SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-11-17, 01:50 PM   #151
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kendras View Post
Pretty impressive ! Watch this
I agree

Unfortunately Unity is available for free, but not World Creator

Quote:
Originally Posted by Kendras View Post
Gap, in order I create harbours at the proper scale, could you create a small "tool" for me ?
I am now finishing the "Petite Vieille" (working on textures as we speak). This is the first lighth I will send to you. Is the measuring tool needed urgently?

I remind you that you can measure the distance between two vertices by simply selecting them. Wings' top bar will display automatically their absolute distance, followed by the distance along the three axes. 1 unit of length = 10 m. This is the most accurate measuring method and the most practical, unless you want to measure distances directly in game.

Quote:
Originally Posted by Kendras View Post
1. A little comparison with the actual Helgoland in SH3.

I don't understand...
Can you please show your and SHIII's version of the Island side by side?

Quote:
Originally Posted by Kendras View Post
2. Even that simple model would be better
Nice! What game is that? For a moment, before could I read your message, I thought it was SHIII LOL

Quote:
Originally Posted by Kendras View Post
I think Helgoland is not the priority for now. I may try to add your models on the existing terrain. But the LH and light signal placed on Düne must be placed on a land model (covered with sand), because if I place them at the right place, they will be in the water (see my previous post).

Let's concentrate on the french LH. Perhaps the LH of "La Vieille" could be tested in game very soon ?
We will see. As I said a few days back, the front light can be either on land or in the water. Should the concrete base be too short, we can try and raise the sea bed, or alternatively I can create a sand dune model to be attached below the base. As for the back light, it would be better if it was on land. I am confident that GWX/WAC got Dune and Helgoland in their right position. If not, I believe that shifting them by 200 or 400 meters shouldn't be too complicated.

Quote:
Originally Posted by the_frog View Post
GWX and all big Mods include a map version (I think created by Tigerkatzitatzi) that gives an "improved" representation of Helgoland + Döne. It is not prefect but better than nothing.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 06-11-17, 02:52 PM   #152
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
I am now finishing the "Petite Vieille" (working on textures as we speak). This is the first lighth I will send to you. Is the measuring tool needed urgently?
Good news ! I will need the tool only when I build harbours. If you didn't know, harbours in SH3 are built with standard portions contained in the Library folder. A harbour file contains only positions and references for these standard portions. So, to create a new harbour, I need to import these portions in a .dat file, move them to the right position, and measure distances. Then, I get the absolute positions of each element, and I can remove all 3D models, letting only the placements (positions + parent IDs references).

Quote:
Originally Posted by gap View Post
I remind you that you can measure the distance between two vertices by simply selecting them. Wings' top bar will display automatically their absolute distance, followed by the distance along the three axes. 1 unit of length = 10 m. This is the most accurate measuring method and the most practical, unless you want to measure distances directly in game.

I won't need Wings to create harbours, at least not to place the elements. But perhaps I will need to create new elements ?

Quote:
Originally Posted by gap View Post
I don't understand...
Can you please show your and SHIII's version of the Island side by side?
Yes sure :

My own drawing : http://www.subsim.com/radioroom/show...&postcount=137

Helgoland in WAC/GWX (at same scale as my previous drawing) :



Quote:
Originally Posted by gap View Post
Nice! What game is that? For a moment, before could I read your message, I thought it was SHIII LOL
Flight simulator IIRC.

Quote:
Originally Posted by gap View Post
I am confident that GWX/WAC got Dune and Helgoland in their right position.
According to my comparison, it's not the case unfortunately. The island is two time bigger as the real one, and Düne is misplaced + wrong shape/size.

