PDA

View Full Version : (Rel) Smaller trees


Echolot
11-14-11, 12:54 PM
Hello captains.

Some of you kaleuns may find the trees in SH5 are too big or at wrong scale.

I edited the textures files for the trees to make the trees smaller.

Install via jsgme at any time and on top of "Dynamic Environment" (if used).

The base for my changes was "sobers real trees" (already in "Dynamic Environment").

Now we have darker and smaller trees. Thank you, sober.

Here are two screens to show the difference:

Before:
http://img35.imageshack.us/img35/572/beforeqc.jpg
After:
http://img641.imageshack.us/img641/740/afterip.jpg




If you have any suggestions to make it better, please post here. Maybe someone have tree textures I could try to make better ones.

Download via Gamefront (http://www.gamefront.com/files/20986168/Small_trees_SH5_V1.7z)

Download via Rapidshare (https://rapidshare.com/files/752515477/Small_trees_SH5_V1.7z) (Thank you, Torpedo)

Download via subsim.com (http://www.subsim.com/radioroom//downloads.php?do=file&id=3871) (Thank you subsim and sober)

Good hunting.

Regards.

Echol:ping:t.

Magic1111
11-14-11, 01:49 PM
Hi Echol:ping:t!

Wonderful work mate, many thx! :yeah:

Also thx to sober for give permission to use his MOD as base for this MOD! :up:

Best regards,
Magic:salute:

tonschk
11-14-11, 06:42 PM
Thank you very much :DL Echolot

ETsd4
11-16-11, 10:04 AM
Natural height of all varieties of firs = minimum 20m , maximum 100m (Wikipedia)

Echolot
11-16-11, 10:46 AM
Natural height of all varieties of firs = minimum 20m , maximum 100m (Wikipedia)

Sorry, ETds4, I don't understand. You mean, the trees are too small now?

Regards.

Echolot.

ETsd4
11-16-11, 10:56 AM
In the vicinity near buildings they look ok (maybe because city-vegetation is normaly trimmed) , but trees in the free open are growing very high.

Webster
11-16-11, 01:48 PM
good work, the trees near the buildings look to be the correct scale :up:


i have not looked at the other trees but if they match the ones by the buildings then your ok

Angelis
11-16-11, 06:01 PM
For me it looks like a great improvement. Thank you for your efforts!:salute:

mobucks
11-17-11, 02:03 PM
looks much better IMO, thanks!

Echolot
11-17-11, 02:55 PM
Hi.

I'm glad you guys like it. I don't want the big trees back.

Regards.

Echol:ping:t.

Magic1111
11-18-11, 06:33 AM
I don't want the big trees back.


Me too...! :D

Best regards,
Magic:salute:

ETsd4
11-18-11, 07:31 AM
Realistic simulation:
http://i683.photobucket.com/albums/vv197/ViperGAR/d55f7fe1.jpg

Echolot
11-20-11, 05:45 AM
Hi ETsd4.

Nice pic. Maybe I will make a medium version in the future.

Regards.

Echol:ping:t.

Otto Ites
10-26-12, 08:36 AM
hey,

link is dead

Torpedo
10-26-12, 09:16 AM
Hi!
this is the link for "Smaller trees" of Echolot:

https://rapidshare.com/files/752515477/Small_trees_SH5_V1.7z

Torpedo

tomhugill
10-27-12, 03:30 AM
What sim is the helo picture from?

Topo65
10-30-12, 08:39 PM
What sim is the helo picture from?

DCS: Black Shark 2, from Eagle Dynamics.

Cyril
10-31-12, 12:00 PM
Thank you Echolot for the nice work.

Although I am not very often close to the shore in the game but far away on the Atlantic, I find it great every time a modder improves a part of SH5.
Thatīs what makes it a fantastic game. I look forward soon to return to my harbor to see the new sized trees :D

best regards
Cyril

Echolot
10-31-12, 04:40 PM
Hello Cyri.

