one or two big surfaces, and the try to repeat the process step by step. Maybe if you switch Wing's interface back to English, it will be easier for you to follow my instructions...
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Old 06-19-17, 11:36 AM   #35
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Why v. 1.4.1? Current versios is 2.1.5, and it is much better
Yeah, but much slower too ! And now program doesn't answer ... (I've just downloaded v2.0)

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Use this e-mail address ... make sure that you take note of it
Done.

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Read more about in our LSH3-Manual here:
http://www.lsh3.com/dl/v15/LSH3-Handbuch-2010_DE.pdf
(125 Pages, start maybe by page 65, german only)
P 102 and next !
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Old 06-19-17, 11:59 AM   #36
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PM sent with WAC terrain link.
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Old 06-19-17, 12:00 PM   #37
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PM sent with WAC terrain link.
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Old 06-19-17, 12:03 PM   #38
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Just send me the modified parts, and I will repack the terrain file myself.

 
Deployment of the Modifications

As the terrain file is huge its rather difficult to distribute it over the net, so I’ve write a program to do that, SH3Repacker, to share you’ re modifications you need to put in one directory subdues created when you repack the 3x3 grid, along with the program.
When you start the program it scans for the subdues and replace the modified parts in the original terrain files, this allows to release from 1 square to the number you’ve modified, just be sure that all the directories contains two files, with the same name as the dir plus MK.RL2 one files and RS.RL the other, it should look like this:
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Old 06-19-17, 01:56 PM   #39
gap
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PM sent with WAC terrain link.
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Just send me the modified parts, and I will repack the terrain file myself.
I didn't receive any terrain file, the one e-mail I have from you, contains a link to your 3D work

By the way I had a look into it. I can help you with it, but I need to know what will be its use. Will those meshes be in game, or you want to import them in S3d just for visual reference?

Depending on your answer I will suggest you the best workflow and I will optimize the model for easing your work
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Old 06-19-17, 02:15 PM   #40
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I didn't receive any terrain file, the one e-mail I have from you, contains a link to your 3D work
I'm going to send you again the link.

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By the way I had a look into it. I can help you with it, but I need to know what will be its use. Will those meshes be in game, or you want to import them in S3d just for visual reference?

Depending on your answer I will suggest you the best workflow and I will optimize the model for easing your work
I would like to have both main models (A2 and A3) to import in a .dat file, place them with the Brest harbour placement file, and see how it looks in game. It allows me to have a 3D in-game preview, to see how it interfers with land and sea, and to tweak position. For now, I don't care about textures. It's just needed to import the 3D models into S3D. Precise textures, we will see that later.

The main struture will be this one :

- a .dat file containing all parts of Brest harbour : A1 (seawall), A2 and A3. On each part, placement nodes refering to buildings, cranes, factories, trains ....
- a .dat file containing 3 placement nodes for each part ; this is the one which will be placed into the Locations.cfg file.
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Old 06-20-17, 01:18 AM   #41
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It allows me to have a 3D in-game preview, to see how it interfers with land and sea, and to tweak position.
Don't modify the terrain before I have a first look on the aspect of the new harbour in game. I could decide to do other modifications to the land.
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Old 06-20-17, 11:36 AM   #42
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Don't modify the terrain before I have a first look on the aspect of the new harbour in game. I could decide to do other modifications to the land.
Okay. Please check your MediaFire account
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Old 06-20-17, 02:40 PM   #43
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So, I finally managed to import the 3D models into S3D. By the way, your one pixel textures make S3D crash, so I resized them to 30x30 pixels.

So, first preview in game :



Nice, but there is one problem : there are strange shadows on a lot of sides :



And also in S3D :



Do you know where it comes from ?
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Old 06-20-17, 03:25 PM   #44
gap
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So, I finally managed to import the 3D models into S3D. By the way, your one pixel textures make S3D crash, so I resized them to 30x30 pixels.
Well done

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Nice, but there is one problem : there are strange shadows on a lot of sides :

....

Do you know where it comes from ?
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the game engine tends to smooth edges even at sharp angles, and there is no other way to make some edges hard than splitting them before importing the desired model in game.
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Old 06-21-17, 05:53 AM   #45
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Gap, could you send me the .raw picture of Brest area terrain converted in .png ? I've found topographic maps, and I will try to improve the SH3 terrain map around Brest harbour.
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