Log in

View Full Version : A small question : How to change sea to land?


Aces
04-06-11, 03:53 AM
Hi folks,

Could anyone please tell me what determines sea and what determines land?. I want to chhange a very small area in one of the harbours to make it land where at present it is sea.

Thanks and best wishes

Aces

Jimbuna
04-06-11, 06:36 AM
You need the terrain editor....I don't have it on my presently used system but it should be in the downloads section.

Failing that PM Privateer, I know he has it too.

Madox58
04-06-11, 07:23 AM
Ref's Terrain Extractor for SH3
:up:
http://www.mediafire.com/?dxugc1o7x75atux

Aces
04-07-11, 03:02 AM
Thank you kindly chaps that's exactly what I require.

Cheers

Aces

Aces
04-07-11, 08:37 AM
Hi chaps,

Been experimenting and extracted a 3x3 square RAW file but I'm not sure it is fine enough scale for my needs. I just want to take a few square meters in one of the ports where currently there is sea and change it to land or stop the sea appearing there whichever. I am having trouble identifying the exact co-ordinates htat I want to change to land.

All help much appreciated.

Kind regards

Aces

Madox58
04-07-11, 05:22 PM
I forget the exact detail you can work in.
100 meters for every pixel?
:hmmm:

If that's to large for your needs?
Create a 3D model and place it where you want it.

I did a private mod that has the Antarctic base.
You could go in and out if submerged because I did a 3D model overlay
to hide the way in and out from external camera!

Or did I put that in GWX 3?
:o
:har:

Gargamel
04-07-11, 08:14 PM
http://scrapetv.com/News/News%20Pages/Everyone%20Else/images-7/moses-parting-the-red-sea.jpg

Fish In The Water
04-08-11, 02:07 AM
http://scrapetv.com/News/News%20Pages/Everyone%20Else/images-7/moses-parting-the-red-sea.jpg

:haha:

Now if only we could sign that guy up, there'd be no more issues...

Anybody got his cell?

Hans Witteman
04-08-11, 07:21 PM
Hi Aces,

I would like to help you on this one but i didn't play with the terrain extractor so far so i will follow your thread to learn stuff:up:

Best regards Hans

Madox58
04-09-11, 01:27 PM
You can not lower the Sea level anywhere on the World in SH3.
Nor can you raise the Sea level anywhere.

That is a set level that can not be changed.
And the scale is set also, so you are limited to how detailed you can get.
I still don't have the details but I'm thinking 100 meters per pixal.

For greater detail work?
Do a 3D object with needed controllers and placement just as if your working with other Static objects.

Aces
04-11-11, 02:57 AM
Thanks mate, not sure I fully understand, I have a 3d model, have it placed etc. but no go. I think I'll have to shelve this idea for now in the hope that a solution might be found in the future.

Thanks

Leigh

frau kaleun
10-14-11, 05:31 PM
Ref's Terrain Extractor for SH3
:up:
http://www.mediafire.com/?dxugc1o7x75atux

So I got to wondering why every time I started a patrol in Kiel, I got instant reports of damage. Had a look at the campaign files and it turns out part of the subpens at Kiel are actually positioned over dry land. :o

Found this thread, I'm wondering if this Extractor thingy is something I can use to make the land under the subpens turn to sea, and if so.... how does it bloody work? :O:

Or maybe it would be easier to move the "dot" that represents where your boat is placed when you start a patrol at Kiel, it would only need to be moved a little farther out in the subpens to avoid grinding the keel on, well, Kiel, for the first few moments after ordering Ahead Slow.

But I don't know exactly what to change to do that either. :haha:

In conclusion: HALP! :DL

SquareSteelBar
10-15-11, 01:33 AM
.... how does it bloody work?...

. http://fc03.deviantart.net/fs5/i/2005/126/5/a/_digging__by_Zikes.gif

SquareSteelBar
10-15-11, 01:43 AM
There's a tutorial included:

ref's SH3 Terrain Extractor (http://www.file-upload.net/download-3804730/SH3TerrainExtractor_Beta021_Full.zip.html)



.

CherryHarbey
10-15-11, 06:55 AM
is it possible to use this to add Rockall into the game?
and has anyone already done it?