Hope you like it.

1072 downloads :arrgh!:

Sink 'em all.

Echol:sunny:t.

Pintea
11-06-12, 06:15 AM
The trees are that big in order to better fill the huge visible land while not killing performance, however that may not be necessary anymore.

Someone could try ramping up the number of trees and modifying their distribution by modifying the data/terrain/TerrainObjectsDistribution.raw file. It's an 1250x1250 RAW file, can be modified with Photoshop.

tonschk
11-06-12, 06:33 AM
Thank you :salute: Pintea :yeah:

Echolot
11-06-12, 06:58 AM
Thank you Pintea.

:up:

Echolot
11-06-12, 08:34 AM
Stay tuned. :ping:

gap
11-06-12, 08:47 AM
Someone could try ramping up the number of trees and modifying their distribution by modifying the data/terrain/TerrainObjectsDistribution.raw file. It's an 1250x1250 RAW file, can be modified with Photoshop.

Hi Pintea, thank you for your head-up.

I've opened that file and all is see is a pattern of sprayed-like white/grey spots on a black background. :hmm2:
Can you explain how does this file work?

Pintea
11-06-12, 11:42 AM
Hi Pintea, thank you for your head-up.

I've opened that file and all is see is a pattern of sprayed-like white/grey spots on a black background. :hmm2:
Can you explain how does this file work?

That texture represents the tree distribution over an area of 5km x 5km (one pixel for each 4 meters). It is tiled everywhere, so the texture should be tileable, otherwise it will look bad.

Black = no trees
Grey to White = probability of trees, the whiter the more probable a tree will be there.

Echolot
11-06-12, 12:22 PM
Again, thank you Pintea.

:sunny:

gap
11-06-12, 12:33 PM
That texture represents the tree distribution over an area of 5km x 5km (one pixel for each 4 meters). It is tiled everywhere, so the texture should be tileable, otherwise it will look bad.

Black = no trees
Grey to White = probability of trees, the whiter the more probable a tree will be there.

Thank you very mutch Pintea! :sunny:

Since we are at it, I've always wandered how TerrainTypes.raw is related with the ID's found in Terrain.cfg. Any idea? :)

THE_MASK
11-06-12, 04:07 PM
Works a treat , i just added some squigly white lines to give more trees look on flat ground without added many more trees but it also gives an agricultural look if looking at a slope . My personal use only , waiting for someone to do the actual mod .

Pintea
11-06-12, 04:35 PM
Thank you very mutch Pintea! :sunny:

Since we are at it, I've always wandered how TerrainTypes.raw is related with the ID's found in Terrain.cfg. Any idea? :)

I believe I have an idea :)
TerrainTypes.raw is a representation of the climate zones around the globe.
The link between TerrainTypes.raw and in-game textures is made through Terrain.cfg, but I guess you figured that out already.

Now, open TerrainTypes.raw in photoshop and set Image->Mode->IndexedColor.
After that use the color picker to find out the color index value.
In Terrain.cfg you'll see something like

[IdxConversion]
IDX 1=2 ;Polar Deserts
IDX 2=2 ;Arctic Tundra
IDX 3=3 ;Typical Tundra
IDX 4=3 ;Southern Tundra

Where IDX 1, IDX 2 etc are color indices from TerrainTypes.raw.

Echolot
11-06-12, 05:08 PM
Hello sober.

I will play around with the file in photoshop tomorrow, but I'm not sure with raw files, have to learn it. Time for some experiments.

Best regards.

Echolot.



Thank you for the explanations Pintea. :salute:

:ping:

gap
11-06-12, 06:18 PM
I believe I have an idea :)
TerrainTypes.raw is a representation of the climate zones around the globe.
The link between TerrainTypes.raw and in-game textures is made through Terrain.cfg, but I guess you figured that out already.

