View Full Version : [REQ] Environment mods for restricted waters
Buhring
08-19-12, 10:17 AM
Redux from Narvik fjord in April 1940, I experienced some of the known, but bothering shortcomings of the SHIII engine.
1. I had 15 m/s winds and very heavy seas in the Olotfjorden, which is a few km large at best. This is completely unrealistic: there is simply no room for huge waves to form in such a restricted space. Is there any mod able to reduce waves in restricted areas? At worst, also something reducing waves height in generic coastal areas would do.
2. SH III doesn't map real depth of water, so I got stuck in ridiculously shallow waters, barely allowing me to get to periscope depth. On the contrary, Norwegian fjords are very deep bodies of water; the Olotfjorden itself reaches 553 m (more than 1,800 ft); it's not uncommon to have depths of more than 100 m at a few dozen yards from the coast. Is it possible to map real depths into the SH III world? and if it is, has anybody done that for Norwegian waters?
Thank you all -- and gute Jagd
HB
Hans Witteman
08-20-12, 02:48 AM
Hi mate,
Unfortunately this is hard coded we cannot change that sorry!
Best regards Hans
Sailor Steve
08-20-12, 09:39 AM
This is a problem I started complaining about seven years ago when SH3 was released. There is a reason they call it "safe harbor" or "safe haven". This has continued on into SH4 and SH5, where you encounter the huge waves inside the bunker. The bad news is that there is no way to change it without the skill (and the permission) to rewrite the game codes. It's just something we have to live with.
The time compression drops to low values when land is near.
There's probably a way for modders like Stiebler or h.sie
to bind the seastate to the presense of land - maybe.
Onfortunately h.sie seems to have retiered.
The time compression drops to low values when land is near.
There's probably a way for modders like Stiebler or h.sie
to bind the seastate to the presense of land - maybe.
Onfortunately h.sie seems to have retiered.
Yes, this is a very good idea/approach! Perhaps Stibler could look at it then...:up:
danzig70
08-20-12, 01:55 PM
You might be able to alter the depths of selected areas by editing the map file. I believe it is in .raw format. It is a height map where lighter pixels are higher elevations. You may be able to edit the image the same way canals were added, by darkening the area of interest. I think there is a Terrain Extracter tool or something associated with this.
Buhring
08-20-12, 02:32 PM
You might be able to alter the depths of selected areas by editing the map file. I believe it is in .raw format.
I think there is a Terrain Extracter tool or something associated with this.
0. Thank you for the information -- this is quite what I hoped for.
1. Where is the map file saved in SHIII? Is it safe to alter it?
2. I found the Terrain Extractor in this thread http://www.subsim.com/radioroom/showthread.php?t=193650&highlight=terrain+extractor
Is that are you referring to?
Thanks again.
HB
danzig70
08-20-12, 03:46 PM
That's the one. I would take advantage of the tutorial that is mentioned also. I believe the map image is located in data/map but I cant remember offhand. Always, always work with a copy of the file in a test area like d:/test or something.
Hans Witteman
08-20-12, 05:36 PM
To my knowledge there is no way to achieve that with the terrain extractor or with the raw file.
I don't want to ruin the show just warning you!
Even dll injection cannot fix that unfortunately.
Best regards Hans
danzig70
08-21-12, 09:48 AM
Here is the original thread: http://www.subsim.com/radioroom/showthread.php?t=89658&highlight=terrain+extract
The principle is the same.
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