---

About lighthouses that I would like to add, lots of pretty models here : https://3dwarehouse.sketchup.com/use...av=collections
  Reply With Quote
Old 06-11-17, 03:15 PM   #153
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Another nice lighthouse :

- https://3dwarehouse.sketchup.com/mod...e-de-dunkerque


And other models that are not lighthouses but would make very nice additions :

- https://3dwarehouse.sketchup.com/mod...amaret-sur-Mer

- https://3dwarehouse.sketchup.com/mod...-of-Saint-Malo

- https://3dwarehouse.sketchup.com/mod...A9e-XVII-XVIII


I've even found U-Boot bunkers : https://3dwarehouse.sketchup.com/mod...ochelle-France
  Reply With Quote
Old 06-11-17, 03:43 PM   #154
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kendras View Post
Good news ! I will need the tool only when I build harbours. If you didn't know, harbours in SH3 are built with standard portions contained in the Library folder. A harbour file contains only positions and references for these standard portions. So, to create a new harbour, I need to import these portions in a .dat file, move them to the right position, and measure distances. Then, I get the absolute positions of each element, and I can remove all 3D models, letting only the placements (positions + parent IDs references).
I got you; I will work on that ruler

Quote:
Originally Posted by Kendras View Post

I won't need Wings to create harbours, at least not to place the elements. But perhaps I will need to create new elements ?
I think creating some simple models will be a good exercise for you, but let me know anyway if you need for my help



Quote:
Originally Posted by Kendras View Post
Helgoland in WAC/GWX (at same scale as my previous drawing) :

...

According to my comparison, it's not the case unfortunately. The island is two time bigger as the real one, and Düne is misplaced + wrong shape/size.
I agree, we can do better

Quote:
Originally Posted by Kendras View Post
About lighthouses that I would like to add, lots of pretty models here : https://3dwarehouse.sketchup.com/use...av=collections
I know

Quote:
Originally Posted by Kendras View Post
Good model! You read in my mind: I was looking exactly at it just last night
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 06-12-17, 04:59 AM   #156
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
Amazing!

I had no realized how many coastal batteries where located on the island. Maybe we could add them in game
This can help : http://www.festungsbauten.de/D/D_Helgoland.htm
  Reply With Quote
Old 06-12-17, 03:06 PM   #157
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Icon9

I would like to download the 3D models of the 3D-Warehouse site, but I need the last version of Sketchup, and for this I need Windows 7, which I haven't.



So, I need your help to convert them into .obj files.

See here for the models : http://www.subsim.com/radioroom/show...&postcount=155. Perhaps you want to improve them.
  Reply With Quote
Old 06-13-17, 03:23 AM   #158
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

About harbours, I think a better solution is this one :

- I create the map of the harbour (with scale)

- You create a surface (3D model) which has this plan as texture.

- I import this plan into the .dat file, and I can place elements directly on it !


For example, with Brest :


Last edited by Kendras; 06-13-17 at 04:16 AM.
  Reply With Quote
Old 06-14-17, 02:01 AM   #159
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kendras View Post
I would like to download the 3D models of the 3D-Warehouse site, but I need the last version of Sketchup, and for this I need Windows 7, which I haven't.
mmm... weird, I have a free version of Sketchup 2014 which I run on windows 8.1, but I am pretty sure any recent release of Sketchup should be compatible with Win 64-bit. Do you have a 32-bit OS?

Quote:
Originally Posted by Kendras View Post
So, I need your help to convert them into .obj files.
Okay

...but remember that a good conversion takes time: most of those models were done for being seen in Google Earth, not in a video game, and if that wasn't enough, Sketchup's obj exporter is far from perfect

Quote:
Originally Posted by Kendras View Post
See here for the models : http://www.subsim.com/radioroom/show...&postcount=155. Perhaps you want to improve them.
All the lighthouse models listed in your post above are already on my HD,

exception made for:

Phare de l'Île de Sein: the lighthouse whose model is available on 3D Warehouse was built in 1950-51. The previous lighthouse was blown up by German troops on 4 August 1944. This is how it looked like:




Add to your list the following models that I have also downloaded:

Phare de l'île Noire (Morlaix): https://3dwarehouse.sketchup.com/mod...-de-lILE-NOIRE
Phare de l'Île Louët (Carantec): https://3dwarehouse.sketchup.com/mod...Ele-Lou%C3%ABt
Phare de Roscoff (Roscoff): https://3dwarehouse.sketchup.com/mod...RITTANY-FRANCE
Phare de l'Île de Batz (Île de Batz): https://3dwarehouse.sketchup.com/mod...e-lILE-DE-BATZ
Phare de Pontusval (Brignogan-Plage): https://3dwarehouse.sketchup.com/mod...e-de-Pontusval
Phares de l'Île Vierge (Plouguerneau): https://3dwarehouse.sketchup.com/mod...de-lILE-VIERGE
Phare de Lanvaon (Plouguerneau): https://3dwarehouse.sketchup.com/mod...are-de-LANVAON
Phare de l'Île Wrac'h (Aber Wrac'h): https://3dwarehouse.sketchup.com/mod...-de-lILE-WRACH
Tourelle de Corn-Carhai (Portsall): https://3dwarehouse.sketchup.com/mod...de-CORN-CARHAI
Phare de Trézien (Lampaul-Plouarzel): https://3dwarehouse.sketchup.com/mod...are-de-TREZIEN
Phare de Nividic (Île d'Ouessant): https://3dwarehouse.sketchup.com/mod...are-de-NIVIDIC
(N.B: read what Wikipedia says about the [in]operational status of French lighthouses during the German occupation )
Phare du Stiff (Île d'Ouessant): https://3dwarehouse.sketchup.com/mod...Phare-du-STIFF
Feu du Mengant (Brest): https://3dwarehouse.sketchup.com/mod...a-Roche-MENGAM
Tourelle de la Parquette (Camaret-sur-Mer): https://3dwarehouse.sketchup.com/mod...e-LA-PARQUETTE
Phare du Millier (Bouzec-Cap Sizun): https://3dwarehouse.sketchup.com/mod...are-du-MILLIER
Feu du Chat (Île de Sein): https://3dwarehouse.sketchup.com/mod...urelle-du-Chat
Phare de Trescadec (Audierne): https://3dwarehouse.sketchup.com/mod...e-de-Trescadec
Phare de Penmarc'h (Penmarc'h): https://3dwarehouse.sketchup.com/mod...re-de-PENMARCH
Phare d'Eckmühl (Penmarc'h): https://3dwarehouse.sketchup.com/mod...Phare-dECKMUHL or https://3dwarehouse.sketchup.com/mod...-dEckm%C3%BChl
Feu le Coq (Bénodet): https://3dwarehouse.sketchup.com/mod...c7a/Feu-LE-COQ
Feu de la Pyramide (Bénodet): https://3dwarehouse.sketchup.com/mod...de-la-PYRAMIDE
Phare de Sainte-Marine (Combrit): https://3dwarehouse.sketchup.com/mod...-Sainte-Marine
Phare de l'Île aux Moutons (Fouesnant): https://3dwarehouse.sketchup.com/mod...LE-AUX-MOUTONS


To finish with Finistère, we miss models of the following lighthouses:

Carantec: Phare de la Lande
Roscoff: Feu postérieur, Tourelle de Ar Chaden and Tourelle de Men-Guen-Bras
Sibiril: Feux de Moguériec
Plouguerneau: Feu postérieur
Aber Wrac'h: Feu de la Palue and Feu de Saint Antoine
Lanildut: Feu de l'Aber-Ildut
Lampaul-Plouarzel: Phare de la pointe de Corsen, Tourelle du Faix and Feu des Plâtresses
Île d'Ouessant: Tourelle de Men-Korn
Île Molène: Feu des Trois Pierres
Le Conquet: Feu de Lochrist and Tourelle de la Grande-Vinotière
Saint-Mathieu: Tourelle des Vieux Moines and Feu auxiliaire de Saint-Mathieu
Brest: Feu de la jetée de l'Ouest, Feu de la jetée du Sud, Feu du môle de l'Est, Feu du Château, Feu de la passe de la rade-abri (jetée Sud), Feu de la passe de la rade-abri (digue Est)
Crozon: Feu de Morgat (Kador)
Douarnenez: Feu de l'île Tristan, Feu du Rosmeur and Feu du Biron
Île de Sein: the already mentioned Phare de Sein and Amer Plas ar Scoul
Pointe du Raz: Phare (sémaphore) du Bec du Raz
Audierne: Phare de Kergadec, Feu de la jetée de Raoulic, Feu de la jetée de Sainte-Evette and Feu de Pors Poulhan
Penmarc'h: Tour à feu de la chapelle Saint Pierre, Feu du Men-Hir, Feu anteriérieur du Chenal de Groumili and Feu postérieur du Chenal de Groumili
Guilvinec: Feu de Lost-Moan, Feu antérieur, Feu postérieur and Feu du môle
Loctudy: Feu de la Perdrix and Feu de Loctudy
Fouesnant: Phare de Penfret
Concarneau: Feu de Pouldohan (Pointe de Beg-Menez), Feu Le Cochon, Feu de Lanriec, Feu de la Croix, Feu de Kériolet and Feu de Beuzec
Névez: Phare de Port Manec'h (Beg ar Vechen)
Trégunc: Feu de la pointe de Trévignon; Feu de la Roche du Dragon
Moëlan-sur-Mer: Feu de Merrien, Feu anteriérieur de Douélan and Feu posteriérieur de Douélan

Quote:
Originally Posted by Kendras View Post
Sure it can! but... I wish I could read German

Quote:
Originally Posted by Kendras View Post
About harbours, I think a better solution is this one :

- I create the map of the harbour (with scale)

- You create a surface (3D model) which has this plan as texture.

- I import this plan into the .dat file, and I can place elements directly on it !
That's very easy. I can do the work myself or I can explain how to do it in 5 steps, so that you wont have to wait for me every time. What do you prefer?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 06-14-17, 04:25 AM   #160
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
I am pretty sure any recent release of Sketchup should be compatible with Win 64-bit. Do you have a 32-bit OS?
Yes, 32 bit win XP.

Quote:
Originally Posted by gap View Post
Phare de l'Île de Sein: the lighthouse whose model is available on 3D Warehouse was built in 1950-51. The previous lighthouse was blown up by German troops on 4 August 1944. This is how it looked like: ...
Good find !

Quote:
Originally Posted by gap View Post
Add to your list the following models that I have also downloaded:

 
Phare de l'île Noire (Morlaix): https://3dwarehouse.sketchup.com/mod...-de-lILE-NOIRE
Phare de l'Île Louët (Carantec): https://3dwarehouse.sketchup.com/mod...Ele-Lou%C3%ABt
Phare de Roscoff (Roscoff): https://3dwarehouse.sketchup.com/mod...RITTANY-FRANCE
Phare de l'Île de Batz (Île de Batz): https://3dwarehouse.sketchup.com/mod...e-lILE-DE-BATZ
Phare de Pontusval (Brignogan-Plage): https://3dwarehouse.sketchup.com/mod...e-de-Pontusval
Phares de l'Île Vierge (Plouguerneau): https://3dwarehouse.sketchup.com/mod...de-lILE-VIERGE
Phare de Lanvaon (Plouguerneau): https://3dwarehouse.sketchup.com/mod...are-de-LANVAON
Phare de l'Île Wrac'h (Aber Wrac'h): https://3dwarehouse.sketchup.com/mod...-de-lILE-WRACH
Tourelle de Corn-Carhai (Portsall): https://3dwarehouse.sketchup.com/mod...de-CORN-CARHAI
Phare de Trézien (Lampaul-Plouarzel): https://3dwarehouse.sketchup.com/mod...are-de-TREZIEN
Phare de Nividic (Île d'Ouessant): https://3dwarehouse.sketchup.com/mod...are-de-NIVIDIC
(N.B: read what Wikipedia says about the [in]operational status of French lighthouses during the German occupation )
Phare du Stiff (Île d'Ouessant): https://3dwarehouse.sketchup.com/mod...Phare-du-STIFF
Feu du Mengant (Brest): https://3dwarehouse.sketchup.com/mod...a-Roche-MENGAM
Tourelle de la Parquette (Camaret-sur-Mer): https://3dwarehouse.sketchup.com/mod...e-LA-PARQUETTE
Phare du Millier (Bouzec-Cap Sizun): https://3dwarehouse.sketchup.com/mod...are-du-MILLIER
Feu du Chat (Île de Sein): https://3dwarehouse.sketchup.com/mod...urelle-du-Chat
Phare de Trescadec (Audierne): https://3dwarehouse.sketchup.com/mod...e-de-Trescadec
Phare de Penmarc'h (Penmarc'h): https://3dwarehouse.sketchup.com/mod...re-de-PENMARCH
Phare d'Eckmühl (Penmarc'h): https://3dwarehouse.sketchup.com/mod...Phare-dECKMUHL or https://3dwarehouse.sketchup.com/mod...-dEckm%C3%BChl
Feu le Coq (Bénodet): https://3dwarehouse.sketchup.com/mod...c7a/Feu-LE-COQ
Feu de la Pyramide (Bénodet): https://3dwarehouse.sketchup.com/mod...de-la-PYRAMIDE
Phare de Sainte-Marine (Combrit): https://3dwarehouse.sketchup.com/mod...-Sainte-Marine
Phare de l'Île aux Moutons (Fouesnant): https://3dwarehouse.sketchup.com/mod...LE-AUX-MOUTONS


To finish with Finistère, we miss models of the following lighthouses:

 
Carantec: Phare de la Lande
Roscoff: Feu postérieur, Tourelle de Ar Chaden and Tourelle de Men-Guen-Bras
Sibiril: Feux de Moguériec
Plouguerneau: Feu postérieur
Aber Wrac'h: Feu de la Palue and Feu de Saint Antoine
Lanildut: Feu de l'Aber-Ildut
Lampaul-Plouarzel: Phare de la pointe de Corsen, Tourelle du Faix and Feu des Plâtresses
Île d'Ouessant: Tourelle de Men-Korn
Île Molène: Feu des Trois Pierres
Le Conquet: Feu de Lochrist and Tourelle de la Grande-Vinotière
Saint-Mathieu: Tourelle des Vieux Moines and Feu auxiliaire de Saint-Mathieu
Brest: Feu de la jetée de l'Ouest, Feu de la jetée du Sud, Feu du môle de l'Est, Feu du Château, Feu de la passe de la rade-abri (jetée Sud), Feu de la passe de la rade-abri (digue Est)
Crozon: Feu de Morgat (Kador)
Douarnenez: Feu de l'île Tristan, Feu du Rosmeur and Feu du Biron
Île de Sein: the already mentioned Phare de Sein and Amer Plas ar Scoul
Pointe du Raz: Phare (sémaphore) du Bec du Raz
Audierne: Phare de Kergadec, Feu de la jetée de Raoulic, Feu de la jetée de Sainte-Evette and Feu de Pors Poulhan
Penmarc'h: Tour à feu de la chapelle Saint Pierre, Feu du Men-Hir, Feu anteriérieur du Chenal de Groumili and Feu postérieur du Chenal de Groumili
Guilvinec: Feu de Lost-Moan, Feu antérieur, Feu postérieur and Feu du môle
Loctudy: Feu de la Perdrix and Feu de Loctudy
Fouesnant: Phare de Penfret
Concarneau: Feu de Pouldohan (Pointe de Beg-Menez), Feu Le Cochon, Feu de Lanriec, Feu de la Croix, Feu de Kériolet and Feu de Beuzec
Névez: Phare de Port Manec'h (Beg ar Vechen)
Trégunc: Feu de la pointe de Trévignon; Feu de la Roche du Dragon
Moëlan-sur-Mer: Feu de Merrien, Feu anteriérieur de Douélan and Feu posteriérieur de Douélan
Do you really plan to add all these light marks ??? The list I've done contains the most important lighthouses near Brest. I think it is a good start to see how lighthouses look in game. Then, we will concentrate on another region, as Lorient.

Quote:
Originally Posted by gap View Post
That's very easy. I can do the work myself or I can explain how to do it in 5 steps, so that you wont have to wait for me every time. What do you prefer?
Well, sure I would like to be able to do this myself in Wings !
  Reply With Quote
Old 06-14-17, 09:14 AM   #161
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kendras View Post
Yes, 32 bit win XP.


Quote:
Originally Posted by Kendras View Post
Good find !
https://www.unc.edu/~rowlett/lighthouse/

Quote:
Originally Posted by Kendras View Post
Do you really plan to add all these light marks ??? The list I've done contains the most important lighthouses near Brest. I think it is a good start to see how lighthouses look in game. Then, we will concentrate on another region, as Lorient.
Many of the lighthouses we have listed so far look pretty similar. Let's start with your condensed list first

Quote:
Originally Posted by Kendras View Post
Well, sure I would like to be able to do this myself in Wings !
1. Remember to always put a scale bar in your maps, as you have done for the Brest harbor and to save it in one of the formats accepted by Wings: bmp, gif, jpg, png, tga and tif. You better choose the tga format, so you can use the same file for editing in Wings3D and for importing it in S3D

2. Once your map is ready, start a a new Wings3D projects and -in body selection mode- right click, choose "Image plane" from the drop down menu and navigate to your image.

3. By default newly created image planes are vertical. To make your plane horizontal, select it in body selection mode (to make a selection you can click directly on any element or you can drag your mouse with the rmb pressed until the selection box touches the desired element[s]), right click, choose "Rotate" => "X", press the Tab button on your keyboard to recall the numeric input interface, input -90 (degrees) and confirm.

4. Voilà, at this point you are ready to scale your plane-map to the desired size. For a start, you should create a 3D "ruler": deselect the plane you have just edited (to deselect a previously selected item click on it a second time, drag your mouse with the rmb and Ctrl key until the selection box touches the desired element[s], or simply press the space bar to erase any selection) and -still in body selection mode- create a cube (right click => "Cube").

5. Before you proceed to the next steps you better align yourself to have a perfect top view on the plane and cube you have just created: select "Orthographic view" (by thicking the relative option in the "View" menu, by pressing the "O" shortkey, or by clicking on the appropriate button on top bar's far right) in order to eliminate any perspective distortion, and press the "Y" key on your keyboard to view you scene along the y axis.

6. Time to model your ruler: you already know how to do/undo selections; -in vertex selection mode, select and move the vertices of your cube (right click => "Move" => "X", "Y" or "Z") until one of its sides matches perfectly the bar scale in your map. During this phase be careful not to pan the camera and/or distort inadvertently your map.

7. When you are satisfied, press the space bar to clear your selection, switch to edge selection mode, and select one of edges that you have just made equal in size to your linear scale. You should see its length displayed on the left side of the top info bar.

8. Time to do maths! Let's say that your rudimentary ruler measures 0.135 units and that, according to your scale bar, it should be 500 m long. The equation is:

500 x 0.1 x 100 / 0.135 = 675 %

where 0.1 is the 3D-world units to in-game metres conversion factor

9. We have almost finished: in body selection mode select both geometries (the plane and the ruler), right click, choose "Scale Uniform", press the Tab key and enter whatever number you calculated. A note: in my example the result is an integer, but most probably you will get a decimal number; if that wass the case, remember that Wings 3D only accepts the full stop (.) as decimal mark. Once finished with the scaling, select again the ruler edge for double checking that all went well. Following my example, if we made no mistakes it should measure 500 m x 0.1 units/m = 50 units

10. One last step: when an image is imported into an image plane, Wings automatically adds black pixel to it for fitting it to the nearest square power of 2 (256 x 256, 512 x 512, 1024 x 1024, etc). If you want to keep the original texture instead for used in S3d, you should tweak your plane's UV map. In body selection mode right click and choose "UV mapping"; a new window will pop up. Right click on it and choose "Scale" => "Max Horizontal" and again right click => "Scale" => "Max Vertical". Evein though your map will look messed up in Wings, you are ready to export it: once imported into S3d it will look okay again
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 06-14-17, 10:29 AM   #162
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Icon14

Quote:
Originally Posted by gap View Post
What a gold mine !

Quote:
Originally Posted by gap View Post
Many of the lighthouses we have listed so far look pretty similar. Let's start with your condensed list first
Okay.

Last edited by Kendras; 06-14-17 at 02:50 PM.
  Reply With Quote
Old 06-16-17, 11:50 AM   #163
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

May I hope to try "La Vieille" in-game during this week-end ?
  Reply With Quote
Old 06-18-17, 05:11 PM   #164
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kendras View Post
May I hope to try "La Vieille" in-game during this week-end ?
The "petite" one has been near completion for a few days, but I took a short break from it, sorry

Before I start importing it, I need to know whether I should set it up as a terrain object or as land unit. You have the last word on it, but I insist on the latter option. The reason is below.

During my short pause from 3D modelling I made some research, and I got confirmation that several French lighthouses were destroyed during the Nazi occupation (due to mining by the Germans or to British bombings) and the big majority of them had their lights dimmed or their lenses removed.
Sure enough, some aspects of these changed lighthouse policies, such as lights being switched on only when German vessels were crossing the waters in front of the main Atlantic ports, are hardly replicable in game, but many others can be easily simulated if lighthouses are treated as units rather than being set as static objects. What do you think?

Before you answer, please read carefully this excellent article that the information above was mostly taken from:

https://www.cairn.info/revue-guerres...4-page-109.htm

I guess you get by in French much better than I do
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 06-18-17, 07:53 PM   #165
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
Before I start importing it, I need to know whether I should set it up as a terrain object or as land unit. You have the last word on it, but I insist on the latter option.
It depends. I prefer as terrain object because it's much easier, but we may add them as land units if you want. Side effects can be cured. This has already been explained by me :

As terrain location :

 
PROS :
+ icon is always visible on the navigation map, it's also possible to add colors to the icon
+ always placed at the same altitude, whatever the depth of the sea
+ no collision spheres to add to the 3D model

CONS:
- 3D model can be hidden underground if placed on land
- not possible to custom the LH with an .eqp file


As land unit :


 
PROS :
+ will always be placed on the ground
+ possible to custom the LH with an .eqp file


CONS:
- altitude depending on the depth of the sea (3D model submerged in deep areas)
- icon visible on the map only when in visual range, always green icon (for neutral units)
(can be solved by this trick : a land unit with no icon, and a terrain location at exactly the same placement, without 3D model but with an icon always visible on the map)
- collision spheres to add (can be solved by this trick : only the reef is a terrain location (not placed on the sea bed), and the lighthouse is a land unit and is placed directly on the sea bed)


So, why not as land unit, but for what benefits ?

Quote:
Originally Posted by gap View Post
but many others can be easily simulated if lighthouses are treated as units rather than being set as static objects. What do you think?
Tou mean attacks by british airplanes ? Lights not working only during war ? I don't guess what you are thinking about ... please clarify.

Quote:
Originally Posted by gap View Post
I guess you get by in French much better than I do
What country are you from ?
  Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:21 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.