Now, open TerrainTypes.raw in photoshop and set Image->Mode->IndexedColor.
After that use the color picker to find out the color index value.
In Terrain.cfg you'll see something like

[IdxConversion]
IDX 1=2 ;Polar Deserts
IDX 2=2 ;Arctic Tundra
IDX 3=3 ;Typical Tundra
IDX 4=3 ;Southern Tundra

Where IDX 1, IDX 2 etc are color indices from TerrainTypes.raw.

Pintea, you just gave me one missing piece of the puzzle, you are my hero! :woot:

I was sure that color values in the raw map had to be in relation with indices listed in Terrain.cfg, but until today mutch as I tried and tried again I couldn't find a way to match them.

Converting the map to indexed color mode, as suggested by you, finally made the trick! Am I correct in assuming that terrain's seasons settings are taken from cfg files found in the Env folder for each zone defined ClimateZones.tga?

I have one more question, if you don't mind: is it possible to set the game to use different seaweed and submerged rocks' textures, depending on season and terrain type, as done with seabottom sand, emerged rocks, and land vegetation textures?

Pintea
11-07-12, 05:28 AM
Pintea, you just gave me one missing piece of the puzzle, you are my hero! :woot: Glad to help ! :)
I haven't had too much time lately to keep an eye on the forums so I may have missed some discussions, but if anyone has any modding questions you can PM me.

Am I correct in assuming that terrain's seasons settings are taken from cfg files found in the Env folder for each zone defined ClimateZones.tga?

Yes, you are correct.
The vegetation type distribution is done through the TerrainTypes.raw/Terrain.cfg files, and the seasons for each vegetation type is defined in the Climatezones.tga/cfg files.
This is done because some vegetation types are used in multiple areas around the globe, but the seasons are not the same everywhere.


I have one more question, if you don't mind: is it possible to set the game to use different seaweed and submerged rocks' textures, depending on season and terrain type, as done with seabottom sand, emerged rocks, and land vegetation textures?
Unfortunately it's not possible, those are not linked with the climatezones/season data.

THE_MASK
01-07-13, 10:47 PM
download here http://www.subsim.com/radioroom//downloads.php?do=file&id=3871

Echolot
01-08-13, 04:39 AM
download here http://www.subsim.com/radioroom//dow...o=file&id=3871 (http://www.subsim.com/radioroom//downloads.php?do=file&id=3871)

Thank you sober.

Regards.

Echolot.

THE_MASK
01-08-13, 04:52 AM
http://i49.tinypic.com/2wcjplh.jpg

Trevally.
01-08-13, 12:47 PM
^^

Small trees (http://www.youtube.com/watch?v=8vbd3E6tK2U)

:D

THE_MASK
01-08-13, 04:48 PM
More trees
http://www.subsim.com/radioroom//downloads.php?do=file&id=3880

Echolot
01-08-13, 04:57 PM
Thank you sober. Is the screenshot in post 35 with your more trees mod enabled? In this case I need to edit my first post.

Regards.

Echol:hmmm:t.

THE_MASK
01-08-13, 05:07 PM
Thank you sober. Is the screenshot in post 35 with your more trees mod enabled? In this case I need to edit my first post.

Regards.

Echol:hmmm:t.Its a seperate mod . it just adds more trees , not smaller or darker . You need to use it as well as your mod Echolot .

Bathrone
05-26-13, 08:57 PM
Lots of mod warnings with Dynamic Environment 2.9

"vegetation_tundra_autumn.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_tundra_spring.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_tundra_summer.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_tundra_winter.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_gl_autumn.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_gl_spring.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_gl_summer.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_gl_winter.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_savanna_summer.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.
"vegetation_savanna_winter.dds" has already been altered by the "DynEnv v2.9 - 1. Main Mod" mod.


Whats dynamic environment doing with these files?

gap
05-26-13, 09:33 PM
Lots of mod warnings with Dynamic Environment 2.9

Whats dynamic environment doing with these files?

they are textures. Overwriting them with this mod is safe :up: