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Old 12-20-16, 05:00 PM   #61
Tycho
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Quote:
Originally Posted by astradeus View Post
As you point out, it's a long task to modify the climatic regions of the "TerrainTypes.raw" file.
TerrainTypes.raw is not big problem, I finished it long ago, and liked it to be simple.
The long task in SH3 for me are the forests files.
The forest file is responsible for distribution of the trees on the terrain.
It's a .dat file with many placement nodes, where you call specific tree and give it coordinates. And one forest file may contain hundreds or thousands of placement, so it's tedious, I don't do it every day.
 
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Old 12-20-16, 06:59 PM   #62
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Originally Posted by Tycho View Post
TerrainTypes.raw is not big problem, I finished it long ago, and liked it to be simple.
The long task in SH3 for me are the forests files.
The forest file is responsible for distribution of the trees on the terrain.
It's a .dat file with many placement nodes, where you call specific tree and give it coordinates. And one forest file may contain hundreds or thousands of placement, so it's tedious, I don't do it every day.
 
Indeed, it is a Colossal work that you have undertaken. I even wonder if it's reasonable? Why give so much importance to the placement of these trees?

Here is the reference that I wish to use to modify the map "TerrainTypes" of the climatic regions.

This is the "köppen climate classification"

https://learn.weatherstem.com/module...ons/88/12.html

https://en.wikipedia.org/wiki/K%C3%B...classification

I think it is possible to create more than 20 climatic regions with their unique vegetation.

What do you think?

Last edited by astradeus; 12-20-16 at 11:02 PM.
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Old 12-21-16, 11:10 AM   #63
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1. Would it be possible to have the same placement for the trees during summer and winter ? Because if (for example) you place correctly a bunker in summer, sometimes in winter there are trees just on it, and it's so bad looking !

2. What is that ? :

 
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Old 12-21-16, 02:03 PM   #64
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2. What is that ?

I am not very sure, but I think it represents an area of vegetation. Unless otherwise stated, each yellow dot represents a tree.
The goal is to organize this set of points so that they are more natural or more concentrated or more.
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Old 12-27-16, 02:20 PM   #65
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Originally Posted by astradeus View Post
Indeed, it is a Colossal work that you have undertaken.
Well, If I take myself in hands, I will make forest file with 1000 trees just for two max three days.
But for various reasons, I'm not in the mood for that, so that will extend to several months.

Quote:
Originally Posted by astradeus View Post

I think it is possible to create more than 20 climatic regions with their unique vegetation.

What do you think?
I will speak for SH3. Original TerrainTypes.raw have over 30 shades, so this is possibility for over 30 terrain types.
Will use Fahnenbohn screens from the second page of this topic:
 

Then is simplified through Terrain.cfg to 9 terrain types. So, even only with editings to [IdxConversion] is possible to make more terrain type of some regions.
 


But, I decided to make my own.
My approach is to do it simple, only 12 shades.
 

First shade cover the whole world, I call it generic. Then over it I draw, not too deep in land, next 11 shades. There is no point, to draw something in the middle of the continents.
And my terrain types are these:
Code:
[IdxConversion]
IDX 1=0;	/ Generic	/ 1 season
IDX 2=1; / Ice	/ 1 season
IDX 3=2; / Tundra	/ 2 seasons (winter, summer)
IDX 4=3; / Taiga	/ 2 seasons (winter, summer)
IDX 5=4; / Temperate North	/ 4 seasons (winter, spring, summer, autumn)
IDX 6=5; / Temperate South	/ 4 seasons (summer, autumn, winter, spring)
IDX 7=6; / Chaparral	/ 2 seasons (winter, summer)
IDX 8=7; / Desert	/ 1 season
IDX 9=8; / Jungle	/ 1 season
IDX 10=9; / Savanna	/ 2 seasons (dry, wet)
IDX 11=10; / Grassland North	/ 2 seasons (dry, wet)
IDX 12=11; / Grassland South	/ 2 seasons (dry, wet)
Quote:
Originally Posted by Kendras View Post
1. Would it be possible to have the same placement for the trees during summer and winter ? Because if (for example) you place correctly a bunker in summer, sometimes in winter there are trees just on it, and it's so bad looking !
Well this is the right way to do it, don't change coordinates, just change the trees to autumn/winter variant.
How is it in the original files, I did not checked.

My way to make the forest file, will describe soon.
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Last edited by Tycho; 12-27-16 at 02:28 PM.
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Old 12-27-16, 02:27 PM   #66
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Editings of this post: How the terrain texturing work.
I changed and added something important about Tex04.
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Old 12-28-16, 09:39 AM   #67
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thank you for your answers .

No answer, I thought you were gone.

I am currently testing a map that I have created and that seems operational. It contains 32 different types of vegetation zones. But I am not yet satisfied with the accuracy of the actual data. This is my trial version. I chose to make big, because even if all zones are not exploited immediately, it is possible to associate several [IdxConversion] with the same type of vegetation.

For example:

IDX 1 = 6; Tropical / rainforest
IDX 2 = 6; Tropical / rainforest
IDX 3 = 6; Tropical / rainforest




Quote:
Originally Posted by Tycho View Post
And I accomplish my trees in completely different approach than original game.
Can you give me more explanations on this subject?

In my experimentation for sh5, I am looking for a way to get a better rendering of the textures in the game. I thought to modify the models "vegetation.GR2"
Or use the normal map textures for trees.

What are you going to do?

Last edited by astradeus; 12-28-16 at 09:47 AM.
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Old 01-15-17, 03:37 AM   #68
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OOPSS!!!!!

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Old 01-16-17, 01:37 AM   #69
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what's going on here ?
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Old 01-16-17, 01:42 AM   #70
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Quote:
Originally Posted by astradeus View Post
I am currently testing a map that I have created and that seems operational. It contains 32 different types of vegetation zones.

That looks really good !

I think it would be cool to add new climates based on local climate + the altitude : firs in high altitude, and even no trees but only rocks or ice for very high altitudes.
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Old 01-16-17, 04:37 AM   #71
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Quote:
Originally Posted by Kendras View Post
what's going on here ?
I'm trying to get the torpedoes working.
But the DD shoots the torpedo only to 90 degrees (elevation) and it falls into water immediately after being shot.
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Old 03-10-17, 07:01 AM   #72
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Originally Posted by astradeus View Post
Any progress here ?
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Old 04-12-17, 11:18 AM   #73
Tycho
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Now I saw that last time when I work on my terrain and forest files is end of january.
Will finish this probably when the autumn come.
But now I have something new. Very interesting. But I'm on vacantion now, when get home will show and give you.
Until then, I'll let you guess.
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Old 04-12-17, 11:54 AM   #74
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But now I have something new. Very interesting ... I'll let you guess.
May I guess without any clues ?
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Old 04-12-17, 02:15 PM   #75
Tycho
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Quote:
Originally Posted by Kendras View Post
May I guess without any clues ?
I do not know, if it was me, I will thinking of something about the navigation map.
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