View Full Version : [WIP] Lighthouses mod
Kendras
12-11-16, 01:42 PM
Hi guys,
I'm working on a mod which would introduce more lighthouses models and textures. For me it's very boring to see everywhere the same lighthouse, on land or in harbours.
I would like to add also some halo effects which allow you to recognize them, as in real life. I know some guys are working on real navigation mod without the submarine icon on the navigation map, and without the external camera. I don't know if this would be possible without sea marks of all kind, as my buoys mod for example.
So, I think I'm going to ask some help from you guys, because I'm a big noob in 3D modelling. So, to modify or even create some new models, I'll need your assistance !
For now, I would like to add a small model of lighthouse for the harbours, and one or two new models for the lighthouses dispersed in the nature. Of course, these new models will be based on real models.
Who wants to associate with me for this project ? :)
-------------------------
U P D A T E S
1. Correct relation between coordinates in meters and in degrees
http://www.subsim.com/radioroom/showpost.php?p=2501016&postcount=250
2. Real coordinates for each lighthouse
http://i.imgur.com/TxV0oe4.png
NOTE : The first Long/Lat values are calculated from real life values. The second Long/Lat values are kept in case the lighthouse's placement needed to be adjusted manually in order to be correctly placed on land.
For .mis file :
[Unit 1]
Name=Portzic
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=544101
;Lat=5802999
Long=-544269
Lat=5803614
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 2]
Name=Le Petit Minou
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-553701
Lat=5800401
;Long=-554201.000000
;Lat=5800608.000000
Height=-19.049999
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 3]
Name=Kermorvan
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=-574767
;Lat=5803434
Long=-574998
Lat=5804010
Height=4.275000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 4]
Name=Le Four
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-576633
Lat=5822799
;Long=-577376.000000
;Lat=5823799.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 5]
Name=Kéréon
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-603066
Lat=5812467
;Long=-603256.000000
;Lat=5811679.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 6]
Name=La Jument
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=-615999
;Lat=5811333
Long=-614226.000000
Lat=5812149.000000
Height=-26.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 7]
Name=Créac'h
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=-615465
;Lat=5815101
Long=-615765.000000
Lat=5815263.000000
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 8]
Name=Saint Mathieu
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=-572499
;Lat=5799600
Long=-572853
Lat=5800059
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 9]
Name=Les Pierres Noires
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-589734
Lat=5797332
;Long=-587788.000000
;Lat=5797020.000000
Height=-48.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 10]
Name=Le Toulinguet
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=-555432
;Lat=5793633
Long=-555834
Lat=5794158
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 11]
Name=Kador
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
;Long=-539601
;Lat=5786367
Long=-540075
Lat=5786895
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 12]
Name=La Vieille
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-570765
Lat=5764866
;Long=-570768.000000
;Lat=5764866.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 13]
Name=Sein
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-584034
Lat=5765232
;Long=-582950.000000
;Lat=5765330.000000
Height=-26.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 14]
Name=Ar-Men
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-599667
Lat=5766033
;Long=-598150.000000
;Lat=5766130.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 15]
Name=Tévennec
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-575433
Lat=5768565
;Long=-575202.000000
;Lat=5769404.000000
Height=-22.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 16]
Name=Men-Brial
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-581901
Lat=5764566
;Long=-581527.000000
;Lat=5764959.000000
Height=-28.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 17]
Name=Tourelle de la Plate
Class=LHLaPlate
Type=408
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-571143.000000
Lat=5764737.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 18]
Name=Tourelle des Vieux Moines
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-572199
Lat=5798100
Height=-23.700001
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 19]
Name=Bishop Rock
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-773367.000000
Lat=5984799.000000
Height=-44.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 20]
Name=Ile Vierge
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-548511.000000
Lat=5836830.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 21]
Name=Eckmühl
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-524733.000000
Lat=5735799.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 22]
Name=Port Manec'h
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-448701.000000
Lat=5735967.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 23]
Name=Pen-Men
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-421101.000000
Lat=5717700.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 24]
Name=Pointe des Chats
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-410565.000000
Lat=5714499.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 25]
Name=Port-Maria
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-374901.000000
Lat=5697534.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 26]
Name=La Teignouse
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-365499.000000
Lat=5694900.000000
Height=-123.800003
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 27]
Name=Les Poulains
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-390201.000000
Lat=5686599.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 28]
Name=Goulphar
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-387234.000000
Lat=5677299.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 29]
Name=Kerdonis
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-367134.000000
Lat=5677200.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 30]
Name=Les Grands Cardineaux
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-340200.000000
Lat=5678532.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 31]
Name=Le Four du Croisic
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-316101.000000
Lat=5675733.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 32]
Name=La Banche
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-296100.000000
Lat=5661267.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 33]
Name=Le Grand Charpentier
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-278265.000000
Lat=5665632.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 34]
Name=L'Aiguillon
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-271566.000000
Lat=5669067.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 35]
Name=Le Pilier
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-283200.000000
Lat=5645166.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 36]
Name=Les Barges
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-221034.000000
Lat=5579400.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 37]
Name=Les Baleines
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-187332.000000
Lat=5549301.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 38]
Name=Chauveau
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-152832.000000
Lat=5536065.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 39]
Name=Chassiron
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-169233.000000
Lat=5525601.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 40]
Name=La Coubre
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-147999.000000
Lat=5483601.000000
Height=-11.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 41]
Name=Terre-Nègre
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-132765.000000
Lat=5477532.000000
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 42]
Name=Cordouan
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-140799.000000
Lat=5470365.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 43]
Name=Grave
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-127932.000000
Lat=5468232.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 44]
Name=Cap-Ferret
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-149865.000000
Lat=5357499.000000
Height=4.100000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 45]
Name=Contis
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-158001.000000
Lat=5291232.000000
Height=-85.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 46]
Name=Biarritz
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-186468.000000
Lat=5219268.000000
Height=36.900002
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 47]
Name=Ile Vierge
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-548049.000000
Lat=5836656.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 48]
Name=Bishop Rock
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-773367.000000
Lat=5984799.000000
Height=-44.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 49]
Name=Dungeness
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=116416.000000
Lat=6109628.000000
Height=73.760002
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 50]
Name=Dungeness WAC
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=117076.000000
Lat=6109912.000000
Height=89.839996
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 51]
Name=Round Island
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-758772.000000
Lat=5997477.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 52]
Name=Wolf Rock
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-696999.000000
Lat=5993439.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 53]
Name=Longships
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-689613.000000
Lat=6008025.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 54]
Name=Lizard Point
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-624246.000000
Lat=5995248.000000
Height=4.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 55]
Name=Smalls
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-680379.000000
Lat=6206550.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 56]
Name=Eddystone
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-511800.000000
Lat=6021600.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 57]
Name=Start Point
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-436635.000000
Lat=6026574.000000
Height=-63.360001
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 58]
Name=Portland Bill
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-294765.000000
Lat=6061698.000000
Height=-18.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 59]
Name=Beachy Head
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=28978.000000
Lat=6087876.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 60]
Name=South Foreland
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=164532.000000
Lat=6136848.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 61]
Name=North Foreland
Class=NavalBase
Type=407
Origin=British
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=173412.000000
Lat=6164988.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 62]
Name=Ile de Batz
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-483234.000000
Lat=5849433.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 63]
Name=Les Triagoz
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-437568.000000
Lat=5864568.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 64]
Name=Les Héaux de Bréhat
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-370500.000000
Lat=5868999.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 65]
Name=Roches-Douvres
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-337668.000000
Lat=5892600.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 66]
Name=Cap Fréhel
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-278268.000000
Lat=5842101.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 67]
Name=Le Grand Jardin
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-249933.000000
Lat=5840400.000000
Height=-17.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 68]
Name=La Pierre-de-Herpin
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-217800.000000
Lat=5847534.000000
Height=-26.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 69]
Name=Sénéquet
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-199467.000000
Lat=5890968.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 70]
Name=La Hague
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-234534.000000
Lat=5966499.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 71]
Name=Gatteville
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-151899.000000
Lat=5963568.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 72]
Name=Ouistreham
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-29733.000000
Lat=5913600.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 73]
Name=Cayeux
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=181467.000000
Lat=6023301.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 74]
Name=Berck
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=187299.000000
Lat=6047799.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 75]
Name=Cap Gris-Nez
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=189933.000000
Lat=6104166.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 76]
Name=Phare de Calais
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=222432.000000
Lat=6115368.000000
Height=8.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 77]
Name=Gravelines
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=253101.000000
Lat=6120468.000000
Height=-17.150000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 78]
Name=Phare de Risban
Class=NavalBase
Type=407
Origin=France
Side=0
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CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
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GameExitTime=0
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Heading=0.000000
Speed=0.000000
CrewRating=3
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RandStartRadius=0.000000
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[Unit 79]
Name=Trézien
Class=NavalBase
Type=407
Origin=France
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
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For locations.cfg :
[Location 911]
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Long=-4.535581
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[Location 959]
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[Location 960]
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Omg Kendras you are creating so much mods which its awesome.Could you create a mod when allied ship sinks the crew shoots a red flare what would light up sea. Or when destroyers shoot shellstar it would light up sea better
Hi Kendras, :salute:
if I remember correctly there was a very nice and detailed lighthouse model made by I don't remember who, available for download here on the subsim forum.
You might also look for free lighthouse models on 3D Warehouse (https://3dwarehouse.sketchup.com/search.html?q=lighthouse&backendClass=entity). They are available in .skp format, but most of them can be converted (though with some manual touch-ups) using one of the free versions of sketchup and an obj export plugin also available from the web.
Other than that, I will be glad to help you modelling some realistic lighthouses for the game. For a start, if you like them I will be glad to send your way models of the Düne (Helgoland) front and rear leading lights which I modelled a while back and never released:
http://i519.photobucket.com/albums/u359/taneshikimano/Duumlne%20Oberfeuer_1.jpg
http://i519.photobucket.com/albums/u359/taneshikimano/lightouse_DE_Dune_front.png~original
The relative position of the two lights and of the buoyage around the two islands of Helgolad and Düne cand be found on the following website (search for Helgoland):
http://map.openseamap.org/
For more information on the lights, please follow the link below:
http://www.subsim.com/radioroom/showthread.php?p=2328576#post2328576
Kendras
12-13-16, 02:29 PM
Hey, thank you so much for the help ! :up:
Could you save me some time ? What is sketchup ? :)
Else, great models for Helgoland. Sadly, the island is not well rendered in game. But I would be glad to get your models to try them in game ! :yep:
Hi!
I started similar work some time ago, but now is in pause mode until I don't finish my new terrains and forests.
Look over these files, have some ready for SH3 models:
https://www.mediafire.com/folder/r2a3k2mlbdpsu/sh3
Kendras
12-14-16, 12:38 PM
Look over these files, have some ready for SH3 models:
https://www.mediafire.com/folder/r2a3k2mlbdpsu/sh3
I see only the model from SH4, but it's a good start.
To begin with new models, I would like to introduce a basic lighthouse made in granite. These lighthouses are very common in Brittany. Here are 2 examples (phare de la Vieille, and phare des Triagoz) :
http://i.imgur.com/qXk0L0C.jpg
http://i.imgur.com/J4kGilR.png
Do you feel ready to model this, gap ?
I see only the model from SH4, but it's a good start.
I think, that SH4 have the same model like in SH3.
What I saw there is flakmonkey's lighthouse in deferent files and "LH_RoterSand.rar" and "LT_Holtenau.rar".
Kendras
12-14-16, 07:13 PM
http://i.imgur.com/29skCI3.png
http://i.imgur.com/FVw5b8p.png
http://i.imgur.com/eN8jaq7.png
Kendras
12-15-16, 03:53 AM
It looks amazing
It's very far from perfect. What I really need is a good and detailed model of the rock. And I also would like to add some reefs around (as separated models, but in the same file as the lighthouse).
I'm waiting for help (gap ?).
What is sketchup ? :)
SketchUp (https://en.wikipedia.org/wiki/SketchUp) is a 3D modelling software especially conceived for architectural, landscape and videogaming design. For a period it was owned by Google, and it was employed by the company as a freeware platform that private users could use for creating Google Earth's geolocalized models of cities and lanscapes. If you have Google Earth you can scan the world map for any 3D landmark visible from the sea. If its model has been made available for download by its creator (most models are), by clicking on it you are redirected to its download page on 3D Warehouse :03:
Else, great models for Helgoland. Sadly, the island is not well rendered in game. But I would be glad to get your models to try them in game ! :yep:
Thank you. Looking for the files on my HD :up:
Do you prefer having them as raw obj files and tga textures, or imported directly in a dat file?
Hi!
I started similar work some time ago, but now is in pause mode until I don't finish my new terrains and forests.
Look over these files, have some ready for SH3 models:
https://www.mediafire.com/folder/r2a3k2mlbdpsu/sh3
Cool stuff there, thank you very much Tycho :up:
To begin with new models, I would like to introduce a basic lighthouse made in granite. These lighthouses are very common in Brittany. Here are 2 examples (phare de la Vieille, and phare des Triagoz) :
Do you feel ready to model this, gap ?
I do but...
The Phare de la Vieille (https://fr.wikipedia.org/wiki/Phare_de_la_Vieille) is already available on 3D Warehouse:
https://3dwarehouse.sketchup.com/warehouse/getpubliccontent?contentId=8d4eafbc-42c4-4850-89e9-1274f4fb0729
https://3dwarehouse.sketchup.com/model.html?id=a37c4df57b072feb5c8b0380112b9dd2
Two basic models of the Tourelle de la Plate (https://fr.wikipedia.org/wiki/Tourelle_de_la_Plate) (located just in front of the La Vieille Lighthouse), are also available:
https://3dwarehouse.sketchup.com/model.html?id=cc19d3317bc9d0f640f5410d52ddc079
https://3dwarehouse.sketchup.com/model.html?id=4283046badaad3d663995fb119e59971
I think I can start converting those models in a format that can be imported in game.
As for the Phare des Triagoz (https://fr.wikipedia.org/wiki/Phare_des_Triagoz), the plan you have provided and pictures of it available on the web should be enough to build a fairly realistic model of it :up:
Ona side note, additional information on the lighthouses above can be found in the following pages: :03:
https://www.unc.edu/~rowlett/lighthouse/fns2.htm (La Vieille and La Plate)
https://www.unc.edu/~rowlett/lighthouse/brt.htm (Triagoz)
I think, that SH4 have the same model like in SH3.
What I saw there is flakmonkey's lighthouse in deferent files and "LH_RoterSand.rar" and "LT_Holtenau.rar".
flakmonkey's lighthouse is the one I was mentioning in my previous post. I don't think it reperesents any real lighthouse, but it looks very nice! :yep:
http://i201.photobucket.com/albums/aa186/tris1066/Lighthouse_high_ingame_2.jpg
It is available for download here on subsim:
http://subsim.com/radioroom/downloads.php?do=file&id=1337
Link to the original thread with additional photos available on the download page :salute:
It's very far from perfect. What I really need is a good and detailed model of the rock. And I also would like to add some reefs around (as separated models, but in the same file as the lighthouse).
I'm waiting for help (gap ?).
No problem. :up:
I am downloading Tycho's files as we speak. How deep (more or less) should be the rock underwater? Can you visit the exact location that the Holtenau lighthouse is gonna be placed in, and tell me what the depth under keel is while you are surfaced?
Moreover, can you provide me with some additional information on the reefs that you want to add around the lighthouse? :salute:
Kendras
12-15-16, 04:29 AM
SketchUp (https://en.wikipedia.org/wiki/SketchUp) is a 3D modelling software especially conceived for architectural, landscape and videogaming design. For a period it was owned by Google, and it was employed by the company as a freeware platform that private users could use for creating Google Earth's geolocalized models of cities and lanscapes. If you have Google Earth you can scan the world map for any 3D landmark visible from the sea. If its model has been made available for download by its creator (most models are), by clicking on it you are redirected to its download page on 3D Warehouse :03:
Interesting reading !
Thank you. Looking for the files on my HD :up:
Do you prefer having them as raw obj files and tga textures, or imported directly in a dat file?
I prefer in .dat files.
Cool stuff there, thank you very much Tycho :up:
Yes thank you.
I do but...
The Phare de la Vieille (https://fr.wikipedia.org/wiki/Phare_de_la_Vieille) is already available on 3D Warehouse:
https://3dwarehouse.sketchup.com/warehouse/getpubliccontent?contentId=8d4eafbc-42c4-4850-89e9-1274f4fb0729
https://3dwarehouse.sketchup.com/model.html?id=a37c4df57b072feb5c8b0380112b9dd2
Mmh, it's a good start, but we need a better model (not just flat faces with a texture for the details).
I think I can start converting those models in a format that can be imported in game.
As for the Phare des Triagoz (https://fr.wikipedia.org/wiki/Phare_des_Triagoz), the plan you have provided and pictures of it available on the web should be enough to build a fairly realistic model of it :up:
Very good news !
flakmonkey's lighthouse is the one I was mentioning in my previous post. I don't think it reperesents any real lighthouse, but it looks very nice! :yep:
Yes, not bad, the upper part is well modelled. We can also use the RoterSand lighthouse ("LH" to abbreviate) for new models, it's a very pretty LH. :yep:
Kendras
12-15-16, 04:45 AM
How deep (more or less) should be the rock underwater? Can you visit the exact location that the Holtenau lighthouse is gonna be placed in, and tell me what the depth under keel is while you are surfaced?
We have to keep in mind that the rock model will probably be used at different locations, so we have to envisage different depths. 40 meters should be good ! In my case, I am on the La Vieille location, in the west of la pointe du Raz. I send you my files in PM.
Moreover, can you provide me with some additional information on the reefs that you want to add around the lighthouse?
Let's imagine something like that :
http://i.imgur.com/6SfkyuB.png
I am downloading Tycho's files as we speak.
Not my files, Bertram Waldner's files, according to the link. I think that is from german SH community (marinesims) and are made for LSH or CCoM. I just save the link for future use, when will I need.
I prefer in .dat files.
Okay, you will need to wait until I find my working files and Import them into a dat file them.
I usually work with medium to high size textures and I scale them down for usage in game. What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures?
Mmh, it's a good start, but we need a better model (not just flat faces with a texture for the details).
I always rework heavily free 3D models I find on the web, because they rarely have the vertex resolution and other properties which suit game models. If need be, I can add some more detail to the lighthouse mesh, but we should also keep an eye on file size; adding very complex objects near land is always a bit risky, you know :03:
If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model :yep:
Yes, not bad, the upper part is well modelled. We can also use the RoterSand lighthouse ("LH" to abbreviate) for new models, it's a very pretty LH. :yep:
:up:
We have to keep in mind that the rock model will probably be used at different locations, so we have to envisage different depths. 40 meters should be good ! In my case, I am on the La Vieille location, in the west of la pointe du Raz. I send you my files in PM.
I am talking about the rocks that the lighthouses are rising from. Those need to be integral part of each model so we can only have one fixed depth for each lighthouse, unless you want to make that kind of lighthouses into sea units. If the latter is the case, I could create a set of rocks of different heights to be placed in a library file, and to be conveniently linked to each lighthouse "unit" through eqp file. This is how we made the concrete pedestals of TWoS coastal defences (in SH5 proper coastal defences don't fire their guns).
The one problems I see, is that making generic rock models to accomodate any kind of lighthouse might be a bit tricky due to them not being totally flat, and even by setting a very heavy mass and a low center of mass, "floating" lighthouses would swing faintly on heavy seas. On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units :03:
Let's imagine something like that...
I see a reticule but wath is the scale? :)
Kendras
12-15-16, 02:10 PM
What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures?
I Prefer embedded textures. For the resolution, I think maximum 2000x2000 pixels.
I always rework heavily free 3D models I find on the web, because they rarely have the vertex resolution and other properties which suit game models. If need be, I can add some more detail to the lighthouse mesh, but we should also keep an eye on file size; adding very complex objects near land is always a bit risky, you know.
Yes, just a little more detailed, but not all the 3D details.
If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model :yep:
Yes, sure. Look at the model I've sent to you : windows and machicolations are just textured, but it looks good !
I am talking about the rocks that the lighthouses are rising from. Those need to be integral part of each model so we can only have one fixed depth for each lighthouse,
Yes, me too. As the LH won't be sea or land units, we just have to set "onland=false" in the Locations.cfg files, and the node of the LH will always be at the sea level, whatever the depth is. But I agree that we attach the rock to the LH model. I was just thinking that we could use the same model of rock for several LH, maybe a little reworked and with a different stone texture for more diversity ! :) But if you want to model a totally different rock for each LH, it's even better ! :up:
unless you want to make that kind of lighthouses into sea units. If the latter is the case, I could create a set of rocks of different heights to be placed in a library file, and to be conveniently linked to each lighthouse "unit" through eqp file.
Not at all.
On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units.
Ah, didn't think about that. I don't think it's very important for now.
I see a reticule but wath is the scale? :)
Let's work with your imagination ! Under and above water reefs would be excellent ! :) But not too many ! Remember that we can use a danger buoy to mark the danger ! :03:
:Kaleun_Salute:
Kendras
12-15-16, 05:47 PM
Something is strange. I tested for Camaret LH (near Brest harbour).
The LH was in the land :
http://i.imgur.com/MfjThJf.png
So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....
I don't understand .... :doh:
Kendras
12-18-16, 09:27 AM
Hey, I've found a good plan on the net, to help you to model properly the circular LH :
http://i.imgur.com/ZJJYJy5.png
http://i.imgur.com/xicW6sw.jpg
You want, to model it inside?
This will be waste of computer resources.
Kendras
12-19-16, 06:04 AM
You want, to model it inside?
Not at all, it's just for external details and global proportions.
Kendras
12-20-16, 04:08 PM
Hello dear gap ! :Kaleun_Salute:
(As your PM box is full, I post my message here)
What are the news ? I hope all is good on your side. I just wanted to know what you decided to do for the lighthouses models and also the rock/reefs ... ? Is it to hard to model them, or have we a chance to reach our great objective ? :)
All the best ! And Merry Christmas if we don't talk before this time ! :salute:
Something is strange. I tested for Camaret LH (near Brest harbour).
The LH was in the land :
http://i.imgur.com/MfjThJf.png
So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....
I don't understand .... :doh:
Hi Kendras,
I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level.
Hope this helps but this is going back to 2006:doh:
Who knows where the time goes as Sandy Denny sang so beautifully.
Regards,
MLF
Hello dear gap ! :Kaleun_Salute:
(As your PM box is full, I post my message here)
What are the news ? I hope all is good on your side. I just wanted to know what you decided to do for the lighthouses models and also the rock/reefs ... ? Is it to hard to model them, or have we a chance to reach our great objective ? :)
All the best ! And Merry Christmas if we don't talk before this time ! :salute:
Hello Kendras :salute:
sorry for not getting in touch for a while. I have been carried away by the Phare the la Vielle during the last few days... :oops:
For my own pleasure, I have decideded to redo it, but of course I will be my pleasure sharing it with the community along with the Dune leading lights and with any other model I might be working on after it.
The La Vielle light is coming along nicely. I am using the 3dWarehouse model as template, so it shouldn't take too long to me finishing it. What and doing is fixing some wrong proportions, consolidating the meshes for use in game, remapping the UV channel and retexturing the model. I will post some quick renderings in a couple of days, and I hope I will finish it before the next year.
After that I will start working on the other 3D stuff that you asked for :up:
Something is strange. I tested for Camaret LH (near Brest harbour).
The LH was in the land :
...
So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....
I don't understand .... :doh:
Hi Kendras,
I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level.
Hope this helps but this is going back to 2006:doh:.
Regards,
MLF
I should have a close look into that model, but I think MLF is correct. When a terrain object is place on land, the cartesian coordinates of its meshes are used for determining its height relative to the terrain. In other words the meshes of that model need to be moved up so that the base of the lighthouse will have a y coordinate close to 0.
Hey, I've found a good plan on the net, to help you to model properly the circular LH :
http://i.imgur.com/ZJJYJy5.png
http://i.imgur.com/xicW6sw.jpg
Good findings! Phare du Four (https://fr.wikipedia.org/wiki/Phare_du_Four)? :03:
Kendras
12-23-16, 06:14 PM
sorry for not getting in touch for a while. I have been carried away by the Phare the la Vielle during the last few days... :oops:
Hey, no problem ! Take all the time you need.
I will post some quick renderings in a couple of days, and I hope I will finish it before the next year.
Great news ! :yeah:
Good findings! Phare du Four (https://fr.wikipedia.org/wiki/Phare_du_Four)? :03:
Yeah, exactly ! :yep:
I think the top section of the La Vieille lighthouse is pretty much ready. Those are some quick previews (sorry, no HD renderings):
http://i519.photobucket.com/albums/u359/taneshikimano/Vieille1.png?t=1482919623 http://i519.photobucket.com/albums/u359/taneshikimano/Vieille3_1.png
http://i519.photobucket.com/albums/u359/taneshikimano/Vieille2_1.png?t=1482923237
As you can see, I have added quite a lot of 3D detail, and textures look much better though I probably need to tweak their hue/saturation/luminosity/contrast a bit (the red dominant comes from the picture I extracted the textures from).
Floor level and rocks still to do.
Other than that, I would like to bake an ambient occlusion map for the model. I have tried to mimic one by exploiting the shadows already present in the picture said above, but indeed the 3D feeling would greatly benefit from a proper map. I don't remember who told me that SHIII shaders support either AO or normal maps. If someone could explain to me which controllers need to be used and how to set them, I think that could be a nice addition :salute:
Kendras
12-29-16, 12:46 PM
Wow, that's really beautiful ! :yep:
But could we do a bit less detailed LH ? I mean details that allow us to recognize this LH as the La Vieille LH. Thus, we could use this model at different locations. So, I think that we should delete the small devices around the building (red arrows) :
http://i.imgur.com/yezIOjO.png
And could you create a transparent glass at the top of the LH ?
Other than that, I would like to bake an ambient occlusion map for the model.
Yes, but what's that ? :06:
Wow, that's really beautiful ! :yep:
Thank you :)
But could we do a bit less detailed LH ? I mean details that allow us to recognize this LH as the La Vieille LH. Thus, we could use this model at different locations. So, I think that we should delete the small devices around the building (red arrows) :
I am striving to make the present model as similar to the real thing as I can. I nonetheless had your same thought. All the details that you pointed to, are in separate meshes than the main model, and they are removable with just one click. Once I release the model as La Vieille, it will be easy for me creating another generic light house model based on the previous one.
In general, my idea is having a few basic lighthouse models which can be placed in various locations in game (where real lighthouses are/were to be found during the 40s), and then slowly replacing at least a few of them with realistic representations of real lighthouses. SHIII has not a Real Navigation mod yet, but in SH5 with RN, landmarks can be as important for the calculation of position fixes as they were in real life before the GPS era :03:
And could you create a transparent glass at the top of the LH ?
It is. If you look closely at the detail of the gallery in the picture at the bottom of my previous post, you will be able to see the lantern (a Fresnel lens) through it glasses. :yep:
Onestly I didn't put much attenction in fine tuning the material properties in the obj model that I am working on. Anyway how transparent those glasses are going to be in the release (dat) version, is a matter of setting their material properties properly in S3ditor.
Yes, but what's that ? :06:
An ambient occlusion map is a texture featuring prerendered shadows, calculated by some 3D editing programs based on the geometry of an object, and it is meant to represent the shadows that the various parts of the same object would cast on each other under a diffuse light. Simplifying, you can see it as a texture with shadowing, enhancing the perception of 3-dimensionality of a model rendered on a 2D surface.
Usually I overlay AO maps on the diffuse map (the one which is currently referred to as "texture"), but due to the complexity of the current model I had to make its diffuse UV map overlapping, otherwise its textures should have been gigantic. As a consequence, if we want the model to have an AO map I will need to create a secon channel (i.e. a non-overlapping UV projection) that the AO map will be rendered on (due to its topological nature, AO map "baking" doensn't work well with overlapping UV projections). Doing that is relatively easy in SHIV-5, but it is my understanding that this feature is only partly supported in SHIII. The lack of AO maps is why most stock ships look "flat" in SHIII compared to its later reincarnations (besides its models having a lesser number of polygons) :03:
Kendras
12-29-16, 03:08 PM
In general, my idea is having a few basic lighthouse models which can be placed in various locations in game (where real lighthouses are/were to be found during the 40s), and then slowly replacing at least a few of them with realistic representations of real lighthouses. SHIII has not a Real Navigation mod yet, but in SH5 with RN, landmarks can be as important for the calculation of position fixes as they were in real life before the GPS era :03:
I have exactly the same ideas as you ! :up:
Once I release the model as La Vieille, it will be easy for me creating another generic light house model based on the previous one.
Could this generic model be a little different in aspect (3D and texture) ?
It is. If you look closely at the detail of the gallery in the picture at the bottom of my previous post, you will be able to see the lantern (a Fresnel lens) through it glasses. :yep:
Ah, I saw it ! But I though it was a texture ! :doh: I didn't dare to ask you to model a Fresnel lens, and that's just great that you've already done it ! :yeah:
An ambient occlusion map is a texture featuring prerendered shadows, calculated by some 3D editing programs based on the geometry of an object, and it is meant to represent the shadows that the various parts of the same object would cast on each other under a diffuse light. Simplifying, you can see it as a texture with shadowing, enhancing the perception of 3-dimensionality of a model rendered on a 2D surface.
Usually I overlay AO maps on the diffuse map (the one which is currently referred to as "texture"), but due to the complexity of the current model I had to make its diffuse UV map overlapping, otherwise its textures should have been gigantic. As a consequence, if we want the model to have an AO map I will need to create a secon channel (i.e. a non-overlapping UV projection) that the AO map will be rendered on (due to its topological nature, AO map "baking" doensn't work well with overlapping UV projections). Doing that is relatively easy in SHIV-5, but it is my understanding that this feature is only partly supported in SHIII. The lack of AO maps is why most stock ships look "flat" in SHIII compared to its later reincarnations (besides its models having a lesser number of polygons) :03:
Thanks for these explanations ! Really interesting ! :o
Kendras
12-29-16, 04:42 PM
I managed to create an icon for the LH which is not so bad looking. :ping:
http://i.imgur.com/u1W8KjS.png
I have exactly the same ideas as you ! :up:
:up:
Could this generic model be a little different in aspect (3D and texture) ?
Of course it can. I think the Phares des Triagoz and du Four are simple enough that they can be used as "generic lighthouses models" as well, what do you think?
If you accepted my proposal of setting lighthouses either as sea or land units rather than as simple terrain objects, it would be easy customizing them through eqp/cfg files without having to duplicate the 3D model for every slight change. Another advantage would be that each lighthouse might be given its own light beam effect, and that some of them could be given a soundsource controller simulating fog horns :D
Ah, I saw it ! But I though it was a texture ! :doh: I didn't dare to ask you to model a Fresnel lens, and that's just great that you've already done it ! :yeah:
It is just a cylinder surmounted by a truncated cone. I didnt add any other detail to it, because it would be hard spotting it anyway. The hard part was looking for a picture that I could get a good texture from, but I stealed both the model and the texture from one of my previous models with just a few changes :03:
I managed to create an icon for the LH which is not so bad looking. :ping:
Looks nice, but its borders might be smoother, and I think in modern charts major lights are marked as five-pointed stars with a tear-shaped beam departing from them:
http://4vector.com/i/free-vector-international-maritime-major-light-symbol-clip-art_120366_international-maritime-major-light-symbol-clip-art/International_Maritime_Major_Light_Symbol_clip_art _hight.png
See the following link, under the Chart symbols paragraph for further reference:
http://www.sailingissues.com/navcourse9.html
It is my understanding that lighthouses are internationally classified as "major lights" :salute:
Kendras
12-30-16, 01:25 AM
Of course it can. I think the Phares des Triagoz and du Four are simple enough that they can be used as "generic lighthouses models" as well, what do you think?
I think so, that's why I've shown them in my first post. ;)
If you accepted my proposal of setting lighthouses either as sea or land units rather than as simple terrain objects, it would be easy customizing them through eqp/cfg files without having to duplicate the 3D model for every slight change. Another advantage would be that each lighthouse might be given its own light beam effect, and that some of them could be given a soundsource controller simulating fog horns :D
I understand, but a land unit is always placed on the ground, so it depends on the depth ... so same LHs have to be placed at the same depth... or not, if the rock is big enough. In this case, the rock will be more or less visible above water. We have to try.
The hard part was looking for a picture that I could get a good texture from
Maybe on the Hotelnau model I've sent to you, there is a glass texture for the lens.
Looks nice, but its borders might be smoother, and I think in modern charts major lights are marked as five-pointed stars with a tear-shaped beam departing from them
Yes, I tried this icon first (I wanted this icon too), but the problem is that, in game, the picture has no colors (green if not black) and is bad rendered (pixelised) if it's too small, so I chose a black and more simple icon. Moreover, the icon is turned if the object is not facing towards north, as it is the case in my work (see in mission how it looks).
I think so, that's why I've shown them in my first post. ;)
:up:
I understand, but a land unit is always placed on the ground, so it depends on the depth ... so same LHs have to be placed at the same depth... or not, if the rock is big enough. In this case, the rock will be more or less visible above water. We have to try.
We have two ways to mimic lighthouses based on rocky reefs: we can raise the seabottom so to create a little island big enough to house a lighthouse set as land unit, or as I told you a few weeks ago, we could make those lighthouses into floating sea units. With the correct settings, their swinging would be hardly noticeable. Some adjustement in Terrain Editor might still be required to match the seabottom with the bottom of the rock meshes :)
Maybe on the Hotelnau model I've sent to you, there is a glass texture for the lens.
No need for that, my Fresnel lens is already textured :03:
Yes, I tried this icon first (I wanted this icon too), but the problem is that, in game, the picture has no colors (green if not black) and is bad rendered (pixelised) if it's too small, so I chose a black and more simple icon. Moreover, the icon is turned if the object is not facing towards north, as it is the case in my work (see in mission how it looks).
Maybe a simple black five-pointed star then? :hmm2:
Hi Kendras,
I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level.
Assume this didn't help with placement?
MLF
Kendras
12-31-16, 06:23 AM
Assume this didn't help with placement?
There is only one node in Lighthouse.dat in the \data\Terrain\Locations folder. I have to understand why it is working for the LH of Helgoland, but it requires further tests and I have something more urgent to do at the present time ...
Kendras
01-02-17, 03:25 PM
http://i.imgur.com/kOB7J79.png
Kendras
01-02-17, 05:55 PM
http://i.imgur.com/qySmle3.png
http://i.imgur.com/UnmfNm6.png
http://i.imgur.com/QW2miQP.png
Kendras
01-04-17, 07:50 AM
Location
+ visible anywhere on the map, possible to add colors to the icon
+ always placed at the same altitude, whatever the depth of the sea
- problem of placement in the ground if placed on a land with altitude
- not possible to custom the LH with an .eqp file
Land
+ no problem if placed on a land with altitude
+ possible to custom the LH with an .eqp file
- altitude depending on the depth of the sea
- visible on the map only when in visual range, always green icon (for neutral units)
Edit : All this can be solved by this trick : if we want to put a LH on the ground, let's create a land unit with no icon, and also add it (at same placement) in the Locations folder with a blanck file but with my icon of LH !
http://i.imgur.com/kOB7J79.png
Both good :up:
I think that if the lighthouse models are already oriented with their North face pointing to what would be the prow of a ship, rotating them in ME/TE wouldn't be required, and their icon on map wouldn't look rotated either :hmm2:
Location
+ visible anywhere on the map, possible to add colors to the icon
+ always placed at the same altitude, whatever the depth of the sea
- problem of placement in the ground if placed on a land with altitude
- not possible to custom the LH with an .eqp file
Land
+ no problem if placed on a land with altitude
+ possible to custom the LH with an .eqp file
- altitude depending on the depth of the sea
- visible on the map only when in visual range, always green icon (for neutral units)
Edit : All this can be solved by this trick : if we want to put a LH on the ground, let's create a land unit with no icon, and also add it (at same placement) in the Locations folder with a blanck file but with my icon of LH !
For each lighthouse model I could create rock reefs of different heights that the lighthouse would rise from. Some terrain adjustements in TE might be required.
...or as I told you a few days ago:
get a basic geometry which will provide a stable floating platform, make it invisible, set it as a sea unit, give it a huge mass, a very low center of mass and exceptionally high drag coefficients for extra stability. Attach to it (in the same file) the actual lighthouse model and add to it configurable nodes for whatever equipment might be required, including the rock "base".
Result: the lighthouse will always be at the same height a.s.l.
Store the rock "equipment" in a library file, make it high enough that it will always touch the seabottom, no matter how deep is the sea under the lighthouse, and give it a sim file with a static object controller, similar to a normal terrain object.
Result: the rock reef wont be considered by the game as part of the lighthouse itself, and collision with the seabottom wont be detected, but any other unit will be able colliding with it, just as with any other terrain object (fully tested in SH5, it should work in SHIII too).
If need be, the lighthouse itself can be made collisionable/destroyable, and I am confident, though not absolutely sure, that with the correct settings some of them can be given a nationality and a visual sensor, so that they will report any enemy unit in the vicinity :D
Kendras
01-04-17, 03:29 PM
If need be, the lighthouse itself can be made collisionable/destroyable, and I am confident, though not absolutely sure, that with the correct settings some of them can be given a nationality and a visual sensor, so that they will report any enemy unit in the vicinity :D
Mmh, that's why you absolutely want the LH to be sea units ... :know:
Mmh, that's why you absolutely want the LH to be sea units ... :know:
Not at all. I am not even sure that the statement you are referring to is going to be applicable in game without a series of side effects (lighthouses being shown in museum, them being reported by the watch crew/sonarman, enemy ships aiming their guns at them rather than at more valuable targets, etc.).
I am just telling you that LH's as simple "environnmental" sea units (like icebergs) are just another possibility which shouldn't be discarded if it makes our lifes easier, and it provides more flexibility in campaign. That's it :)
Kendras
01-09-17, 01:47 PM
Any news ? :ping:
Kendras
01-14-17, 11:22 AM
Hi !
I can't wait to see how your rocks and reefs look like ! :)
Any news ? :ping:
Hi !
I can't wait to see how your rocks and reefs look like ! :)
Not yet, your other mods distracted me from my main task... I am painting planes now but I promise it is just a temporary diversion :O::D
Hi !
I can't wait to see how your rocks and reefs look like ! :)
Just found a good tutorial (http://johnflower.org/tutorial/make-mountains-blender-height-maps) on how to generate a mesh from a grey-scale heightmap using Blender.
It might come in handy for creating natural-looking small islands, rocky reefs, skerries and shoals :03:
Kendras
01-18-17, 10:08 AM
Just found a good tutorial (http://johnflower.org/tutorial/make-mountains-blender-height-maps) on how to generate a mesh from a grey-scale heightmap using Blender.
It might come in handy for creating natural-looking small islands, rocky reefs, skerries and shoals :03:
Fantastic !!! :Kaleun_Thumbs_Up: This will help us a lot ! Just have to find good maps. :)
Just have to find good maps. :)
Yep, real or fictive :03:
Let me know if you find any which might fit our purposes, otherwise I will see if I can generate any using Photoshop
Jeff-Groves
01-18-17, 06:14 PM
Take into account that the terrain in SH3 is pretty much a guess and limited by how it is created and edited.
Wonder why the Kiel Canal is not perfect?
It's the limits of the Game Engine.
You can not change that.
For every 3D model you create, depending on where you place it?
You will need to make more.
I can see editing of the terrain as a partial fix.
Just gonna depend on where you put them.
Kendras
01-25-17, 06:07 AM
Take into account that the terrain in SH3 is pretty much a guess and limited by how it is created and edited.
For every 3D model you create, depending on where you place it?
You will need to make more.
I can see editing of the terrain as a partial fix.
Just gonna depend on where you put them.
Not at all. :know:
PROS/CONS :
Location unit
+ icon is visible anywhere on the map, it's also possible to add colors to the icon
+ always placed at the same altitude, whatever the depth of the sea
- 3D model placed into/under the ground if the land is higher than 5 meters.
- not possible to custom the LH with an .eqp file
Land unit
+ no problem if placed on a land with altitude (will always be placed on the ground)
+ possible to custom the LH with an .eqp file
- altitude depending on the depth of the sea (the 3D model can be submerged)
- visible on the map only when in visual range, always green icon (for neutral units) but this can be solved by this trick : a land unit with no icon + in the locations.cfg file (at same placement) with no 3D model but with the icon of LH visible from everywhere !
Kendras
01-25-17, 08:00 AM
Could you create a mod when allied ship sinks the crew shoots a red flare what would light up sea.
I think it already exists ... in GWX ? :hmmm: You mean a red halo on the sea and a red diffuse light ?
http://www.part.lt/img/fc6ca22da28c7af9c82ee4c136045b2f955.bmp (http://www.part.lt/perziura/fc6ca22da28c7af9c82ee4c136045b2f955.bmp)
Or when destroyers shoot shellstar it would light up sea better
What do you mean ? A larger light halo ? More realistic color (not blue) ? I already improved it a bit for myself, because my U-Boot was no more enlighted even if I was still in the light halo (texture applied on the sea surface) ... or it was the contrary, I don't remember. :doh:
Kendras
01-26-17, 08:41 AM
Yep, real or fictive :03:
Let me know if you find any which might fit our purposes, otherwise I will see if I can generate any using Photoshop
Did you see that ? : http://forum.simutrans.com/index.php?topic=2210.0
I think, SH3 supports ambient occlusion OR normal/bump maps. There are some models with either ambient occlusion or normal channels but I am not aware of any with both ambient occlusion AND nomal maps. Some have ambinet occlusion and bump maps.
Hi the_frog, I am quoting this post of yours from another thread. Can you please point me to a SHIII object, either from stock game or from a mod, which is using an ambient occlusion map?
I need it for Kendras reefs. My idea is to map a seamless rock texture on the diffuse channel (making its UV projection bigger than the texture space, so that the texture will be mapped n times on the object), and AO shadows and fouling on the AO channel.
Once a get this peace of information I will be ready to hand over to Kendras :salute:
Did you see that ? : http://forum.simutrans.com/index.php?topic=2210.0
I did, but I think the 90-m resolution stated in that tutorial is too low for our rocky reefs... 90 m is about the size of an islet, and I think in game we need something of the same size, or even smaller, but not totally flat.
On the web there are many heightmaps of real or fictive islands and mountains that with some resizing can be used as reefs in game. As we speak, I have one almost ready (see my post below) :03:
Jeff-Groves
01-26-17, 11:59 PM
The Red flairs were done by TheDarkWraith/RacerBoy as I recall.
Check your mod installs.
Kendras
01-27-17, 03:02 AM
I did, but I think the 90-m resolution stated in that tutorial is too low for our rocky reefs... 90 m is about the size of an islet, and I think in game we need something of the same size, or even smaller, but not totally flat.
On the web there are many heightmaps of real or fictive islands and mountains that with some resizing can be used as reefs in game. As we speak, I have one almost ready (see my post below) :03:
Great ! :up:
The Red flairs were done by TheDarkWraith/RacerBoy as I recall.
Check your mod installs.
Thank you Jeff, are they included in GWX?
SHIV units use the unified render controlled where you can enable/disable bump, specular and ambient occlusion maps, but I doubt this is compatible with SHIII :hmm2:
Great ! :up:
Here's a preview of the upcoming rocky reef; from top to bottom: a wireframe render, the model with diffuse textures mapped on it, and the same with AO shadows + underwater fouling textures. You should overlap the two textures mentally while I find a way to physically do it within a SHIII-compatible dat file:
http://i519.photobucket.com/albums/u359/taneshikimano/reef_1.png?t=1485443848
The mesh has a resolution of 6,794 faces and it is ca. 30 m high (from top to bottom) with a base of about 180x240 sqm, though the emerged part will be much smaller (how much depends on where you will put it in game). I have set the base vertices to have a 0 heigth, so that they will always lay on the seabed if you set "place on land" as true.
Kendras
01-28-17, 07:45 AM
That looks good ! I have several things to say, but I need a computer to illustrate (writting from a cell phone).
Kendras
01-30-17, 10:46 AM
... a base of about 180x240 sqm, though the emerged part will be much smaller (how much depends on where you will put it in game).
If the model's placement is in the Locations.cfg file with "On land = false", its 0 heigth will ALWAYS be at the sea surface. So, this 0 heigth must be at the place we want the sea to be, as on this pic (red arrows) :
http://i.imgur.com/6RDP1dp.png
Next, I think that the base of your model should have near vertical sides near the bottom (70-80°), to improve the aspect of the stone emerging from the sea bed of the game (brown color on the pic).
I have set the base vertices to have a 0 heigth, so that they will always lay on the seabed if you set "place on land" as true.
As stated earlier in this thread, the "place on land" function is not working properly, some LH in the Locations.cfg file are set with this function as "true", but they are half in the ground, or invisible (and NOT UNDER the ground, I mean really invisible ! ... :doh:). This was the case of the LH at the location "Pointe du Raz" (Schnellboat Mod v2). I changed to "false", and the LH re-appeared ! :shucks:
Finally, about the texture, I don't like the green seaweeds everywhere on the stone. I would prefer some small zones of weed, and more green, or no weed at all ...
Hi Kendras, in my opinion for the best look of the reefs, their on land property should be set to true and, unlike your picture, they should be placed where the seabed is almost flat (alternatively you can make the terrain below them flat using Terrain Editor). I am pretty sure that some models disappearing under the soil when placed on land is due to some errors from your part. Something I have noticed is that SHIII objects are not placed in game directly, but they are assembled together in dummy files through placement nodes. The absolute position of those nodes and that of the 3D model might dictate at which heigth each object is placed on land.
At this moment I am not focusing on the shape of the reefs or on the stepness of their base, and I have little control over them. Matter of factly I didnt actually model the reock that your comment refers to. I made Blender to displace the y coordinates of the vertices in a plane mesh, on the base of a greyscale heigthmap. I have control over the heigth scaling factor though (though extreme values look a bit weird) and I can decide which heigthmap to use of course. Maybe you can help me by looking on the web for heigthmaps whose caracteristics you think fit our needs, and by linking them here. Where needed I can do some manual adjustements, but honestly I wouldn't like wasting too much time on some generic and pretty random rock models ;-)
Lastly, the seaweeds are not covering the whole model. If you look closely at the last picture, the top part of the reef is free from them. Seaweed distrkbution is in patches and it follows roughly model's heigths, with fouling gradually fading out until it totally disappears at a certain heigth. I can easily modify this heigth, make the fading zone more or less sharp, make fouling colour and other caracteristics to change with the heigth, and make them to look more or less sparse :up:
here's a first version of the rocky reef that I been working on:
http://www.mediafire.com/file/3cyw0dg67sbxsnf/islets_reefs_shoals.7z
Please drop the dat file in the Library folder (or straight into the Terrain/Locations folder? :hmm2:), place the object in shallow waters near land, preferably where the seabed is almost flat, set it "on land", and launch the game.
Omitting aesthetic considerations regarding the quality of the textures or the shape of the mesh, which can be addressed in a second stage, atm I am mostly interested into technical aspects. More specifically:
is the shadow/seaweed texture correctly rendered on top of the main (gray rock) texture? If I have set the material properly, both textures should be "blended" together.
is the reef laying with its base just below the seabed, as it should?
is the object collisionable?
If the answer to the three questions above is yes, I am ready proceeding to the next step and listening to any other remark you might have :salute:
Jeff-Groves
01-30-17, 07:27 PM
No. The flares are not in GWX.
AO can be done in SH3.
Check the Subs by Wise to see how to do the AO.
No. The flares are not in GWX.
I see
AO can be done in SH3.
I have been told so :yep:
Check the Subs by Wise to see how to do the AO.
Okay, thanks, I will have a look into them later. I hope I got my file right. Maybe you can check it too :)
Kendras
01-31-17, 06:52 AM
Hi Kendras, in my opinion for the best look of the reefs, their on land property should be set to true and, unlike your picture, they should be placed where the seabed is almost flat (alternatively you can make the terrain below them flat using Terrain Editor). I am pretty sure that some models disappearing under the soil when placed on land is due to some errors from your part. Something I have noticed is that SHIII objects are not placed in game directly, but they are assembled together in dummy files through placement nodes. The absolute position of those nodes and that of the 3D model might dictate at which heigth each object is placed on land.
I will test several solutions in-game with your rock model.
Where needed I can do some manual adjustements, but honestly I wouldn't like wasting too much time on some generic and pretty random rock models ;-)
Roger that.
is the object collisionable?
Without my computer, I can already answer to this : Yes ! I already tried this issue by colliding the rock with my U-boot. The AI ships are also stuck if they are near the island. So, no need to have a .zon file with collision spheres ! But if you make this model a land unit, then you will have to create a .zon file with plenty of collision spheres, and this will require a lot of time.
http://i.imgur.com/FVw5b8p.png
Tried the reef out.
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.
CTD.:hmmm:
Remapped id's in Silent3ditor
No more CTD.
Reef visible in game on surface (whether OnLand= true or false)
Nothing visible underwater.
And I drove straight through it.:o
Screenshot of result (L/H just me having a play)
SquareSteelBar
02-01-17, 02:42 AM
Confirm that [except CTD]
inside reef:
http://www2.pic-upload.de/thumb/32597080/SH3Img31-1-2017_12.9.55_740.jpg (http://www.pic-upload.de/view-32597080/SH3Img31-1-2017_12.9.55_740.jpg.html) http://www2.pic-upload.de/thumb/32597081/SH3Img31-1-2017_15.51.57_649.jpg (http://www.pic-upload.de/view-32597081/SH3Img31-1-2017_15.51.57_649.jpg.html) http://www2.pic-upload.de/thumb/32597082/SH3Img31-1-2017_15.52.41_86.jpg (http://www.pic-upload.de/view-32597082/SH3Img31-1-2017_15.52.41_86.jpg.html)
underwater:
http://www2.pic-upload.de/thumb/32597084/SH3Img31-1-2017_15.52.58_305.jpg (http://www.pic-upload.de/view-32597084/SH3Img31-1-2017_15.52.58_305.jpg.html)
reef is transparent for light halos.
Kendras
02-01-17, 04:46 AM
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.
Reef visible in game on surface (whether OnLand= true or false)
Nothing visible underwater.
Yes, that's logical, because the base of the 3D model will always be placed on the sea surface if the model is placed from the Locations.cfg file. But the base should be placed on the sea bed if you create a new land unit and place it with the mission editor.
And I drove straight through it.:o
Confirm that ... inside reef
http://www2.pic-upload.de/thumb/32597080/SH3Img31-1-2017_12.9.55_740.jpg (http://www.pic-upload.de/view-32597080/SH3Img31-1-2017_12.9.55_740.jpg.html)
Strange ... :hmmm: If you try my work, you shouldn't be able to go through the island :
d/L link : http://www.mediafire.com/file/ky0fvj...Kendras_LH.zip (http://www.mediafire.com/file/ky0fvjme7v24w0m/Kendras_LH.zip)
You will find :
- the 3D model : K_Lighthouse_1.dat
- an icon for the LH (maybe to improve a bit)
- a single mission : Test new LH.mis
It is JSGME ready. Put the folder k -- New lighthouses in your MODS folder and enable.
Before launching SH3, open the file data/Terrain/Locations.cfg (of your installation), and write this at the end (change ### with the correct number) :
[Location ###] ; test new lighthouse
Long=-4.755715
Lat=48.043404
Heading=90
OnLand=false
ShowOnMap=true
FileName=K_Lighthouse_1
LocationName=La Vieille
reef is transparent for light halos.
The problem doesn't come from gap's files. You have to edit the particles generators of the light halo, and change depth test from false to true IIRC. If you try my mod, you will see that you can't sea the lighthouse's light halo through the island.
Kendras
02-01-17, 05:30 AM
About the rock, I would prefer a flat base from which some reliefs are emerging. Something like that, but smaller of course :
http://3.bp.blogspot.com/-CDILAfDwRso/T74Rzkcu-EI/AAAAAAAAAts/oKs2YvvznVE/s1600/export.jpg
Good tutorial here : https://www.darkcreations.org/hoddminir/making-a-16bit-height-map-without-photoshop
Kendras
02-01-17, 06:54 AM
... And I drove straight through it.:o
Maybe it's due to the lack of the "Static object" controller, IIRC.
Had to delete Locations.cfg which came with mod as caused CTD (calls up bits and bobs that I don't have).
Edited my Locations.cfg as suggested, and all ran OK.
Nice model :salute:
The base extended beneath the surface of the sea (although placed using locations.cfg). I can confirm that it was solid when I tried to drive through) and that the light was not visible when it was behind another object.
I played around with settings in Gap's reef model (hope he doesn'tmind?). I found that by giving the Node-Reef1 Node Positioning Translation Y value a negative number (here -30 see 2nd screenshot) the model did go beneath the sea (see 1st screenshot of underwater view of sub)
I also tried changing the StaticObject parameters and setup to reflect yours but the boat still drove through.
Hope this helps.
All reminds me of this:-
https://www.youtube.com/watch?v=fscydKvocrw
Kendras
02-01-17, 07:24 AM
All reminds me of this:-
https://www.youtube.com/watch?v=fscydKvocrw
"Negative Captain, I'm not moving anything."
:haha: :har:
I just don't understand the last sentence : "it's your call" ... ?
It means "It's up to you, alter course or ram a lighthouse!". Basically what we've been doing testing the mods - ramming lighthouses/rocks to see if they are solid or not!:D
Hi Gap,
Tried PM'ing but your mailbox is full.
May have a fix for the drive through reef - added new node as child of existing node and moved 3d model, reflections below that. Possible that StaticObject describes a child object rather than an object at its own level????
Changed StaticObject type as well to 10/-1 and set squarelength to 200 (same as in Kendras' LH file) - not sure what that does though.
Any objections to me posting the changed file in this thread?
Regards,
MLF
Thank you for your feedback and sorry for the late replies guys. Yesterday and the day before yesterday I was on my way to home, and I had hardly the time to read your comments :)
Without my computer, I can already answer to this : Yes ! I already tried this issue by colliding the rock with my U-boot. The AI ships are also stuck if they are near the island. So, no need to have a .zon file with collision spheres ! But if you make this model a land unit, then you will have to create a .zon file with plenty of collision spheres, and this will require a lot of time.
Setting the reefs as land units is not strictly needed, especially if we find a way to anchor a terrain object to the seabed. Anyway in my own experience with SH5, even land or sea units can be made collisionable using the staticobject controller rather than collision spheres, just like terrain objects. IIRC the secret is putting the controller not directly on the main unit but on an equipment linked to it through eqp file. Though following the 3D profile of its parent unit, this collisionable equipment (can be a dummy, invisible copy of the reef) should not touch the main model in any point, otherwise some weird things (http://www.subsim.com/radioroom/showpost.php?p=2365507&postcount=3372) can happen.
Hi Gap,
Tried PM'ing but your mailbox is full.
As usual :doh:
May have a fix for the drive through reef - added new node as child of existing node and moved 3d model, reflections below that. Possible that StaticObject describes a child object rather than an object at its own level????
Possible. As I noted a few days ago, SHIII harbors stored in the Terrain/Locations folder, contain no actual 3D mesh, but only dummy placement nodes that Library 3D models, on turn, are attached to. Staticobject controllers are attached to Terrain/Locations files (one per file), rather than to library models. It is also possible that traslation values of placement nodes (rather than the ones of the nodes containing the 3D models) are used for determining the position of each model relative to the 3D world :hmm2:
Changed StaticObject type as well to 10/-1 and set squarelength to 200 (same as in Kendras' LH file) - not sure what that does though.
Oh sorry, I had forgot setting controller's squarelength property after adding it, but the 10 / 1000 type controller container should be correct. IIRC I took it from one of the stock files
Any objections to me posting the changed file in this thread?
Yes, post it please. The more we are, the quicker we can sort bugs out :up:
Tried the reef out.
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.
CTD.:hmmm:
Remapped id's in Silent3ditor
No more CTD.
Confirm that [except CTD]
Had to delete Locations.cfg which came with mod as caused CTD (calls up bits and bobs that I don't have).
Edited my Locations.cfg as suggested, and all ran OK.
So what's up with those CTD's? Are they Id-related or not? My dat file should not have duplicated Id's as I made it from scratch. I copy/pasted a few controllers with their parents from other files, but I am pretty sure I remapped all of them :hmm2:
Reef visible in game on surface (whether OnLand= true or false)
Nothing visible underwater.
And I drove straight through it.:o
Confirm that
Yes, that's logical, because the base of the 3D model will always be placed on the sea surface if the model is placed from the Locations.cfg file. But the base should be placed on the sea bed if you create a new land unit and place it with the mission editor.
So a terrain object is always anchored to the sea surface, wether its OnLand property is set to true or false?
To me sounds more logical having the reefs anchored to the seabottom for at least for two reasons:
1 - If the rocks are on land, their base will always be on the seabottom, no matter what sea depth is, thus avoiding the risk of having "floating rocks"
2 - depending on sea depth, a bigger or smaller portion will emerge from water, thus providing more variety in game.
What do you think?
About the rock, I would prefer a flat base from which some reliefs are emerging. Something like that, but smaller of course :
The base vertices/edges of my current model are on an horizontal plane, just as in the picture you linked to your post. I only removed the flat faces on the base because I thought they would be hidden under the seabed anyway.
Do you want them visible instead? :hmm2:
One last comment for now (sorry for spamming your thread Kendras :oops:): from MLF's and SquareSteelBar's screenies (thank you guys!) it is pretty obvious that the ambient occlusion texture is not rendered on top of the diffuse texture. I suspect the AO texture map to be blocked by the SpecularMask controller also applied to the reef material. Can someone please remove that controller together with its container from the file and/or move them below the "Reef1AO.tga" texture map, and repeat the test? :)
Another suspect is the "in-memory DX2/3 texture compression" flag that I checked both for the main and for the AO textures, but let's try with the SpecularMask controller first... :salute:
Hi Gap,
I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked.
The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup.
I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air.
Here is the your modified .dat file:-
https://www.mediafire.com/?6h7401kv6ca55op
MLF
PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.
I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked.
The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup.
:up:
I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air.
Good to know. The model is 27.8 m (i.e. 2.78 game units) high, so if we set the Y translation value of its bone to, let's say, -1.78, the rock would rise 10 m over the sea level, and if placed on waters deeper than ca. 17.8 m, it would "float" rather than laying on the seabed. Easy math, but I think it would be better if we found a way to link the model directly to the terrain.
PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.
Thank you MLF, take your time :salute:
Kendras
02-03-17, 09:17 AM
So, I placed your reef model and texture in my first mod. The file is placed in data/Terrain/Location, and placement written in data/Terrain/Locations.cfg. I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".
In GAME:
Here at depth = -17 m (checked in Mission editor). Note that the texture is not applied, the land is grey, but with a stone aspect.
Above water:
http://i.imgur.com/UzBljRW.png
Under water:
http://i.imgur.com/NFqtN4d.png
Under sea bed:
http://i.imgur.com/lMEW9uM.png
Now, at depth = -28 m, and specular mask deleted. The same texture is applied above and underwater. Other thing : the sea surface is the same on the reef:
http://i.imgur.com/lM6xsmL.png
http://i.imgur.com/21Tzx2G.png
http://i.imgur.com/DYV8o4I.png
Crash test OK:
http://i.imgur.com/1fdvaL1.png
"Ouch !"
http://i.imgur.com/sQPHuNL.png
"Help, we are stuck !!! The boat is flooding !!" :timeout: :03:
Hi Kendras
Did you use the file I gave link for, or Gap's original file?
I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed.
I then deleted the specular mask controller - again no difference noticed.
I then created a Reef1AO Ambiant Occlusion controller - still no difference.
Possibly there has been a change, and in my ignorance I've missed it :oops:, so what exactly should I be expecting to see? I have compared my original screenshots with the results of each change and no difference has been noticed.
Can you explain what you did in more detail from your statement "I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".". What do you mean by 150% on the Y axis?:06:
Kendras
02-03-17, 11:28 AM
Did you use the file I gave link for, or Gap's original file?
Gap's file.
I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed.
I didn't try, I think I should.
I then deleted the specular mask controller - again no difference noticed.
Strange.
Can you explain what you did in more detail from your statement "I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".". What do you mean by 150% on the Y axis?:06:
Just a pic to understand:
http://i.imgur.com/hIquBV1.png
SquareSteelBar
02-03-17, 11:32 AM
...What do you mean by 150% on the Y axis?:06:I think he stretched the height of the rock... :hmmm:
Kendras
02-03-17, 11:38 AM
I think he stretched the height of the rock... :hmmm:
Yes.
Kendras
02-03-17, 11:41 AM
I think it would be better if we found a way to link the model directly to the terrain.
Now, it's better : the model is linked directly to ... the sea level ! :up:
Kendras
02-03-17, 11:53 AM
I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed.
Yes, I confirm, the stone remains grey (no texture of weeds).
Weird that using the file Gap uploaded, your sub crashed into Gap's reef, yet mine and SquareSteelBar's sailed right through :hmmm: SH3 setup differences?
My test setup is patched to 1.4b, with GWX and only 2 mods - Wise's type VIIC and the 4Gb patch.
Kendras
02-03-17, 01:48 PM
Weird that using the file Gap uploaded, your sub crashed into Gap's reef, yet mine and SquareSteelBar's sailed right through :hmmm: SH3 setup differences?
My test setup is patched to 1.4b, with GWX and only 2 mods - Wise's type VIIC and the 4Gb patch.
Because I've modified it ! :O:
http://www.mediafire.com/file/e5cebicf2oizjl9/reef_located.zip
And don't forget :
[Location ###] ; test new lighthouse
Long=-4.755715
Lat=48.043404
Heading=0
OnLand=false
ShowOnMap=true
FileName=islets_reefs_shoals
LocationName=La Vieille
OK - looking at your .dat file I see you have possibly also solved the AO problem by putting the AO controller under the main material. This worked for me (see screenshots)
I have put your .dat file in the locations folder replacing Gaps initial one.
I then ran up your mission and observed a lighthouse floating in mid-air with no reef in sight????????????? Perhaps I'm tired.
the_frog
02-03-17, 02:51 PM
kendras,
you have been wondering why the AO map does not appear? Well, simple answer is that you exported and re-imported the model without caring for the 2nd UV channel, which "carries" the AO map.
So, go back to the original file gap kindly provided, re-export the model and make sure that also the 2nd uv channel is ticked, then import both channels into the new file; again make sure the 2nd channel is ticked. That's it. The AO map works nicely.
Cheers
kendras,
you have been wondering why the AO map does not appear? Well, simple answer is that you exported and re-imported the model without caring for the 2nd UV channel, which "carries" the AO map.
So, go back to the original file gap kindly provided, re-export the model and make sure that also the 2nd uv channel is ticked, then import both channels into the new file; again make sure the 2nd channel is ticked. That's it. The AO map works nicely.
Cheers
I'm confused here. When I ran Gaps file after remapping the ID's, and not having exported or imported the model, the AO was not showing. I have just included an AO controller in the dat file (see my screenshot) and now I have weed on the rock. I'm starting to feel I've been smoking the stuff :confused:
the_frog
02-03-17, 04:16 PM
MLF,
gap's original file already included the correct settings for the AO map. I have no idea why you had to re-do what you call the AO controller after re-mapping the IDs. The re-mapping of IDs does not change anything with the settings of AO map. For testing, I did a ID re-mapping of gap's original file and AO appears without any problem ...
I may add that there is an error in gap's original file -- the static object controller is not set up correctly.
I acutally referred only to kendras' lighthouse file. In that the 2nd UV channel is missig and so AO will not work at all.
Cheers
The_frog,
This is what I did:-
Installed Gaps .dat file in locations and ran a mission I created in SH3 - CTD
Remapped ID's and ran the mission no problem testing Gaps reef file. My lighthouse was added in locations.cfg and not the dat file
Took screenshots and posted them.
Gap observed there was no AO mapping either in my screenshots or SquareSteelBar's. Kendras also seems to have the same problem.
Regards,
MLF
the_frog
02-03-17, 04:51 PM
MLF,
the CTD when trying gap's original file might have resulted from the mistake with the static object controller; however, I am not sure because I corrected it before trying. Also, I omitted the specular mask controller.
Please note, I was referring the kendras' file that includes the lighthouse. The 3D model therein has no 2nd UV channel and therefore the AO will never ever appear.
Cheers
Thank you for your feed-back guys. Summing up:
My bad, after adding the StaticObject controller, I had forgot setting up its SquareLength property. The rock is now collisionable. Thank you MLF for pointing to my mistake :up:
The model is now anchored to the terrain. :up:
How did you manage doing that Kendras?
According to the_frog, my settings for the AO material were correct, but SquareSteelBar's and MLF's screenies obvious don't show it (Kendras tests are ruled out, because he re-imported the model without the secondary UV map). The_frog, can you confirm that the AO map works correctly on your hand, and how it comes that it doesn't work for others?
The model modified by Kendras is 50% higher than the original model. I think doing that made the model a bit too sharp though. I can try making it smoother using Wing 3D's smooth command, maybe followed by an automatic polygon reduction in Mod Tools. An UV remapping will be needed too, if we want to avoid textures to be stretched vertically :03:
Any other remark guys? Am I forgetting any important aspect of the present model which needs to be addressed?
Kendras
02-03-17, 06:07 PM
According to the_frog, my settings for the AO material were correct, but SquareSteelBar's and MLF's screenies obvious don't show it (Kendras tests are ruled out, because he re-imported the model without the secondary UV map). The_frog, can you confirm that the AO map works correctly on your hand, and how it comes that it doesn't work for others?
It works now. But what about the specular mask ??? Is it useful, or not ?
About the rock's model, I don't like it, it seems not natural. Could you improve the sections ? Look how it is at the sea level, that's not really good :
http://i.imgur.com/3aLyfZi.png
The small reefs have to be more smooth, and above the surface, not a little below.
Moreover, think about your lighthouse : it must be placed on the highest altitude of the island, and there must be enough space at this place. Could you increase a bit the altitude of the highest point ?
I don't even know if we should keep this model ... but the concept is good ! Maybe smaller polygons for more precision ?
the_frog
02-03-17, 06:49 PM
kendras,
the specular mask may be of use with plain textures; with texures with an alpha channel it is of any use. And even with simple, plain textures I do not see much visible effects. However, that is my personal impression.
Cheers
SquareSteelBar
02-04-17, 02:44 AM
I used the modified file by MLF: https://www.mediafire.com/?6h7401kv6ca55op
Removed SpecularMask node, ambient occlusion is working now.
with SpecularMask:
https://www2.pic-upload.de/thumb/32615323/SH3Img3-2-2017_15.41.52_225.jpg (https://www.pic-upload.de/view-32615323/SH3Img3-2-2017_15.41.52_225.jpg.html)
SpecularMask removed:
https://www2.pic-upload.de/thumb/32615326/SH3Img4-2-2017_8.13.51_788.jpg (https://www.pic-upload.de/view-32615326/SH3Img4-2-2017_8.13.51_788.jpg.html)
This is the link to Gap's file I modded to show AO - green weed on rocks should be visible as shown in screenshot in post #90.
https://www.mediafire.com/?0frif35111ektqz
If I have this wrong would someone please share a screenshot or file of what this reef looks like with everything working OK?
Kendras
02-04-17, 09:58 AM
This is the link to Gap's file I modded to show AO - green weed on rocks should be visible as shown in screenshot in post #90.
https://www.mediafire.com/?0frif35111ektqz
If I have this wrong would someone please share a screenshot or file of what this reef looks like with everything working OK?
I had a look in your file, and I have the same structure. I just don't understand why you changed SO MUCH X, Y, Z values for translation. About texture, without the specular mask, you will see a correct textured rock, as on your own pic :
http://www.subsim.com/radioroom/attachment.php?attachmentid=2116&stc=1&thumb=1&d=1486151123
The model is now anchored to the terrain. :up:
How did you manage doing that Kendras?
Yes, it's very easy, you have 2 ways to do this :
- create a child node for the 3D model of the rock, which is placed accordingly to the sea surface. The parent node will always be placed at the sea surface if you set "On land=false" in Locations.cfg.
- or just choose the 0 height of the rock model where the sea level must be.
According to the_frog, my settings for the AO material were correct, but SquareSteelBar's and MLF's screenies obvious don't show it (Kendras tests are ruled out, because he re-imported the model without the secondary UV map).
There is no problem here. The specular mask just must be deleted, and all works properly after that.
The model modified by Kendras is 50% higher than the original model. I think doing that made the model a bit too sharp though.
About model dimensions and aspect, I draw this to help you :
http://i.imgur.com/WVoh752.png
Make something simple, especially underwater. The aspect of the island is important (you can sea a "big" and a "small" island on the left, the black circle is the lighthouse to give the scale. On the right, you can sea how the sides of the rock are diving into the sea bed.
I think it would be much easier to do something looking natural with GeoControl 2 software (http://www.subsim.com/radioroom/showpost.php?p=2462488&postcount=67), but I don't know if it is a freeware, I didn't find any working download link ...
:salute:
I had a look in your file, and I have the same structure. I just don't understand why you changed SO MUCH X, Y, Z values for translation. About texture, without the specular mask, you will see a correct textured rock,
Post 69 of this thread (repeated post 79) :
"I played around with settings in Gap's reef model (hope he doesn'tmind?). I found that by giving the Node-Reef1 Node Positioning Translation Y value a negative number (here -30 see 2nd screenshot) the model did go
beneath the sea (see 1st screenshot of underwater view of sub)"
Post 82 of this thread:
"I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed.
