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Old 04-26-16, 06:04 AM   #31
Fahnenbohn
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Icon14 Nice result !



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Old 04-26-16, 09:17 AM   #32
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Looks great, does the map in game now also have that color scheme?
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Old 04-26-16, 10:08 AM   #33
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Looks great, does the map in game now also have that color scheme?
Yes, indeed !
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Old 04-26-16, 01:19 PM   #34
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That's so very coool

BTW two questions:

1) IIRC the low zoom map is controlled by one file and the high zoom one by others, so is it possible to have different colors in both cases?

2) Any chance of a true KM chart color scheme, as flat green for land and white for water? I mean in low zoom settings, as the Aces of the Deep chart - the idea would be to switch to the other color scheme in high zoom, so that you can differentiate the water depth zones. So you have a "tactical" chart with KM grid in low zoom, and "navigation" chart in high zoom.
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Old 04-26-16, 01:57 PM   #35
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1) IIRC the low zoom map is controlled by one file and the high zoom one by others, so is it possible to have different colors in both cases?
I don't think it's possible, because both maps' colors are controled by the same color sheme file.

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2) Any chance of a true KM chart color scheme, as flat green for land and white for water? I mean in low zoom settings, as the Aces of the Deep chart - the idea would be to switch to the other color scheme in high zoom, so that you can differentiate the water depth zones.
Yes, it's possible ! I could give a single green color to the land, and different shades of gray for the water depths .... Will try this.
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Old 04-26-16, 02:29 PM   #36
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Like that ?


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Old 04-26-16, 03:50 PM   #37
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Water is perfect, but land should be flat green
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Old 04-27-16, 08:33 AM   #38
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Yay

Though a bit more green would not hurt ---

Like this one: http://www.ebay.com/itm/WW2-1945-NAZ...-/121236680062
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Old 04-27-16, 12:09 PM   #39
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i use a brown map, i donloaded and i had superpose in low resolution map a coordenate grid, so you can aproximate lat and long. Realy i dont remember how i fix position, but i made it right when i did. posible i extracted and make transparecy wirh a mercator chart. to set correct position.

if you are interested i can upload it.
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Old 04-30-16, 02:20 PM   #40
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Hey Tycho !

Would it be possible to control the climate zones on a more precise map ?
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Old 04-30-16, 04:33 PM   #41
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Hey Tycho !

Would it be possible to control the climate zones on a more precise map ?
I don't know, why you not try. Make it 4320x2160 and specify this dimension in Terrain.cfg, then test what happens.
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Old 05-06-16, 10:44 AM   #42
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Where you can download them? ... But why do not you upload your mod to download? Not all have to work with Photoshop and similar programs skills.
Hi Anvar. I plan to work on this me too, and to release my work with FBE v 1.2 (see here)

F.
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Old 05-06-16, 04:15 PM   #43
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Hi Anvar. I plan to work on this me too, and to release my work with FBE v 1.2 (see here)

F.
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Old 05-07-16, 11:52 PM   #44
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Hi guy`s , just been playing SH3 with some mods , for a long time NOW?. Always crap`s me out , [ the only polite thing l could think of ] that they play-up crash ,etc , even on different OS , eg win xp -vista -7-8 -?.
ONLY time they don`t play-up is 1st install ,eg: vanilla-install , STD install , OEM install. ???? . , [ just like l say to my kids , did you see the original version of this its great ]. LIFE .
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Old 05-24-16, 10:37 AM   #45
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Default How to adjust axis direction to your needs.

I'm here just for day, but this is enough for sharing the three quick tricks.

First one:
How to adjust axis direction to your needs.

One easy example is with UZO. The new modded boats and turms have this feature, but I don't have computer that will handle all these new models stuff, so I want to make this for stock turms.

You will work with the turm .dat file, in this example: "Turm7c_1_hd.dat".
First, if you give a dial controller (SolBearing) to the UZO node, it will rotate the X axis. So let's look, what will happen when the dial controller rotate the X axis.
This will not be good:
 



If you rotate the Z axis with -90°, this will put the X axis in the needed direction,
but because the 3d model is in this node, it is again not good:
 



So, you first create a new node, name it something recognizable, in this case "Turm7c_1_UzoRot".
For Translation X, Y and Z you give the same coordinates that are in the original UZO node (Turm7c_1_uzo_High).
Then rotate the Z axis with -90° (half a Pi):
 



Now, for the original node, you make it child of the new node. Change Parent id with the Id of the new node (UzoRot).
Give 0,0 for Translation X, Y and Z, and rotate the Z axis with +90°:
 



A small adjustment on Y and Z, to catch up some asymmetry between the UZO and its base when is rotated:
 



Now for test, you rotate manually the X axis of UzoRot, and you see that the rotation is correct.
Bring it back to 0,0 and save the file:
 



Next, you open the turm .sim file and create a new dial controller. Make it Type = SolBearing.
Make DispVal and RealVal = 0 - 360. And for Parent id: give it the Id of the UzoRot node from the .dat file.
Save the file:
 



Now in the game, the model of the UZO will rotate according to the bearing that is pointed:
 
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Last edited by Tycho; 05-30-16 at 05:25 AM.
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