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Old 12-15-16, 04:29 AM   #1
gap
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Originally Posted by Kendras View Post
It's very far from perfect. What I really need is a good and detailed model of the rock. And I also would like to add some reefs around (as separated models, but in the same file as the lighthouse).

I'm waiting for help (gap ?).
No problem.

I am downloading Tycho's files as we speak. How deep (more or less) should be the rock underwater? Can you visit the exact location that the Holtenau lighthouse is gonna be placed in, and tell me what the depth under keel is while you are surfaced?

Moreover, can you provide me with some additional information on the reefs that you want to add around the lighthouse?
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Old 12-15-16, 04:45 AM   #2
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How deep (more or less) should be the rock underwater? Can you visit the exact location that the Holtenau lighthouse is gonna be placed in, and tell me what the depth under keel is while you are surfaced?
We have to keep in mind that the rock model will probably be used at different locations, so we have to envisage different depths. 40 meters should be good ! In my case, I am on the La Vieille location, in the west of la pointe du Raz. I send you my files in PM.

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Moreover, can you provide me with some additional information on the reefs that you want to add around the lighthouse?
Let's imagine something like that :

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Old 12-15-16, 04:46 AM   #3
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I am downloading Tycho's files as we speak.
Not my files, Bertram Waldner's files, according to the link. I think that is from german SH community (marinesims) and are made for LSH or CCoM. I just save the link for future use, when will I need.
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Old 12-15-16, 06:57 AM   #4
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I prefer in .dat files.
Okay, you will need to wait until I find my working files and Import them into a dat file them.
I usually work with medium to high size textures and I scale them down for usage in game. What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures?

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Mmh, it's a good start, but we need a better model (not just flat faces with a texture for the details).
I always rework heavily free 3D models I find on the web, because they rarely have the vertex resolution and other properties which suit game models. If need be, I can add some more detail to the lighthouse mesh, but we should also keep an eye on file size; adding very complex objects near land is always a bit risky, you know
If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model

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Yes, not bad, the upper part is well modelled. We can also use the RoterSand lighthouse ("LH" to abbreviate) for new models, it's a very pretty LH.


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We have to keep in mind that the rock model will probably be used at different locations, so we have to envisage different depths. 40 meters should be good ! In my case, I am on the La Vieille location, in the west of la pointe du Raz. I send you my files in PM.
I am talking about the rocks that the lighthouses are rising from. Those need to be integral part of each model so we can only have one fixed depth for each lighthouse, unless you want to make that kind of lighthouses into sea units. If the latter is the case, I could create a set of rocks of different heights to be placed in a library file, and to be conveniently linked to each lighthouse "unit" through eqp file. This is how we made the concrete pedestals of TWoS coastal defences (in SH5 proper coastal defences don't fire their guns).
The one problems I see, is that making generic rock models to accomodate any kind of lighthouse might be a bit tricky due to them not being totally flat, and even by setting a very heavy mass and a low center of mass, "floating" lighthouses would swing faintly on heavy seas. On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units

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Let's imagine something like that...
I see a reticule but wath is the scale?
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Old 12-15-16, 02:10 PM   #5
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What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures?
I Prefer embedded textures. For the resolution, I think maximum 2000x2000 pixels.

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I always rework heavily free 3D models I find on the web, because they rarely have the vertex resolution and other properties which suit game models. If need be, I can add some more detail to the lighthouse mesh, but we should also keep an eye on file size; adding very complex objects near land is always a bit risky, you know.
Yes, just a little more detailed, but not all the 3D details.

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If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model
Yes, sure. Look at the model I've sent to you : windows and machicolations are just textured, but it looks good !

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I am talking about the rocks that the lighthouses are rising from. Those need to be integral part of each model so we can only have one fixed depth for each lighthouse,
Yes, me too. As the LH won't be sea or land units, we just have to set "onland=false" in the Locations.cfg files, and the node of the LH will always be at the sea level, whatever the depth is. But I agree that we attach the rock to the LH model. I was just thinking that we could use the same model of rock for several LH, maybe a little reworked and with a different stone texture for more diversity ! But if you want to model a totally different rock for each LH, it's even better !

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unless you want to make that kind of lighthouses into sea units. If the latter is the case, I could create a set of rocks of different heights to be placed in a library file, and to be conveniently linked to each lighthouse "unit" through eqp file.
Not at all.

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On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units.
Ah, didn't think about that. I don't think it's very important for now.

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I see a reticule but wath is the scale?
Let's work with your imagination ! Under and above water reefs would be excellent ! But not too many ! Remember that we can use a danger buoy to mark the danger !

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Old 12-15-16, 05:47 PM   #6
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Something is strange. I tested for Camaret LH (near Brest harbour).

The LH was in the land :



So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....

I don't understand ....
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Old 12-18-16, 09:27 AM   #7
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Hey, I've found a good plan on the net, to help you to model properly the circular LH :



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Old 12-18-16, 09:43 AM   #8
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You want, to model it inside?
This will be waste of computer resources.
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Old 12-23-16, 06:17 AM   #9
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Originally Posted by Kendras View Post
Something is strange. I tested for Camaret LH (near Brest harbour).

The LH was in the land :



So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....

I don't understand ....
Hi Kendras,

I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level.

Hope this helps but this is going back to 2006

Who knows where the time goes as Sandy Denny sang so beautifully.

Regards,

MLF
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Old 12-23-16, 09:57 AM   #10
gap
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Hello dear gap !


(As your PM box is full, I post my message here)

What are the news ? I hope all is good on your side. I just wanted to know what you decided to do for the lighthouses models and also the rock/reefs ... ? Is it to hard to model them, or have we a chance to reach our great objective ?

All the best ! And Merry Christmas if we don't talk before this time !
Hello Kendras

sorry for not getting in touch for a while. I have been carried away by the Phare the la Vielle during the last few days...
For my own pleasure, I have decideded to redo it, but of course I will be my pleasure sharing it with the community along with the Dune leading lights and with any other model I might be working on after it.
The La Vielle light is coming along nicely. I am using the 3dWarehouse model as template, so it shouldn't take too long to me finishing it. What and doing is fixing some wrong proportions, consolidating the meshes for use in game, remapping the UV channel and retexturing the model. I will post some quick renderings in a couple of days, and I hope I will finish it before the next year.

After that I will start working on the other 3D stuff that you asked for

Quote:
Originally Posted by Kendras View Post
Something is strange. I tested for Camaret LH (near Brest harbour).

The LH was in the land :

...

So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....

I don't understand ....
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Originally Posted by MLF View Post
Hi Kendras,

I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level.

Hope this helps but this is going back to 2006.

Regards,

MLF
I should have a close look into that model, but I think MLF is correct. When a terrain object is place on land, the cartesian coordinates of its meshes are used for determining its height relative to the terrain. In other words the meshes of that model need to be moved up so that the base of the lighthouse will have a y coordinate close to 0.

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Originally Posted by Kendras View Post
Hey, I've found a good plan on the net, to help you to model properly the circular LH :



Good findings! Phare du Four?
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Old 12-30-16, 06:16 PM   #11
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Hi Kendras,

I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level.
Assume this didn't help with placement?

MLF
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