I then deleted the specular mask controller - again no difference noticed."
Hope this answers your questions.
I had to add an AO controller in the texture for the reef to be able to see the weed.
I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90)
:hmmm: Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it.
Kendras
02-06-17, 01:24 PM
I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90)
Now, it works for me. Updated file : http://www.mediafire.com/file/g697l771kw8vwkm/islets_reefs_shoals.dat
Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it.
I'm testing Gap's rock by adding it into SH3 world with the Locations.cfg. That's all. I have just added a LH in Gap's file, which allows me to control its position with the rock. I think another good solution would be to place the LH in a file in the Libray folder, and add a placement node into Gap's file (still placed in the Terrain/locations folder) which calls the specific LH.
Kendras
02-12-17, 10:45 PM
Any news ? :ping:
Kendras
02-25-17, 08:47 AM
We are lost in the fog here. We really need a lighthouse ! :03:
Kendras
04-01-17, 09:56 AM
Still no news ? :06:
Kendras
04-08-17, 12:13 PM
Always thinking about the lighthouses ......
https://www.youtube.com/watch?v=QHzIyAd_rro
Kendras
05-24-17, 06:18 PM
No answers from Gap for nearly 4 months ... :hmmm:
It seems he has definitely gave up with that mod ! :wah:
Sorry Kendras, I am writing from Senegal. I will report back on monday, when I will be back home :salute:
Kendras
05-28-17, 12:09 PM
Sorry Kendras, I am writing from Senegal. I will report back on monday, when I will be back home :salute:
I'm so happy to hear that ! :yep:
Kendras
05-31-17, 05:12 PM
Hello :)
Could you briefly tell us what you have done so far, and what you are planning to do during the month ? :hmm2:
Hello :)
Could you briefly tell us what you have done so far, and what you are planning to do during the month ? :hmm2:
Hi Kendras, sorry for my late feed-back I planned to reply at the beginning of the weak, but a cold kept me away from my usual activities for days :oops:
As you might have noticed, unfortunately my working method is a bit chaotic: I start a project, I loose interest, I start a new project and before I got it finished, I get back to first one, but not before having committed myself to a third project. The good news is that, with the motivation of some good subsim mates as you, soon or later I will finish them all :doh::O:
Talking about this mod, here is what I have done so far:
1) As I told you a while back, the Düne (Helgoland) leading lights are 100% ready. I know that at this stage you are mostly focused on French lights and that the Helgoland-Düne islands are poorly implemented in SHIII, but nonetheless I think they might make a nice addition to the game. Moreover, importing them might provide us with some additional insight on the best importing method, which will come in handy when we'll be ready to implement other lighthouses. If you are on it, I can import the models in a set of SH files, and send them your way :up:
2) To be honest, I didn't work on the phare de la Vieille in a long time, but its model is almost ready. The main lighthouse structure is done. The concrete base, the rock and the Temperly crane (https://en.wikipedia.org/wiki/Temperley_transporter) (added in 1926 and destroyed by a storm in 2008) are mostly modelled but some touch-ups are still needed (the rock must be extended below the sea level for instance), along with some UV-mapping and texture work. Ambient occlusion and normal maps are also in my todo list, but since I still have not fully clear how do they work in SHIII and whether we can have both of them on the same material or not, I think I can leave these features for a second moment. Extracting a generic lighthouse model from my representation of the La Vielle lighthouse should be fairly easy :03:
http://i519.photobucket.com/albums/u359/taneshikimano/phare%20de%20la%20Vieille.png?t=1496506883
3) More recently, I have started working on the Tourelle de la Plate (https://fr.wikipedia.org/wiki/Tourelle_de_la_Plate), also known as "Petite Vieille" due to its position, facing the phare de la Vieille in the Raz de Sein. Now it is a bit too early to show you a preview, but the model is coming along nicely. Completed in 1896, destroyed shortly after by a storm, and rebuilt 12 years later as a 26-m long octagonal solid reinforced concrete tower laying on a submerged rock, this lighthouse is currently painted/lighted as a cardinal west mark. I couldn't find any information on its usage during the 40s, but I can suppose it had to be similar to the current one. Let me know if you find any useful information on this topic.
4) Talking about the rocky reefs that you asked for a while back, I think there was a misunderstanding. All the lighthouses I plan to release will come with their own customized rocky base where it applies, so to make sure that the two parts are fitting together as best as possible. When you first asked for the rocks, I thought you just wanted some reefs models to be randomly placed on the sea bottom in lithoral waters, so to mimic submerged or semi-submerged unsignaled obstacles. If you agree on their utility, I still think that the Blender heightmap extrusion method I illustrated a few months ago, is the easiest way to quickly create a virtually endless number of reefs. All I need is you to point me to the heightmaps you like (there are many freely available on the web) and to provide me with the approximate dimensions that you expect them to be in game :salute:
Anvar1061
06-04-17, 01:08 PM
As you might have noticed, unfortunately my working method is a bit chaotic: I start a project, I loose interest, I start a new project and before I got it finished, I get back to first one, but not before having committed myself to a third project.
Hi, gap!
"The best rest is a change in the type of work" I. Pavlov
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
mikey117us
06-04-17, 05:01 PM
My work habit is identical to gap!!! So makes sense to me, looking forward to lighthouses.
Anvar1061
06-04-17, 09:54 PM
My work habit is identical to gap!!! So makes sense to me, looking forward to lighthouses.
Not step back, only forward!
Kendras
06-05-17, 09:14 AM
The good news is that, with the motivation of some good subsim mates as you, soon or later I will finish them all.
:up:
1) As I told you a while back, the Düne (Helgoland) leading lights are 100% ready. I know that at this stage you are mostly focused on French lights and that the Helgoland-Düne islands are poorly implemented in SHIII, but nonetheless I think they might make a nice addition to the game. If you are on it, I can import the models in a set of SH files, and send them your way
In fact, the Düne is not at all represented, but however we may still place your lights on the main island, or perhaps directly in the sea (in this case we need a rock model) !
About Helgoland, here is what I've found :
You can see the lighthouse on the island :
http://www.welkoam-iip-lunn.de/bilder/althelgoland/1935blickvonosten.jpg
and here the LH :
http://www.kuestenforum.de/bilder/ak-helgoland-alter-leuchttu.jpg
:03:
Hi, gap!
"The best rest is a change in the type of work" I. Pavlov
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
My work habit is identical to gap!!! So makes sense to me, looking forward to lighthouses.
Not step back, only forward!
:up:
Thank you for your encouragement guys :yeah:
In fact, the Düne is not at all represented, but however we may still place your lights on the main island, or perhaps directly in the sea (in this case we need a rock model) !
The Düne range light is composed of two lights: rear and front.
The rear light has the shape of cylindrical tower ca. a ca. 15 m in heigth and it is located on the southern shore of the island (Position: 54°10'56.26"N, 7°54'50.58"E, 2 m asl).
The front light is placed on top of a metal pole anchored to the sandy soil by a square concrete base and it is located about 110 m SSW of the rear light (Pos: 54°10'52.79"N, 7°54'48.53"E) in the foreshore (thus, in game it can be anchored both to the land or to the sea bottom).
The alignment of the two lights shows the safest route to the harbour in Helgoland and to the channel between the two islands (this is what leading lights (https://en.wikipedia.org/wiki/Leading_lights) are generally meant for). Changing the two light's position would defeat their original purpose. On the other hand, I think Düne is a bit too big to be represented as a rock model. :hmm2:
What do you know about Terrain Editor? Creating small islands, sand banks and shoals witin the editor shouldn't be too complicated.
Here is a general view of the two islands (Helgoland and Düne):
For reference, her is a chart taken from openseamap.org (http://map.openseamap.org/) showing the two islands and the relative positions of the leadings lights on Düne:
http://i519.photobucket.com/albums/u359/taneshikimano/Dune%20leading%20lights.jpg
About Helgoland, here is what I've found :
You can see the lighthouse on the island :
http://www.welkoam-iip-lunn.de/bilder/althelgoland/1935blickvonosten.jpg
and here the LH :
http://www.kuestenforum.de/bilder/ak-helgoland-alter-leuchttu.jpg
:03:
Good pictures! :up:
I have found a postcard view of the same:
http://www.leuchtturm-welt.net/HTML/DEPK/ORIGINAL/HELGOL_2.JPG
...and a picture of it together with the first lighthouse built by the British in 1811:
https://upload.wikimedia.org/wikipedia/commons/thumb/3/38/1903_Leuchttuerme_Helgoland.jpg/1280px-1903_Leuchttuerme_Helgoland.jpg
Unfortunately the 1901 lighthouse was destroyed during an air raid in 1945. Interestingly, the aerial picture you have posted also shows the current lighthouse, built in 1941 and then used as a FlaK tower (source: The Lighthouse Directory (https://www.unc.edu/~rowlett/lighthouse/deu2b.htm)) :03:
http://baken-net.de/image/helgoland_hb391_1953.jpg https://www.unc.edu/~rowlett/lighthouse/photos/Germany/HelgolandDEU2b.jpg
Kendras
06-06-17, 08:04 PM
What do you know about Terrain Editor? Creating small islands, sand banks and shoals witin the editor shouldn't be too complicated.
I never tried. But I think it's a good idea to improve the island. Maybe we could ask to HanSolo. :hmm2:
Unfortunately the 1901 lighthouse was destroyed during an air raid in 1945. Interestingly, the aerial picture you have posted also shows the current lighthouse, built in 1941 and then used as a FlaK tower (source: The Lighthouse Directory (https://www.unc.edu/~rowlett/lighthouse/deu2b.htm)) :03:
http://baken-net.de/image/helgoland_hb391_1953.jpg
The aerial view has been taken in 1935. Where do you see this flak tower on it ?
I never tried. But I think it's a good idea to improve the island.
In SH5 we have these editors inbuilt into the game:
https://drive.google.com/file/d/0B48gYYglnALiNzU5ZWQ2MWUtMzZmYS00NGVkLWIyYzEtZWE4M zhmMDAzNWNj/view?ddrp=1&hl=en#
Is there anything similar for SHIII? :hmmm:
Maybe we could ask to HanSolo. :hmm2:
Yep, good idea. HanS, if you are reading us... :D
The aerial view has been taken in 1935. Where do you see this flak tower on it ?
If you look closely at the aerial picture you have posted, a bit to the left of the 1901 leuchturm, there is a much smaller tower, but you are right, it can't be the FlaK turm. Now that you got me thinking about it, I think to remember that that specific tower was part of a building hosting some office of the Kriegsmarine naval command. You can see it better from the other picture of the Helgoland lighthouse you had posted (on the right):
http://www.kuestenforum.de/bilder/ak-helgoland-alter-leuchttu.jpg
Kendras
06-07-17, 10:17 AM
I've found this : http://www.subsim.com/radioroom/downloads.php?do=file&id=1315
Now two problems :
- how does it work ? :hmmm:
- what map should we modifiy ? Vanilla or WAC ? ...
SquareSteelBar
06-07-17, 12:13 PM
TerrainEditor + Tutorial (https://www.sendspace.com/file/2bqoat) by ref
I've found this : http://www.subsim.com/radioroom/downloads.php?do=file&id=1315
Got it :up:
Now two problems :
- how does it work ? :hmmm:
The package comes with a readme file, but instructions are not too clear, and apparently they only explain how to merge in game a ready-made terrain modification, but not how to create a new one. Probably once the SHIII terrain is excrated using yhe tool, a set of heigth masks is created. From a comment on the download page, I get that this information might be in RAW format. If that was the case, any photo editor capable of importing/exporting from/to the RAW format could be used to edit the heigth information.
Hopefully someone better informed on the topic we are discussing will pop up and he will shed some light :)
- what map should we modifiy ? Vanilla or WAC ? ...
Well I would start from the most detailed SHIII terrain available (I don't know which one is the best between WAC and GWX). If I got it right, once the terrain data is extracted and modified, there are two ways it can be released:
- as a package containing only the modified areas, which can be re-merged to any version of the SHIII terrain data using the Extractor/Repacker;
- as a ready-to-use terrain data which can be enabled as normal mod using JSGME
The first method would contain the download size and it would allow more flexibility, because it would let any player free to choose which terrain data (mega mod) he wants to use as base for the merging of our modifications. The con, is that its installation would be a bit trickier. :hmm2:
ops... while writing my previois reply I had missed SquareSteelBar's link (thank you mate!) :doh:
TerrainEditor + Tutorial (https://www.sendspace.com/file/2bqoat) by ref
This version of the download also contains detailed instructions on the SHIII terrain format and on its editing :yeah:
Kendras
06-07-17, 01:58 PM
TerrainEditor + Tutorial (https://www.sendspace.com/file/2bqoat) by ref
SH3 Terrain Editing.pdf : that was the file I needed ! Thank you mate ! :up:
Kendras
06-07-17, 02:53 PM
Something interesting : http://www.kartengruppe.it/immagini/okm/0001-0100/0088G-SB.jpg (from : http://www.kartengruppe.it/index.php/nordsee-deutsche-admiralitatskarten) (http://www.kartengruppe.it/index.php/nordsee-deutsche-admiralitatskarten)
But although the map was printed in 1943, it's based on a 1913 map.
In 1943, the island was bigger, as you can see on this picture :
http://www.303rdbg.com/pp-heligoland.jpg
Kendras
06-07-17, 03:32 PM
In 1943, the island was bigger
Probably because of this : https://en.wikipedia.org/wiki/Project_Hummerschere
Something interesting : http://www.kartengruppe.it/immagini/okm/0001-0100/0088G-SB.jpg (from : http://www.kartengruppe.it/index.php/nordsee-deutsche-admiralitatskarten) (http://www.kartengruppe.it/index.php/nordsee-deutsche-admiralitatskarten)
But although the map was printed in 1943, it's based on a 1913 map.
In 1943, the island was bigger, as you can see on this picture :
Probably because of this : https://en.wikipedia.org/wiki/Project_Hummerschere
Good findings, thank you for sharing! :up:
I don't know how far the Nazis went with their expansion plan, anyway the sandy beaches of Helgoland and Düne are subject to a strong tidal erosion, and their size and shape might have changed over time. Add to that the fact that after war the Brits tried to sink the main island (http://hyperionhistory.blogspot.it/2017/04/heligoland-island-britain-tried-to-sink.html) :o
https://www.youtube.com/watch?v=Z6hKwjoKa-c
In 1943, the island was bigger, as you can see on this picture :
Comparing your 1943 picture with a 2008 aerial view (taken from Google Earth), it seems that Heligoland has not changed mutch over the last 70 years. Not the same can be said about Düne though :03:
http://i519.photobucket.com/albums/u359/taneshikimano/Dune%20Helgoland.jpg
I have outlined the two islands of Helgoland and Dune on an equirectangular map projection (as the one used in SH games to represent the globe)...
http://i519.photobucket.com/albums/u359/taneshikimano/Helgolad%20Dune.png
and I have placed them on a 1deg lat/long quadrant of the size used for SHIII terrain masks. This is the result:
http://i519.photobucket.com/albums/u359/taneshikimano/Helgolad%20Dune%202.png
The resolution is poor indeed, but those are the limits imposed by the game. :hmm2:
Kendras
06-09-17, 07:06 PM
I have outlined the two islands of Helgoland and Dune on an equirectangular map projection (as the one used in SH games to represent the globe)...
http://i519.photobucket.com/albums/u359/taneshikimano/Helgolad%20Dune.png
I prefer to have real shape, even if the map is deformed. It's not a problem, as the islands are very small. I will see that point over the week-end. Keep focusing on the lighthouses, I do the map job. :salute:
I prefer to have real shape, even if the map is deformed. It's not a problem, as the islands are very small. I will see that point over the week-end. Keep focusing on the lighthouses, I do the map job. :salute:
What do you mean by "real" shape? This is the real shape in the (equirectangular (https://en.wikipedia.org/wiki/Equirectangular_projection)) SHIII world. Do you think that real continents as seen from the space look the same as on a map? :D
Jokes apart, any other shape would cause a misalignment of the islands relative to the in-game coordinate system both in terms of latitude/longitude and KM quadrant and, due to the small size of the two island and the low resolution of SHIII terrain masks, the difference in terms of "good shape" would be hardly detectable anyway :yep:
Kendras
06-10-17, 08:53 AM
This is the shape I mean (with the lighthouses' positions) :
http://i.imgur.com/kHLgKwA.png
Kendras
06-10-17, 10:16 AM
Other pictures of Helgoland :
http://i.imgur.com/xlTj80H.png
http://i.imgur.com/4qgMzjQ.png
http://i.imgur.com/N8Xpl5Q.png
http://i.imgur.com/gAZiV6x.png
This is the shape I mean (with the lighthouses' positions) :
Nice work :up:
...but as I said before, your clean drawing will make little difference once it is scaled down to fit in the small space of SHIII's terrain masks.
In my opinion, having the islands in the right place and with the right size is more important, even though they will look a bit stretched in game. The equirectangular map projection used in game makes it easy to convert from lat/long coordinates to metric offsets relative to the equator/Greenwich meridian: 1° = 120,000 m; 1' = 2,000 m; 1" = 33.33 m; 1 pixel on a terrain mask = 6" = 200 m. As long as the terrain masks are edited correctly, calculating the correct in-game position of lighthouses and other objects relative to each other and to land, will be as easy as doing a simple math based on the lat/long of those objects in real world.
There is more. As you know, many lighthouses have "blind" spots and/or their lights have different colors depending on the angle that they are looked at. Most nautical charts have those angles displayed on map (see map.openseamap.org for example). Supposed that the above can be mimicked in game, we could calculate the correct light angles directly on charts rather than wasting our time with a trial and error approach, but for this method to work we need to place everything at its right place and to work on equirectangular charts. Most nautical charts use a Mercator projection but, for small areas, stretching them to fit an equirectangular projection is quite easy :)
Other pictures of Helgoland :
Amazing! :yeah:
I had no realized how many coastal batteries where located on the island. Maybe we could add them in game :hmm2: :D
Kendras
06-10-17, 02:14 PM
As long as the terrain masks are edited correctly, calculating the correct in-game position of lighthouses and other objects relative to each other and to land, will be as easy as doing a simple math based on the lat/long of those objects in real world.
It's very easy to get the exact coordinates of a lighthouse with the mission editor.
There is more. As you know, many lighthouses have "blind" spots and/or their lights have different colors depending on the angle that they are looked at. Most nautical charts have those angles displayed on map (see map.openseamap.org for example). Supposed that the above can be mimicked in game, we could calculate the correct light angles directly on charts rather than wasting our time with a trial and error approach, but for this method to work we need to place everything at its right place and to work on equirectangular charts. Most nautical charts use a Mercator projection but, for small areas, stretching them to fit an equirectangular projection is quite easy :)
I already though about that question, and I don't see how to do this (halo with different colors depending on the angle). And I don't understand the link between angles on charts, and equirectangular projection. :06:
I had no realized how many coastal batteries where located on the island. Maybe we could add them in game :hmm2: :D
I hope so too ! By the way, are you still working on the british coastal defenses ?
Kendras
06-10-17, 02:50 PM
I need to open .raw files but I don't have photoshop .... :damn:
Kendras
06-10-17, 03:04 PM
...but as I said before, your clean drawing will make little difference once it is scaled down to fit in the small space of SHIII's terrain masks.
Yes, probably for the terrain. But it will be very useful to build the harbour ! :yep:
Here what it looks like with 200x200 meters for each pixel :
http://i.imgur.com/8s8lyfk.png
I need to open .raw files but I don't have photoshop .... :damn:
Don't GIMP or paint.NET have a raw file plugin?
Yes, probably for the terrain. But it will be very useful to build the harbour ! :yep:
Who will notice if the harbour is stretched out a bit? :03:
It's very easy to get the exact coordinates of a lighthouse with the mission editor.
Sure, but what would happen if where it was supposed to be land, there is only water? :03:
I already though about that question, and I don't see how to do this (halo with different colors depending on the angle). And I don't understand the link between angles on charts, and equirectangular projection. :06:
I need to think a way to do it :hmmm:
I hope so too ! By the way, are you still working on the british coastal defenses ?
Sure, the working files are still on my HD :salute:
Kendras
06-10-17, 05:32 PM
The islands would be so better rendered with 50x50 meters squares ! ... :wah:
Don't GIMP or paint.NET have a raw file plugin?
For now, the plugins I've tried don't work with Paint.net. :hmph:
Sure, but what would happen if where it was supposed to be land, there is only water?
This will never happen, because we will first check the altitude with a land unit, which also will give us the exact location. :03:
Sure, the working files are still on my HD :salute:
Ready to share ? :D
The islands would be so better rendered with 50x50 meters squares ! ... :wah:
Who knows if we can replace the SHIII terrain with the one of SH5? Apparently the two games share the same terrain format, but even if it worked, probably all the harbors and terrain objects would be messed up :hmmm:
For now, the plugins I've tried don't work with Paint.net. :hmph:
Try with GIMP then. I have PS, but apparently we have different ideas on how to edit those raw maps :O:
This will never happen, because we will first check the altitude with a land unit, which also will give us the exact location. :03:
Yes sure, there are different ways to do it, but again this is the trial and error method I wanted to avoid...
Ready to share ? :D
Not yet. I didn't work on it in a long time, and I still have many pending projects, but if you want it I might move it toward the top of my todo list :03:
Kendras
06-10-17, 06:48 PM
Who knows if we can replace the SHIII terrain with the one of SH5? Apparently the two games share the same terrain format, but even if it worked, probably all the harbors and terrain objects would be messed up :hmmm:
The best solution would be that you create the 3D model of the islands. :haha:
the_frog
06-11-17, 02:36 AM
The best solution would be that you create the 3D model of the islands. :haha:
Kendras, why not starting right away? :03:
Kendras
06-11-17, 04:35 AM
Kendras, why not starting right away? :03:
Are you offering your help to create Helgoland islands 3D model ? :D
I'm not competent at all in 3D modeling and texturing. The only things I can do for this mod are :
- give ideas
- make researches
- make in-game tests
- add the lighthouses locations
- create harbours
Kendras
06-11-17, 05:24 AM
Interesting tutorial :
https://www.youtube.com/watch?v=-vyNbalvXR4
Edit : Unfortunately, Helgoland is not represented on height maps of terrain.party.
The best solution would be that you create the 3D model of the islands. :haha:
Kendras, why not starting right away? :03:
Are you offering your help to create Helgoland islands 3D model ? :D
Kendras, I am afraid making islands bigger than a rocky islet into 3D objects, is not the most efficient way to bring them in game.
Talking about Helgoland and Düne, what for sure can be done is creating a basic terrain representation of them (with the known limitations) and adding to them custom harbor models with fairly realistic docks, breakwaters, buildings etc. The historical pictures you have collected so far will be a valid help, and who cares if the final result wont be 100% identical to the real thing?
After all, the whole SH world is a simplified/distorted representation of the globe, but we still enjoy exploring it!
Interesting tutorial :
Edit : Unfortunately, Helgoland is not represented on height maps of terrain.party.
I dont have Unity, but the heightmap interpolation can be done with similar results in Blender.
The website is cool, but at the moment only Americas and the westernmost portion of Europe is available. Even so, I tried exporting height dat for the Île de Sein, but all I got is a dark grey map. There are various other websites that heightmaps of the globe can be downloaded from, but unfortunately getting height information at such a small scale is pretty hard. :doh:
Kendras
06-11-17, 08:35 AM
I dont have Unity
Pretty impressive ! Watch this :
https://www.youtube.com/watch?v=NMnOZZalzWc
Kendras
06-11-17, 08:48 AM
Gap, in order I create harbours at the proper scale, could you create a small "tool" for me ? It would be a simple 3D object (a box) which allows me to measure distances in S3D. So I would like it to be 1 meter high, 10 meters large, and 500 meters long.
* on the 500 meters side, you add marks each 50 meters. The first 50 meters are also divided with small marks each 10 meters. The first 10 meters space is itself divided each 1 meter.
* the 10 meters side is marked each 1 meter. At 5 meters, the mark is longer.
Kendras
06-11-17, 09:10 AM
1. A little comparison with the actual Helgoland in SH3.
http://i.imgur.com/8SKBGZ3.png
2. Even that simple model would be better :
https://i942.photobucket.com/albums/ad269/waspe414/helgoland_total.png
Kendras
06-11-17, 11:30 AM
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 ? :hmm2:
the_frog
06-11-17, 12:34 PM
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.
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 ? :hmm2:
Pretty impressive ! Watch this
I agree :yep:
Unfortunately Unity is available for free, but not World Creator
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? :O:
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. :)
1. A little comparison with the actual Helgoland in SH3.
http://i.imgur.com/8SKBGZ3.png
I don't understand... :doh:
Can you please show your and SHIII's version of the Island side by side?
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 :doh::O:
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 ? :hmm2:
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.
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.
:up:
Kendras
06-11-17, 02:52 PM
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 ! :yep: 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 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.
:up:
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 don't understand... :doh:
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/showpost.php?p=2490224&postcount=137
Helgoland in WAC/GWX (at same scale as my previous drawing) :
http://i.imgur.com/gudBKfT.png
Nice! What game is that? For a moment, before could I read your message, I thought it was SHIII LOL :doh::O:
Flight simulator IIRC.
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/user.html?id=1717761692873819414632901&nav=collections
Kendras
06-11-17, 03:15 PM
Another nice lighthouse :
- https://3dwarehouse.sketchup.com/model/bdbe67fb8c174288cb0a13b5d45deb78/phare-de-dunkerque
And other models that are not lighthouses but would make very nice additions :
- https://3dwarehouse.sketchup.com/model/f3d1c4373a368935238b65ffb0dd04b1/Tour-Vauban-%C3%A0-Camaret-sur-Mer
- https://3dwarehouse.sketchup.com/model/cf4d55273d37d16da92806a518d20d13/National-Fort-of-Saint-Malo
- https://3dwarehouse.sketchup.com/model/ccb42546a159e33d5819490a4071c9f2/Fort-de-la-Conch%C3%A9e-XVII-XVIII
I've even found U-Boot bunkers :) : https://3dwarehouse.sketchup.com/model/a586e14687c032d9ad4b7d14d4a515d6/U-Boot-bunker-La-Pallice-La-Rochelle-France
Good news ! :yep: 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 :up:
:up:
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 :salute:
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 :up:
About lighthouses that I would like to add, lots of pretty models here ;) : https://3dwarehouse.sketchup.com/user.html?id=1717761692873819414632901&nav=collections
I know :03:
- https://3dwarehouse.sketchup.com/model/f3d1c4373a368935238b65ffb0dd04b1/Tour-Vauban-%C3%A0-Camaret-sur-Mer
Good model! You read in my mind: I was looking exactly at it just last night :yep::up:
Kendras
06-11-17, 05:53 PM
So, the lighthouses around Brest which I would like to add :
http://i.imgur.com/R6rpzg2.png
1- Portzic (https://3dwarehouse.sketchup.com/model/6c19871664d6f1f27f9bdbe7fec45d0a/PORTZIC-Lighthouse)
2- Petit Minou (https://3dwarehouse.sketchup.com/model/8805351d4d6c008d7f9bdbe7fec45d0a/PETIT-MINOU-Lighthouse)
3- Kermorvan (https://3dwarehouse.sketchup.com/model/a14cc7f1ec0b14f7b67881dca62329ae/KERMORVAN-Lighthouse)
4- La Vieille
5- Sein (https://3dwarehouse.sketchup.com/model/e278b0080278448890b2cad25b6d1841/Grand-Phare-ILE-DE-SEIN)
5'- Men-Brial (https://3dwarehouse.sketchup.com/model/fbdf3a6304b28e117dd95f14fd91bf3a/Phare-MEN-BRIAL)
6- Tévennec (https://3dwarehouse.sketchup.com/model/5179cd721e62de687b3b5e08cf8ca784/Phare-de-TEVENNEC)
7- Ar-Men (https://3dwarehouse.sketchup.com/model/5d906c733b65489840f5410d52ddc079/Le-phare-dAr-Men)
8- Pierres-Noires (https://3dwarehouse.sketchup.com/model/b03a45121ad51d5af2486380cd2532c4/PIERRES-NOIRES-Lighthouse)
9- Saint Mathieu (https://3dwarehouse.sketchup.com/model/8331728a53c744997a1ca70f93668ed2/SAINT-MATHIEU-Lighthouse)
10- Kéréon (https://3dwarehouse.sketchup.com/model/8a9d3cace211bc347eaa2b9d63099076/Phare-de-KEREON or https://3dwarehouse.sketchup.com/model/fd3adbad787b14b2aba8d66502a98615/Le-K%C3%A9r%C3%A9on-Lighthouse)
11- La Jument (https://3dwarehouse.sketchup.com/model/13a379ee2480f2b1dd268edb527b7f/Phare-de-LA-JUMENT or https://3dwarehouse.sketchup.com/model/fbaa868c62cc9fc0403a61255c75114a/La-Jument-Lighthouse)
12- Créac'h (https://3dwarehouse.sketchup.com/model/5759ef3adfee1edbb8d236a0627c986/Phare-du-CREACH)
13- Four (https://3dwarehouse.sketchup.com/model/bcfa3d309f0d1c63fd589dc045afcee9/LE-FOUR-Lighthouse)
14- Toulinguet (https://3dwarehouse.sketchup.com/model/fbdf3a6304b28e117dd95f14fd91bf3a/Phare-MEN-BRIAL)
15- Kador (very similar to Tévennec)
Kendras
06-12-17, 04:59 AM
Amazing! :yeah:
I had no realized how many coastal batteries where located on the island. Maybe we could add them in game :hmm2: :D
This can help : http://www.festungsbauten.de/D/D_Helgoland.htm
Kendras
06-12-17, 03:06 PM
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.
:k_confused:
So, I need your help to convert them into .obj files.
See here for the models : http://www.subsim.com/radioroom/showpost.php?p=2490513&postcount=155. Perhaps you want to improve them. :)
Kendras
06-13-17, 03:23 AM
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 :
http://i.imgur.com/ggkYn5r.png
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?
So, I need your help to convert them into .obj files.
Okay :up:
...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 :03:
See here for the models : http://www.subsim.com/radioroom/showpost.php?p=2490513&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:
http://phares-de-france.pagesperso-orange.fr/images-phares.jpg/sein-1932.jpg http://enezsun.chez-alice.fr/Phares/Photos/Goulenez02nousdosalilenbArchiveThymeur.gif
Add to your list the following models that I have also downloaded:
Phare de l'île Noire (http://phares-de-france.pagesperso-orange.fr/phare/ile-noire.html) (Morlaix): https://3dwarehouse.sketchup.com/model/e9d5916146caed89fb52f4a4a60fb2/Phare-de-lILE-NOIRE
Phare de l'Île Louët (https://fr.wikipedia.org/wiki/Phare_de_l%27%C3%8Ele_Lou%C3%ABt) (Carantec): https://3dwarehouse.sketchup.com/model/35f1b26f93e02596f4eab529a9866963/Phare-de-l%C3%AEle-Lou%C3%ABt
Phare de Roscoff (https://fr.wikipedia.org/wiki/Phare_de_Roscoff) (Roscoff): https://3dwarehouse.sketchup.com/model/1aa88c6386304fdaabbf07eacc796828/PHARE-ROSCOFFE-LIGHTOUSE-IN-ROSCOFF-BRITTANY-FRANCE
Phare de l'Île de Batz (https://fr.wikipedia.org/wiki/Phare_de_l%27%C3%8Ele_de_Batz) (Île de Batz): https://3dwarehouse.sketchup.com/model/d09e6a5da9e10d888e6fc9d1e7274f26/Phare-de-lILE-DE-BATZ
Phare de Pontusval (https://fr.wikipedia.org/wiki/Phare_de_Pontusval) (Brignogan-Plage): https://3dwarehouse.sketchup.com/model/f5c6d1ef523ac3b96ecfbabe012ca83/Phare-de-Pontusval
Phares de l'Île Vierge (http://phares-de-france.pagesperso-orange.fr/phare/ile-vierge.html) (Plouguerneau): https://3dwarehouse.sketchup.com/model/24035128fc22d2f46ebc07e5b0f407f/Phares-de-lILE-VIERGE
Phare de Lanvaon (http://phares.du.monde.free.fr/lum20/phare/pag312.html) (Plouguerneau): https://3dwarehouse.sketchup.com/model/4260bf7d6611265d6ebc07e5b0f407f/Phare-de-LANVAON
Phare de l'Île Wrac'h (https://fr.wikipedia.org/wiki/Phare_de_l%27%C3%8Ele_Wrac%27h) (Aber Wrac'h): https://3dwarehouse.sketchup.com/model/12f056ab8c5856dd1b10d53ce1ed347d/Phare-de-lILE-WRACH
Tourelle de Corn-Carhai (http://phares-de-france.pagesperso-orange.fr/phare/corn-carhai.html) (Portsall): https://3dwarehouse.sketchup.com/model/504c1d1b8970c5856ebc07e5b0f407f/Tourelle-de-CORN-CARHAI
Phare de Trézien (https://fr.wikipedia.org/wiki/Phare_de_Tr%C3%A9zien) (Lampaul-Plouarzel): https://3dwarehouse.sketchup.com/model/c90aa358a2389b957be9bbcb0240191b/Phare-de-TREZIEN
Phare de Nividic (https://fr.wikipedia.org/wiki/Phare_de_Nividic) (Île d'Ouessant): https://3dwarehouse.sketchup.com/model/81355bc36a5cdc59fe34efd986db8990/Phare-de-NIVIDIC
(N.B: read what Wikipedia says (https://fr.wikipedia.org/wiki/Phare_de_Nividic#Pour_4_ans_de_service) about the [in]operational status of French lighthouses during the German occupation :doh:)
Phare du Stiff (https://fr.wikipedia.org/wiki/Phare_du_Stiff) (Île d'Ouessant): https://3dwarehouse.sketchup.com/model/db01d251a431c1a67a1ca70f93668ed2/Phare-du-STIFF
Feu du Mengant (http://phares.du.monde.free.fr/lum20/pag333.html) (Brest): https://3dwarehouse.sketchup.com/model/163058274a01f04b9b091cffc605cfce/Feu-dit-TOURELLE-de-la-Roche-MENGAM
Tourelle de la Parquette (http://phares-de-france.pagesperso-orange.fr/phare/parquette.html) (Camaret-sur-Mer): https://3dwarehouse.sketchup.com/model/491128c836695080706014fb194af67d/Feu-de-LA-PARQUETTE
Phare du Millier (http://phares-de-france.pagesperso-orange.fr/phare/millier.html) (Bouzec-Cap Sizun): https://3dwarehouse.sketchup.com/model/a07c47e63724a078340bd199728dc322/Phare-du-MILLIER
Feu du Chat (http://phares-de-france.pagesperso-orange.fr/phare/chat.html) (Île de Sein): https://3dwarehouse.sketchup.com/model/ca5e489e85a128c6d36d5ec49df72104/La-Tourelle-du-Chat
Phare de Trescadec (https://fr.wikipedia.org/wiki/Plage_de_Trescadec#...et_le_phare_de_Trescadec) (Audierne): https://3dwarehouse.sketchup.com/model/8f7a4620cb0fa033c9dfb03896f54d78/Le-Phare-de-Trescadec
Phare de Penmarc'h (http://www.bagadoo.tm.fr/eckmuhl/phare2.htm) (Penmarc'h): https://3dwarehouse.sketchup.com/model/3ef8cfab46e94ed983524394170bba49/Ancien-phare-de-PENMARCH
Phare d'Eckmühl (https://fr.wikipedia.org/wiki/Phare_d%27Eckm%C3%BChl) (Penmarc'h): https://3dwarehouse.sketchup.com/model/78bf6cef9f8df51483524394170bba49/Phare-dECKMUHL or https://3dwarehouse.sketchup.com/model/fdbb3da0d54efcc21d20d4c325bf99/Phare-dEckm%C3%BChl
Feu le Coq (http://phares-de-france.pagesperso-orange.fr/phare/benodet.html) (Bénodet): https://3dwarehouse.sketchup.com/model/7f71c4dadaf4b21baed58592a24b8c7a/Feu-LE-COQ
Feu de la Pyramide (http://phares-de-france.pagesperso-orange.fr/phare/benodet.html) (Bénodet): https://3dwarehouse.sketchup.com/model/6f50b2224e5640b8ba4f4cbabba6d2ab/Phare-de-la-PYRAMIDE
Phare de Sainte-Marine (http://phares-de-france.pagesperso-orange.fr/phare/combrit.html) (Combrit): https://3dwarehouse.sketchup.com/model/ef78afcec20e1274aec1a80130e813c/Phare-de-Combrit-Sainte-Marine
Phare de l'Île aux Moutons (http://phares.du.monde.free.fr/lum20/phare/pag697.html) (Fouesnant): https://3dwarehouse.sketchup.com/model/b93895673d8b3b3a203bbceb2c7dca5c/Phare-de-lILE-AUX-MOUTONS
To finish with Finistère, we miss models of the following lighthouses:
Carantec: Phare de la Lande (http://phares.du.monde.free.fr/lum20/phare/pag186.html)
Roscoff: Feu postérieur, Tourelle de Ar Chaden and Tourelle de Men-Guen-Bras (http://phares-de-france.pagesperso-orange.fr/phare/roscoff.html)
Sibiril: Feux de Moguériec (http://phares-de-france.pagesperso-orange.fr/phare/mogueriec.html)
Plouguerneau: Feu postérieur (https://www.google.com/maps/@48.6067251,-4.50747,3a,75y,100.67h,107.47t/data=!3m6!1e1!3m4!1sBswvxa_kLkZTmwRZ1Vn8-A!2e0!7i13312!8i6656)
Aber Wrac'h: Feu de la Palue and Feu de Saint Antoine (http://phares-de-france.pagesperso-orange.fr/phare/aberwrach.html)
Lanildut: Feu de l'Aber-Ildut (http://phares-de-france.pagesperso-orange.fr/phare/aber-ildut.html)
Lampaul-Plouarzel: Phare de la pointe de Corsen (https://fr.wikipedia.org/wiki/Phare_de_la_pointe_de_Corsen), Tourelle du Faix (http://phares-de-france.pagesperso-orange.fr/phare/faix.html) and Feu des Plâtresses (https://fr.wikipedia.org/wiki/Feu_des_Pl%C3%A2tresses)
Île d'Ouessant: Tourelle de Men-Korn (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=47890)
Île Molène: Feu des Trois Pierres (http://phares.du.monde.free.fr/lum20/phare/pag193.html)
Le Conquet: Feu de Lochrist (http://phares-de-france.pagesperso-orange.fr/phare/lochrist.html) and Tourelle de la Grande-Vinotière (http://phares-de-france.pagesperso-orange.fr/phare/grande-vinotiere.html)
Saint-Mathieu: Tourelle des Vieux Moines (http://phares-de-france.pagesperso-orange.fr/phare/saint-mathieu.html) and Feu auxiliaire de Saint-Mathieu (http://phares-de-france.pagesperso-orange.fr/phare/saint-mathieu.html)
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) (http://phares-de-france.pagesperso-orange.fr/phare/brest.html)
Crozon: Feu de Morgat (Kador) (http://phares-de-france.pagesperso-orange.fr/phare/morgat.html)
Douarnenez: Feu de l'île Tristan, Feu du Rosmeur and Feu du Biron (http://phares-de-france.pagesperso-orange.fr/phare/douarnenez.html)
Île de Sein: the already mentioned Phare de Sein and Amer Plas ar Scoul (https://ssl.panoramio.com/photo/59611811)
Pointe du Raz: Phare (sémaphore) du Bec du Raz (http://objectif-cap-sizun-polynesie.over-blog.com/article-35209016.html)
Audierne: Phare de Kergadec (https://fr.wikipedia.org/wiki/Phare_de_Kergadec#Histoire), Feu de la jetée de Raoulic, Feu de la jetée de Sainte-Evette (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=53750) and Feu de Pors Poulhan (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=54100)
Penmarc'h: Tour à feu de la chapelle Saint Pierre (http://www.penmarch.fr/tourisme/a-voir-a-faire/patrimoine-et-culture/sites-monuments-historiques/phare-de-penmarch/tour-a-feu-chapelle-saint-pierre/), Feu du Men-Hir (http://phares-de-france.pagesperso-orange.fr/phare/menhir.html), Feu anteriérieur du Chenal de Groumili and Feu postérieur du Chenal de Groumili (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=54401)
Guilvinec: Feu de Lost-Moan (https://fr.wikipedia.org/wiki/Phare_du_Guilvinec#Les_trois_feux_du_Guilvinec), Feu antérieur, Feu postérieur and Feu du môle (http://phares-de-france.pagesperso-orange.fr/phare/guilvinec.html)
Loctudy: Feu de la Perdrix (http://phares.du.monde.free.fr/phare04/pag912.html) and Feu de Loctudy (http://phares-de-france.pagesperso-orange.fr/phare/loctudy.html)
Fouesnant: Phare de Penfret (https://fr.wikipedia.org/wiki/Phare_de_Penfret)
Concarneau: Feu de Pouldohan (Pointe de Beg-Menez) (http://phares-de-france.pagesperso-orange.fr/phare/pouldohan.html), Feu Le Cochon (http://www.pharesdumonde.fr/details.php?l=GBR&n=1501&z=5&li=11), Feu de Lanriec (http://phares.du.monde.free.fr/phare21/pag558.html), Feu de la Croix, Feu de Kériolet and Feu de Beuzec (http://phares-de-france.pagesperso-orange.fr/phare/concarneau.html)
Névez: Phare de Port Manec'h (Beg ar Vechen) (https://fr.wikipedia.org/wiki/Phare_de_Port_Manec'h)
Trégunc: Feu de la pointe de Trévignon (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=57240); Feu de la Roche du Dragon (http://listoflights.org/images/leuchtfeuer/gross/D0942.jpg)
Moëlan-sur-Mer: Feu de Merrien (http://phares-de-france.pagesperso-orange.fr/phare/merrien.html), Feu anteriérieur de Douélan and Feu posteriérieur de Douélan (http://phares-de-france.pagesperso-orange.fr/phare/douelan.html)
This can help : http://www.festungsbauten.de/D/D_Helgoland.htm
Sure it can! but... I wish I could read German :doh::D
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? :)
Kendras
06-14-17, 04:25 AM
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. :oops:
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 ! :up:
Add to your list the following models that I have also downloaded:
Phare de l'île Noire (http://phares-de-france.pagesperso-orange.fr/phare/ile-noire.html) (Morlaix): https://3dwarehouse.sketchup.com/model/e9d5916146caed89fb52f4a4a60fb2/Phare-de-lILE-NOIRE
Phare de l'Île Louët (https://fr.wikipedia.org/wiki/Phare_de_l%27%C3%8Ele_Lou%C3%ABt) (Carantec): https://3dwarehouse.sketchup.com/model/35f1b26f93e02596f4eab529a9866963/Phare-de-l%C3%AEle-Lou%C3%ABt
Phare de Roscoff (https://fr.wikipedia.org/wiki/Phare_de_Roscoff) (Roscoff): https://3dwarehouse.sketchup.com/model/1aa88c6386304fdaabbf07eacc796828/PHARE-ROSCOFFE-LIGHTOUSE-IN-ROSCOFF-BRITTANY-FRANCE
Phare de l'Île de Batz (https://fr.wikipedia.org/wiki/Phare_de_l%27%C3%8Ele_de_Batz) (Île de Batz): https://3dwarehouse.sketchup.com/model/d09e6a5da9e10d888e6fc9d1e7274f26/Phare-de-lILE-DE-BATZ
Phare de Pontusval (https://fr.wikipedia.org/wiki/Phare_de_Pontusval) (Brignogan-Plage): https://3dwarehouse.sketchup.com/model/f5c6d1ef523ac3b96ecfbabe012ca83/Phare-de-Pontusval
Phares de l'Île Vierge (http://phares-de-france.pagesperso-orange.fr/phare/ile-vierge.html) (Plouguerneau): https://3dwarehouse.sketchup.com/model/24035128fc22d2f46ebc07e5b0f407f/Phares-de-lILE-VIERGE
Phare de Lanvaon (http://phares.du.monde.free.fr/lum20/phare/pag312.html) (Plouguerneau): https://3dwarehouse.sketchup.com/model/4260bf7d6611265d6ebc07e5b0f407f/Phare-de-LANVAON
Phare de l'Île Wrac'h (https://fr.wikipedia.org/wiki/Phare_de_l%27%C3%8Ele_Wrac%27h) (Aber Wrac'h): https://3dwarehouse.sketchup.com/model/12f056ab8c5856dd1b10d53ce1ed347d/Phare-de-lILE-WRACH
Tourelle de Corn-Carhai (http://phares-de-france.pagesperso-orange.fr/phare/corn-carhai.html) (Portsall): https://3dwarehouse.sketchup.com/model/504c1d1b8970c5856ebc07e5b0f407f/Tourelle-de-CORN-CARHAI
Phare de Trézien (https://fr.wikipedia.org/wiki/Phare_de_Tr%C3%A9zien) (Lampaul-Plouarzel): https://3dwarehouse.sketchup.com/model/c90aa358a2389b957be9bbcb0240191b/Phare-de-TREZIEN
Phare de Nividic (https://fr.wikipedia.org/wiki/Phare_de_Nividic) (Île d'Ouessant): https://3dwarehouse.sketchup.com/model/81355bc36a5cdc59fe34efd986db8990/Phare-de-NIVIDIC
(N.B: read what Wikipedia says (https://fr.wikipedia.org/wiki/Phare_de_Nividic#Pour_4_ans_de_service) about the [in]operational status of French lighthouses during the German occupation :doh:)
Phare du Stiff (https://fr.wikipedia.org/wiki/Phare_du_Stiff) (Île d'Ouessant): https://3dwarehouse.sketchup.com/model/db01d251a431c1a67a1ca70f93668ed2/Phare-du-STIFF
Feu du Mengant (http://phares.du.monde.free.fr/lum20/pag333.html) (Brest): https://3dwarehouse.sketchup.com/model/163058274a01f04b9b091cffc605cfce/Feu-dit-TOURELLE-de-la-Roche-MENGAM
Tourelle de la Parquette (http://phares-de-france.pagesperso-orange.fr/phare/parquette.html) (Camaret-sur-Mer): https://3dwarehouse.sketchup.com/model/491128c836695080706014fb194af67d/Feu-de-LA-PARQUETTE
Phare du Millier (http://phares-de-france.pagesperso-orange.fr/phare/millier.html) (Bouzec-Cap Sizun): https://3dwarehouse.sketchup.com/model/a07c47e63724a078340bd199728dc322/Phare-du-MILLIER
Feu du Chat (http://phares-de-france.pagesperso-orange.fr/phare/chat.html) (Île de Sein): https://3dwarehouse.sketchup.com/model/ca5e489e85a128c6d36d5ec49df72104/La-Tourelle-du-Chat
Phare de Trescadec (https://fr.wikipedia.org/wiki/Plage_de_Trescadec#...et_le_phare_de_Trescadec) (Audierne): https://3dwarehouse.sketchup.com/model/8f7a4620cb0fa033c9dfb03896f54d78/Le-Phare-de-Trescadec
Phare de Penmarc'h (http://www.bagadoo.tm.fr/eckmuhl/phare2.htm) (Penmarc'h): https://3dwarehouse.sketchup.com/model/3ef8cfab46e94ed983524394170bba49/Ancien-phare-de-PENMARCH
Phare d'Eckmühl (https://fr.wikipedia.org/wiki/Phare_d%27Eckm%C3%BChl) (Penmarc'h): https://3dwarehouse.sketchup.com/model/78bf6cef9f8df51483524394170bba49/Phare-dECKMUHL or https://3dwarehouse.sketchup.com/model/fdbb3da0d54efcc21d20d4c325bf99/Phare-dEckm%C3%BChl
Feu le Coq (http://phares-de-france.pagesperso-orange.fr/phare/benodet.html) (Bénodet): https://3dwarehouse.sketchup.com/model/7f71c4dadaf4b21baed58592a24b8c7a/Feu-LE-COQ
Feu de la Pyramide (http://phares-de-france.pagesperso-orange.fr/phare/benodet.html) (Bénodet): https://3dwarehouse.sketchup.com/model/6f50b2224e5640b8ba4f4cbabba6d2ab/Phare-de-la-PYRAMIDE
Phare de Sainte-Marine (http://phares-de-france.pagesperso-orange.fr/phare/combrit.html) (Combrit): https://3dwarehouse.sketchup.com/model/ef78afcec20e1274aec1a80130e813c/Phare-de-Combrit-Sainte-Marine
Phare de l'Île aux Moutons (http://phares.du.monde.free.fr/lum20/phare/pag697.html) (Fouesnant): https://3dwarehouse.sketchup.com/model/b93895673d8b3b3a203bbceb2c7dca5c/Phare-de-lILE-AUX-MOUTONS
To finish with Finistère, we miss models of the following lighthouses:
Carantec: Phare de la Lande (http://phares.du.monde.free.fr/lum20/phare/pag186.html)
Roscoff: Feu postérieur, Tourelle de Ar Chaden and Tourelle de Men-Guen-Bras (http://phares-de-france.pagesperso-orange.fr/phare/roscoff.html)
Sibiril: Feux de Moguériec (http://phares-de-france.pagesperso-orange.fr/phare/mogueriec.html)
Plouguerneau: Feu postérieur (https://www.google.com/maps/@48.6067251,-4.50747,3a,75y,100.67h,107.47t/data=!3m6!1e1!3m4!1sBswvxa_kLkZTmwRZ1Vn8-A!2e0!7i13312!8i6656)
Aber Wrac'h: Feu de la Palue and Feu de Saint Antoine (http://phares-de-france.pagesperso-orange.fr/phare/aberwrach.html)
Lanildut: Feu de l'Aber-Ildut (http://phares-de-france.pagesperso-orange.fr/phare/aber-ildut.html)
Lampaul-Plouarzel: Phare de la pointe de Corsen (https://fr.wikipedia.org/wiki/Phare_de_la_pointe_de_Corsen), Tourelle du Faix (http://phares-de-france.pagesperso-orange.fr/phare/faix.html) and Feu des Plâtresses (https://fr.wikipedia.org/wiki/Feu_des_Pl%C3%A2tresses)
Île d'Ouessant: Tourelle de Men-Korn (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=47890)
Île Molène: Feu des Trois Pierres (http://phares.du.monde.free.fr/lum20/phare/pag193.html)
Le Conquet: Feu de Lochrist (http://phares-de-france.pagesperso-orange.fr/phare/lochrist.html) and Tourelle de la Grande-Vinotière (http://phares-de-france.pagesperso-orange.fr/phare/grande-vinotiere.html)
Saint-Mathieu: Tourelle des Vieux Moines (http://phares-de-france.pagesperso-orange.fr/phare/saint-mathieu.html) and Feu auxiliaire de Saint-Mathieu (http://phares-de-france.pagesperso-orange.fr/phare/saint-mathieu.html)
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) (http://phares-de-france.pagesperso-orange.fr/phare/brest.html)
Crozon: Feu de Morgat (Kador) (http://phares-de-france.pagesperso-orange.fr/phare/morgat.html)
Douarnenez: Feu de l'île Tristan, Feu du Rosmeur and Feu du Biron (http://phares-de-france.pagesperso-orange.fr/phare/douarnenez.html)
Île de Sein: the already mentioned Phare de Sein and Amer Plas ar Scoul (https://ssl.panoramio.com/photo/59611811)
Pointe du Raz: Phare (sémaphore) du Bec du Raz (http://objectif-cap-sizun-polynesie.over-blog.com/article-35209016.html)
Audierne: Phare de Kergadec (https://fr.wikipedia.org/wiki/Phare_de_Kergadec#Histoire), Feu de la jetée de Raoulic, Feu de la jetée de Sainte-Evette (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=53750) and Feu de Pors Poulhan (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=54100)
Penmarc'h: Tour à feu de la chapelle Saint Pierre (http://www.penmarch.fr/tourisme/a-voir-a-faire/patrimoine-et-culture/sites-monuments-historiques/phare-de-penmarch/tour-a-feu-chapelle-saint-pierre/), Feu du Men-Hir (http://phares-de-france.pagesperso-orange.fr/phare/menhir.html), Feu anteriérieur du Chenal de Groumili and Feu postérieur du Chenal de Groumili (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=54401)
Guilvinec: Feu de Lost-Moan (https://fr.wikipedia.org/wiki/Phare_du_Guilvinec#Les_trois_feux_du_Guilvinec), Feu antérieur, Feu postérieur and Feu du môle (http://phares-de-france.pagesperso-orange.fr/phare/guilvinec.html)
Loctudy: Feu de la Perdrix (http://phares.du.monde.free.fr/phare04/pag912.html) and Feu de Loctudy (http://phares-de-france.pagesperso-orange.fr/phare/loctudy.html)
Fouesnant: Phare de Penfret (https://fr.wikipedia.org/wiki/Phare_de_Penfret)
Concarneau: Feu de Pouldohan (Pointe de Beg-Menez) (http://phares-de-france.pagesperso-orange.fr/phare/pouldohan.html), Feu Le Cochon (http://www.pharesdumonde.fr/details.php?l=GBR&n=1501&z=5&li=11), Feu de Lanriec (http://phares.du.monde.free.fr/phare21/pag558.html), Feu de la Croix, Feu de Kériolet and Feu de Beuzec (http://phares-de-france.pagesperso-orange.fr/phare/concarneau.html)
Névez: Phare de Port Manec'h (Beg ar Vechen) (https://fr.wikipedia.org/wiki/Phare_de_Port_Manec'h)
Trégunc: Feu de la pointe de Trévignon (http://www.phares-et-balises.fr/page-phare.php?id_dept=10&Numero=57240); Feu de la Roche du Dragon (http://listoflights.org/images/leuchtfeuer/gross/D0942.jpg)
Moëlan-sur-Mer: Feu de Merrien (http://phares-de-france.pagesperso-orange.fr/phare/merrien.html), Feu anteriérieur de Douélan and Feu posteriérieur de Douélan (http://phares-de-france.pagesperso-orange.fr/phare/douelan.html)
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.