Gerald
10-15-11, 06:59 AM
Are you going to build an island? :hmmm:

Fish In The Water
10-15-11, 07:47 AM
. http://fc03.deviantart.net/fs5/i/2005/126/5/a/_digging__by_Zikes.gif

Ya but where do you plug it in and where's the on switch? :hmmm:

:D :O:

frau kaleun
10-15-11, 06:54 PM
. http://fc03.deviantart.net/fs5/i/2005/126/5/a/_digging__by_Zikes.gif

:O:

There's a tutorial included:

ref's SH3 Terrain Extractor (http://www.file-upload.net/download-3804730/SH3TerrainExtractor_Beta021_Full.zip.html)



I downloaded from Maik's archive already, is there something else at this URL? Because the tutorial that came with what I've got now refers to too many things I don't know anything about on the apparent assumption that anyone reading it will know something about them. I feel like a monkey looking at the back of a watch. A very, very, confused monkey. :doh:

Are you going to build an island? :hmmm:

Yes, and then I'm going to put you and Jim on it where your impending romance will be allowed to blossom in all its inevitable glory without the rest of us having to watch. :O:

Seriously, though, all I want to do is put sea instead of land under the darn subpen I'm in when I start a patrol from Kiel. I realize that there are probably several ways to accomplish this, and I don't know how to do any of them. Overall I would prefer not to have the subpens situated partly on dry land, since that looks funky when you zoom in on the map, but I would settle for just moving the spot on the map that the game recognizes as the start/finish point for a patrol from that base. Which I would think would be the easiest and not involve anything more than editing a few files.

Jimbuna
10-15-11, 07:01 PM
:O:



Yes, and then I'm going to put you and Jim on it where your impending romance will be allowed to blossom in all its inevitable glory without the rest of us having to watch. :O:



Please!!...he does not need any further encouragement :stare:

You were near to an answer or failing that an offer of access to those who know...you naughty person you http://imgcash4.imageshack.us/img144/3336/tonguecm5.gif

frau kaleun
10-15-11, 07:03 PM
You were near to an answer or failing that an offer of access to those who know...you naughty person you http://imgcash4.imageshack.us/img144/3336/tonguecm5.gif

http://nooooooooooooooo.com/vader.jpg

:O:

SquareSteelBar
10-16-11, 02:11 AM
...I downloaded from Maik's archive already, is there something else at this URL?...Yep there's a more helpful tutorial* included than in Maik's link. Maybe it terminates your 'monkey looking into clockwork' being...


Cheers

http://fc01.deviantart.net/fs70/f/2009/362/4/b/Moloko_by_Lil_Cheez.gif


*done by Roberto Fernandez

SquareSteelBar
10-16-11, 03:01 AM
...but I would settle for just moving the spot on the map that the game recognizes as the start/finish point for a patrol from that base. Which I would think would be the easiest and not involve anything more than editing a few files.I think that's the less difficult way.

You have to fiddle with the 'Long' and 'Lat' [and possibly 'Heading'] values in ...data\Terrain\Locations.cfg for Kiel harbor to move the subpen [+ all coupled buildings]:

[Location 1]
Long=10.152396
Lat=54.344944
Heading=50
OnLand=false
ShowOnMap=true
FileName=Kiel
LocationName=Kiel

Helpful in this regard is to load Campaign_LND.mis into MissionEditor and using the values ['Long' & 'Lat' in degrees] shown in status bar when hovering the cursor above the black spot:

http://img713.imageshack.us/img713/7135/001dfl.th.jpg (http://imageshack.us/photo/my-images/713/001dfl.jpg/)



CAUTION:
there're many 'Kiel' entries in Locations.cfg. Be sure to get the right one...

...and don't forget to also move your sub's start point in Flotilla.cfg otherwise it will stick in the quay wall.



.

SquareSteelBar
10-16-11, 04:13 AM
...your impending romance will be allowed to blossom in all its inevitable glory without the rest of us having to watch. :O:...
Great news !

http://www7.pic-upload.de/16.10.11/tnlpj2xfpjzk.gif

Congrats !!!

frau kaleun
10-16-11, 10:23 AM
@SSB: Thanks.

If I move the subpens, though, won't that affect all the ships that are scripted in and around the whole area in addition to my boat?

I think it might just be easier to change the start point for my boat. :hmmm:

SquareSteelBar
10-16-11, 10:56 AM
I think you'll have to check both.

For the scripted ships in the area load Campaign_SCR.mis into MissionEditor and check their positions [after editing Locations.cfg].

Jimbuna
10-16-11, 02:04 PM
I think it might just be easier to change the start point for my boat. :hmmm:

A lot easier...I am sitting in my office here at work because I can't remember the two files off the top of my head.

You need to match exactly the long and nat coordinates in each.

One file is the Flotilla CFG but I'm unable to remember the other (possibly the SCR).

You physically move your boat using ME in the SCR (if that is in fact the correct one) and make a note of lat and long, then go to the Flotilla CFG and change said figures for each type of boat that ran out of said Flotilla to exactly the same coordinates.

Don't take that as gospel but if you can find my mod U-boats start in Sub Pens for GWX both files are contained within.

Still find yourself stuck, PM me and I'll look up the files when I return home tomorrow afternoon.

frau kaleun
10-16-11, 02:14 PM
Thanks, Jim, I'll keep this in mind for future reference. Right now I'm still fine tuning some GUI stuff and just about have that where I want it (I think).

I use the Wac Animated Sub Pens interior start for GWX, would that mod be one that has the necessary files in it?

Gerald
10-16-11, 02:18 PM
Please!!...he does not need any further encouragement :stare:

You were near to an answer or failing that an offer of access to those who know...you naughty person you http://imgcash4.imageshack.us/img144/3336/tonguecm5.gif

http://img805.imageshack.us/img805/4430/prinsessanmadeleinejona.jpg (http://imageshack.us/photo/my-images/805/prinsessanmadeleinejona.jpg/)

:O:

Jimbuna
10-16-11, 02:26 PM
Thanks, Jim, I'll keep this in mind for future reference. Right now I'm still fine tuning some GUI stuff and just about have that where I want it (I think).

I use the Wac Animated Sub Pens interior start for GWX, would that mod be one that has the necessary files in it?

Almost definitely....open up the Campaign SCR in ME and hover your cursor over the precise centre of the U-boat starting point inside the pen.

At the bottom of the screen will be displayed the long and lat to 4 or 6 decimal places iirc....write them down.

Go into your game folder and open up the Flotilla CFG file and you should find the exact same figures for each U-boat in each year and base they were stationed at (again iirc).

That will confirm what you have to do to your installation.

I'm bloody frustrated here at work with no access to my mod files or SH3 even, trying to remember what to do but if I am wrong I can guarantee I'll get the correct info to you tomorrow....even with suggested coordinates if need be.

SquareSteelBar
10-16-11, 03:00 PM
...Wac Animated Sub Pens interior start for GWX, would that mod be one that has the necessary files in it?Yep it has.


Note:
there are two Kiel entries - one for 1st flotilla, one for 7th flotilla

The start point coordinates for Kiel are:

DeparturePointLong0_0=1218523.000000
DeparturePointLat0_0=6521677.000000 <- 1st flotilla


DeparturePointLong2_1=1218523.000000
DeparturePointLat2_1=6521677.000000 <- 7th flotilla

frau kaleun
10-16-11, 03:42 PM
Thanks, guys!

Gerald
10-16-11, 03:46 PM
Send a postcard where you finish,which will take some time,btw what about smoking these days, have not heard anything about this for a while...:hmmm:

Jimbuna
10-16-11, 04:28 PM
Thanks, guys!

Looks like your well on your way....good luck.

frau kaleun
10-17-11, 09:45 PM
Yep it has.


Note:
there are two Kiel entries - one for 1st flotilla, one for 7th flotilla

The start point coordinates for Kiel are:

DeparturePointLong0_0=1218523.000000
DeparturePointLat0_0=6521677.000000 <- 1st flotilla


DeparturePointLong2_1=1218523.000000
DeparturePointLat2_1=6521677.000000 <- 7th flotilla

Those are indeed the coordinates listed twice for Kiel in my Flotillas.cfg file.

When I look at Campaign_SCR. mis in Mission Editor, those coordinates are in the area circled in red in the screenshot below, basically right up against that darker line which I assume marks the wall of the subpen that I assume is under that bunker?

http://img263.imageshack.us/img263/6886/kielm.jpg

So do I need to get the coordinates of a spot that is a little farther away from that darker line and put those in Flotillas.cfg instead? I'm not sure the problem is the pen being over dry land now, because when I tell ME to render accurate shorelines the part of the open subpens that I could *see* dry land under are suddenly over water after all. But I can't really see through the roof of that bunker to know what's there. All I know is that whenever I start a patrol from Kiel, as soon as the boat starts moving we're taking damage somehow so we've got to be hitting or running up against something that is too close for comfort.

Anyway I guess it may be a matter of trial and error, just want to know if I have the general idea right.

SquareSteelBar
10-18-11, 01:48 AM
...So do I need to get the coordinates of a spot that is a little farther away from that darker line and put those in Flotillas.cfg instead?...
.
...Anyway I guess it may be a matter of trial and error...You got it. That's the way but time-consuming...


Try to put your sub there:

http://www7.pic-upload.de/thumb/18.10.11/vnstns95ov.jpg (http://www.pic-upload.de/view-11709210/001.jpg.html)


A little time saving hint:
create a single mission in ME putting your human controlled sub* to the wanted position; start that SM and look by using external view if the sub is in the right place; if so open that SM mis file with notepad and transfer the 'Lat', 'Long' and 'Heading' values to Flotilla.cfg [twice!].

*use the longest available sub type [maybe type IX ?] to avoid 'stern sticking in quay wall' for different sub types [that's in most cases the cause of instant reports of damage]...

http://www7.pic-upload.de/thumb/18.10.11/w4wjxynosb1b.jpg (http://www.pic-upload.de/view-11709948/000.jpg.html)

http://www7.pic-upload.de/thumb/18.10.11/2meymld5x7aj.jpg (http://www.pic-upload.de/view-11710288/SH3Img-18-10-2011_12.3.1_215_kompr.jpg.html) http://www7.pic-upload.de/thumb/18.10.11/ti2tjcmxq81c.jpg (http://www.pic-upload.de/view-11710308/SH3Img-18-10-2011_12.3.22_934_kompr.jpg.html) http://www7.pic-upload.de/thumb/18.10.11/yycdoegfu7h.jpg (http://www.pic-upload.de/view-11710310/SH3Img-18-10-2011_12.4.7_652_kompr.jpg.html)

.

frau kaleun
10-18-11, 07:21 AM
Thanks again, I will give it a try. :yeah:

frau kaleun
10-18-11, 08:33 PM
It was actually the .LND file that I had to open to move the "dot" for Kiel - but I did it and then changed the Flotilla.cfg to match the new lat/long and it worked!

Also, it turned out that there was another uboat between mine and the side of the pen... don't know why I never noticed it, lol, I guess I always just pulled straight out of the pen while charting a course in the Navmap view and never had a better look around outside. :oops: I only started patrols from there to test out stuff for the Type II and that's how I noticed the damage warnings in the first place... apparently the starting point put me so close to the other boat that we were rubbing love handles when I passed by, which wasn't obvious on the surface when you couldn't see the full curve of the tanks, but that must have been what it was.

Anyway I moved the starting point a little further out from the other boat and tweaked the starting heading a few degrees so now it should be a straight shot out of the pen with no inappropriate fondling of another kaleun's uboat. :haha:

Thanks again, guys, this was one of those niggling little things that always bothered me and now it's gone. :yeah:

Fish In The Water
10-18-11, 08:58 PM
Anyway I moved the starting point a little further out from the other boat and tweaked the starting heading a few degrees so now it should be a straight shot out of the pen with no inappropriate fondling of another kaleun's uboat. :haha:

Well not before buying him dinner and a movie first... :03:

It was actually the .LND file that I had to open to move the "dot" for Kiel - but I did it and then changed the Flotilla.cfg to match the new lat/long and it worked!

I've been working on something similar, (pre-plotted courses), so it's been interesting to chart your progress. Glad you're sorted and enjoy the no 'touch' launch! :sunny:

frau kaleun
10-18-11, 09:58 PM
Just a minor thing and the damage was always repaired almost immediately but it was just so frustrating to get that damage report as soon as we moved and be like, WTH?!?

I am so close to getting all my mods sorted again with the new installation, I think I just have to look at the latest Super Turms which I hadn't gotten before switching computers.

And then get all the mods I use via Commander sorted out... and my music for the Gramophone... and my custom emblems back in place...







Oh who am I kidding, about the time I get that all done, someone will release another awesome new mod and I'll have to start over again. :haha:

Fish In The Water
10-19-11, 03:07 AM
Just a minor thing and the damage was always repaired almost immediately but it was just so frustrating to get that damage report as soon as we moved and be like, WTH?!?

Minor though it may be, it doesn't exactly inspire confidence when you can't even make it out of the dock without denting the boat. :03:

I am so close to getting all my mods sorted again with the new installation, I think I just have to look at the latest Super Turms which I hadn't gotten before switching computers...

Oh who am I kidding, about the time I get that all done, someone will release another awesome new mod and I'll have to start over again. :haha:I'll keep my fingers and toes crossed for you. Perhaps if we offer a suitable sacrifice to the sea gods they'll grant a temporary moratorium on cool new mods to give us a chance to catch up. :D

SquareSteelBar
10-19-11, 04:15 AM
...I am so close to getting all my mods sorted again with the new installation, I think I just have to look at the latest Super Turms which I hadn't gotten before switching computers.

And then get all the mods I use via Commander sorted out... and my music for the Gramophone... and my custom emblems back in place...You're so S-M-R-T... :88)

frau kaleun
10-19-11, 07:26 AM
You're so S-M-R-T... :88)

http://www.teesforall.com/images/Simpsons_Home_SMRT_Royal_Shirt.jpg

:O:

I'd just like to get ONE career in before Flakmonkey releases a forward torpedo room, or New Interiors with animated crew comes out. :D

SquareSteelBar
10-19-11, 07:48 AM
...there was another uboat between mine and the side of the pen... don't know why I never noticed it, lol, I guess I always just pulled straight out of the pen...Haste makes waste.
Maybe you're too smrt...? :hmmm:

http://www7.pic-upload.de/19.10.11/kdk932zlhp.gif

I'd just like to get ONE career in before Flakmonkey releases a forward torpedo room, or New Interiors with animated crew comes out.Go for it - don't lose time.




.