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 ! :yep:
Yes, 32 bit win XP. :oops:
:D
Good find ! :up:
https://www.unc.edu/~rowlett/lighthouse/ :03:
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 :up:
Well, sure I would like to be able to do this myself in Wings ! :yep:
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 :up:
Kendras
06-14-17, 10:29 AM
https://www.unc.edu/~rowlett/lighthouse/ :03:
:o What a gold mine !
Many of the lighthouses we have listed so far look pretty similar. Let's start with your condensed list first :up:
Okay.
Kendras
06-16-17, 11:50 AM
May I hope to try "La Vieille" in-game during this week-end ? :D
May I hope to try "La Vieille" in-game during this week-end ? :D
The "petite" one has been near completion for a few days, but I took a short break from it, sorry :oops:
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-mondiales-et-conflits-contemporains-2001-4-page-109.htm
I guess you get by in French much better than I do :O::up:
Kendras
06-18-17, 07:53 PM
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 ?
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.
I guess you get by in French much better than I do :O::up:
What country are you from ? :)
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)
You have already found a workaround to overcome the icon problem. As for the rest:
- altitude depending on the depth of the sea (3D model submerged in deep areas)
The lighthouse "main unit" can be made into an hidden simple mesh which will always lay at the soil/seabed level. This basic unit can be proxy-cloned as many times as the lighthouses that we want to add in game (proxy cloning is the process of duplicating an unit by cfg file, without actually duplicating its dat file). Lighthouse models themselves and, where they apply, the rocks/shoals under them, can be stored in a library file and linked to a couple of eqp nodes in the dummy unit. In this way we can finetune the height of each offshore lighthouse + its rocky base by changing (in Wings3D) their vertical (Y) position in global coordinates.
I will make any effort to give those models the correct heights from the beginning. The height (absolute and AMSL) of most lighthouses around the world is given in the website that I pointed you to a few days ago. Knowing that, I calculate the correct height for the rock model based on the approximate sea depth at each location, as measured in Google Earth. As long as sea depths are more or less correct in SHIII, by following this method we should get fairly accurate results and minimize the need of doing many adjustements. Should we notice that the seabottom is too deep where we want to place a given lighthouse, that would mean that devs got it way off, but we can always raise it using Terrain Extractor. I can deal with that.
For generic offshore lighthouses that we want to place at different locations, I can do their rock models higher than it is usually needed, and we can link them to customized dat units whose equipment nodes can be placed at different heights depending on the need.
- collision spheres to add
Not necessarily. If we want ligthouses to take damage some collision spheres and damage zone boxes might be needed, but for what I have in mind, doing our "moudular" lighthouses damageable/destroyable might do things a bit too complicated and I am not even sure that we would succeed.
At least for a start, we can keep things simple by getting rid of the zon file/ColisionableObject controller at the unit level, and by adding StaticObject controller and colllision meshes (as for terrain objects) to each rock/lighthouse in the library folder instead. I have already tested this method in SH5, and it works like a charm. It should work for SHIII too :up:
So, why not as land unit, but for what benefits ?
Tou mean attacks by british airplanes ? Lights not working only during war ? I don't guess what you are thinking about ... please clarify.
Have you read the essay that I pointed you to yesterday?
Air raids over our lighthouses would be a nice side effect, though I am not sure that they would happen (IIRC in SH5, where land unit interaction with other unit types is severely bugged, ship and aircraft just ignore coastal defences; I don't know if the same applies to SHIII too).
By making lighthouses into units and by playing with their eqp files we can:
change the type of light they emit, where/if justified by historical accounts (early during the war, most belligerents dimmed their light beacons so not to offer obvious landmarks in the event of enemy night bombings);
switch them on/off during the course of the war, following a realistic pattern (at least in France, soon or later most lighthouses were switched off permanently, Manche, Finistère and offshore lighthouses being the first and Mediterranean lighthouse being the last to be obscured; I a m still looking for detailed information on other countries);
where historically accurate, remove some lighthouses from map and possibly replace them by date with smoking ruins (as you know, some lighthouses didn't make it through the war).
There might be other uses of my idea, but those are the main points. I hope I have been clearer now :03:
What country are you from ? :)
On est voisins: je suis italien :) :salute:
Kendras
06-19-17, 04:10 AM
The lighthouse "main unit" can be made into an hidden simple mesh which will always lay at the soil/seabed level. This basic unit can be proxy-cloned as many times as the lighthouses that we want to add in game (proxy cloning is the process of duplicating an unit by cfg file, without actually duplicating its dat file).
I don't understand.
Lighthouse models themselves and, where they apply, the rocks/shoals under them, can be stored in a library file and linked to a couple of eqp nodes in the dummy unit. In this way we can finetune the height of each offshore lighthouse + its rocky base by changing (in Wings3D) their vertical (Y) position in global coordinates.
OK. So, tell me if I understand correctly in this example : specific lighthouses types 3D models are created and placed into a .dat file, also the ruins models of specific lighthouses, and also different types of lights (color, duration, etc.). For one lighthouse, the node is cloned (without the 3D model) and placed at different altitudes (the name of one node is for example : "Generic_LH_no4_30m")
The .dat file of one specific lighthouse (LH_no4) is created and contains only one node : "X01". In the .eqp file you will create different "loadouts". For the loadout of 30m depth sea, you will write "X01=Generic_LH_no4_30m", and so on. So in the mission editor, you will be able to choose the correct altitude. But consequently, you must place the light type eqp node (let's say "X02") directly in the .dat file containing all the lighthouses, and I don't know if it is possible to controll it in the .eqp file of the specific lighthouse ("X02=Red_light_no7" ?). :hmmm:
It would be easier to raise the sea level at the same depth for each lighthouse we want to place at sea !
At least for a start, we can keep things simple by getting rid of the zon file/ColisionableObject controller at the unit level, and by adding StaticObject controller and colllision meshes (as for terrain objects) to each rock/lighthouse in the library folder instead. I have already tested this method in SH5, and it works like a charm. It should work for SHIII too.
I was thinking about the rock which must be collisionable. I didn't know that the StaticObject controller could work with a land unit. So, what are the collision spheres useful for ? :hmmm:
Have you read the essay that I pointed you to yesterday?
Yes.
Air raids over our lighthouses would be a nice side effect, though I am not sure that they would happen (IIRC in SH5, where land unit interaction with other unit types is severely bugged, ship and aircraft just ignore coastal defences; I don't know if the same applies to SHIII too).
In SH3, airplanes always attack ennemy land units.
Imagine a dat file which (likewise SHIII harbors) only contains a node skeleton that all the lighthouse parts will be attached to; one node for the rocky base, one for the ligthouse building, one for the lens/lamp, etc.
All these parts will be stored in an external library file and linked to the "skeletal" dat file through eqp files customized for each lighthouse. If need be, we can switch those parts on/off by date, using the usual Start and EndDate settings.
The same dat file can be shared by different lighthouse models set as "proxy clones", i.e. copies of a unit that use the same dat, zon, sim etc. files as their parent unit, but have customized cfg, eqp and sns files. If you have ever messed with SHIV or SH5, you will understand instantly what I am talking about, otherwise you will undesrtand when I send you the files.
What will be different from a lighthouse to the other, will be its unique eqp file, and the model parts that by mean of each eqp file will be linked to the common skeleton.
Let's talk about the vertical position of each lighthouse now. Onshore lighthouses will be placed directly on the land surface, and they wont pose any problem. As for offshore lighthouses, they are placed on the seabed, and we risk them to be totally submerged if the sea bottom is too deep at the desired position, or to stand too high if the is the sea bottom is too shallow. What I can do for overcoming the problem, is making the rocky base a bit higher than expectedly needed. If we notice that a lighthouse lays too low/high on the water surface, I will move the lighthouse together with the relative rock model a bit up/down using Wings3D. This method applies to unique lighthouses which are to be found in a single location on the map. For generic lighthouses the process will be similar, but since they will share the same 3D models, we wont be allowed to play with model coordinates, because what will be okay in a certain location, wont be possibly acceptable in another location. What we can do, is linking those models to customized skeletal dat files whose equipment linking nodes will have different heights, i.e. instead of moving up and down model coordinates, we will move up and down the posiotion of nodes that those models will be attached to.
In both cases, terrain editing will be desiderable and possibly needed if the diffrence between RL depths and in-game depths will be too high.
Answering your question about the CollisionableObject vs StaticObject controller: yes, as I stated before, after intensive testing in SH5 I can confirm that the latter can be placed on unit equipments as well as on terrain objects with no side effects that I know of. I have not tried placing it directly on an unit, but I guess it would work too.
The similarity of the two controllers is that they both make objects that they are attached to collisionable. End of the similarities. Beside the visible mesh, a CollisionableObject controller requires a collision mesh to work. No collision spheres nor damage boxes are involved. It is much simpler to use, but it won't cause objects to take damage from collisions, bullets or nearby explosions. That's why it is called static: it makes 3D objects as solid as a rock and, as a side note, there are some oddities related with its usage:
http://www.subsim.com/radioroom/showpost.php?p=2365507&postcount=3372
http://www.subsim.com/radioroom/showpost.php?p=1204822&postcount=4
LOL :rotfl2:
Kendras
06-19-17, 10:32 AM
If you have ever messed with SHIV or SH5, you will understand instantly what I am talking about, otherwise you will undesrtand when I send you the files.
OK, let's see concretely what's your solution ! :)
If you want to send me your files on my mediafire page, I will send you a link by PM. But you need first to make some place in your mail box.
http://www.subsim.com/radioroom/showpost.php?p=2365507&postcount=3372
http://www.subsim.com/radioroom/showpost.php?p=1204822&postcount=4
:o
...an appetizer :03:
http://i.imgur.com/AEz4epb.png
Model and textures are pretty much ready for being imported in game.
The cool black/yellow paintwork is in accordance with modern photos, but it might not be the very accurate for the 40s. I have not information directly related to this particular lighthouse, but analogous light beacons around the West coast of France have been given a similar role (cardinal mark) and paint scheme much later. Any idea on what might have been the original colour of this one? :hmm2:
http://static.panoramio.com/photos/large/57431511.jpg
Kendras
06-20-17, 02:15 PM
...an appetizer :03:
http://i519.photobucket.com/albums/u359/taneshikimano/LaPlate.png
Model and textures are pretty much ready for being imported in game.
http://yoursmiles.org/tsmile/iloveyou/t4725.gif
Kendras
06-24-17, 07:43 AM
http://i.imgur.com/R6rpzg2.png
Sea depth for offshore lighthouses :
2- Le Petit Minou : -19
4- La Vieille and La Plate : -17
6- Tévennec : -22
7- Ar-Men : -85
8- Pierres-Noires : -48
10- Kéréon : -17
11- La Jument : -26
13- Four : -17
Additional note :
5- Sein and Men-Brial : the island must be created (terrain editor)
Icons placed on the map :
http://i.imgur.com/edeKccb.png
Else, the coordinates for mission editor :
Name=Portzic
Long=-544270.000000
Lat=5803614.000000
Name=Le Petit Minou
Long=-554201.000000
Lat=5800608.000000
Name=Kermorvan
Long=-574997.000000
Lat=5804010.000000
Name=Le Four
Long=-577376.000000
Lat=5823799.000000
Name=Kéréon
Long=-603256.000000
Lat=5811679.000000
Name=La Jument
Long=-614226.000000
Lat=5812149.000000
Name=Créac'h
Long=-615556.000000
Lat=5815379.000000
Name=Saint Mathieu
Long=-572852.000000
Lat=5800059.000000
Name=Les Pierres Noires
Long=-587788.000000
Lat=5797020.000000
Name=Le Toulinguet
Long=-555833.000000
Lat=5794157.000000
Name=Kador
Long=-540075.000000
Lat=5786895.000000
Name=La Vieille
Long=-570860.000000
Lat=5765210.000000
Name=Sein
Long=-582950.000000
Lat=5765330.000000
Name=Ar-Men
Long=-598150.000000
Lat=5766130.000000
Name=Tévennec
Long=-575202.000000
Lat=5769404.000000
Name=La Plate
Long=-571477.000000
Lat=5764959.000000
Name=Men-Brial
Long=-581527.000000
Lat=5764959.000000
:Kaleun_Wink:
Kendras
06-28-17, 05:11 PM
For Brest harbour entrance, I will need lights like that :
http://www.phares-et-balises.fr/6/Port_en_bessin_01.jpg
http://www.phares-et-balises.fr/page-phare.php?id_dept=6&Numero=33201
Please, can you quickly model them for me Gap ?
Kendras
07-09-17, 08:12 AM
Gap, when do you think your two first lighthouses are ready to test ? :06:
Gap, when do you think your two first lighthouses are ready to test ? :06:
Yesterday, after belatedly reading your request on the WIP Brest harbour thread, I started working on the Tour de Tanguy. The model that you pointed me to is nice, but I decided to use it as template for creating a better model, with 3D details (windows, doors, stairs, eaves, etc.) but simplified base geometry (for keeping poly count acceptably low). This is what I've got so far:
http://i.imgur.com/5M0i323.png
The tourelle de la Plate model is fully completed. I have only been lazy in importing it in S3d and setting it up for game usage. I promise I will send you the files later tonight or tomorrow :up:
Kendras
07-09-17, 03:54 PM
Yesterday, after belatedly reading your request on the WIP Brest harbour thread, I started working on the Tour de Tanguy. The model that you pointed me to is nice, but I decided to use it as template for creating a better model, with 3D details (windows, doors, stairs, eaves, etc.) but simplified base geometry (for keeping poly count acceptably low). This is what I've got so far:
http://i.imgur.com/5M0i323.png
Wow !!!!! :o That's WONDERFUL !!!!!! :yeah: :yeah: :yeah: :yeah: :yep: :yep: :yep:
The tourelle de la Plate model is fully completed. I have only been lazy in importing it in S3d and setting it up for game usage. I promise I will send you the files later tonight or tomorrow :up:
With La Vieille lighthouse ? :)
Wow !!!!! :o That's WONDERFUL !!!!!! :yeah: :yeah: :yeah: :yeah: :yep: :yep: :yep:
I always liked very much French architecture, and this ancient tower makes no exception. I hope my model will make justice to it :03:
With La Vieille lighthouse ? :)
La Vielle still requires some work. I will finish it while you experiment with the placement of the other lighthouse :D
Kendras
07-10-17, 01:54 PM
The tourelle de la Plate model is fully completed. I promise I will send you the files later tonight or tomorrow
:Kaleun_Binocular:
:Kaleun_Binocular:
:k_rofl:
Working on it right now. Are you going to be there in half an hour? :D
Kendras
07-10-17, 04:41 PM
Working on it right now. Are you going to be there in half an hour? :D
Yes. :)
Please test these files:
http://www.mediafire.com/file/g4gj95coc37pa18/gap_-_Tourelle_de_La_Plate.7z
This is just a basic implementation of the lighthouse: no underneath rock, no lantern, no collision, no water reflections, no shadows, etc.
At this stage I am mostly concerned about the placement of the beacon relative to the seabottom/sea level. If everything works well, we will keep on adding new features step by step.
I am sorry if this alpha release took longer than expected, but I couldn't get the texture to show up in s3d unless I embedded it. No idea why it happens, and after several cycles of trial and errors I decided to give up. I hope the texture will look okay in game (though we might decide to devrese it in size: now is 2048 square pixels, I bit too big for SHIII probably).
Let me know and fingers crossed :salute:
Kendras
07-11-17, 04:21 AM
Ahoy ! :Kaleun_Salute:
1. First try in game : model is completly white.
2. I changed folder's name to "TNormal" : model is now black, with yellow pixels
3. I opened the texture in Paint.net and removed transparency : problem is that some pixels stayed transparent (the purple ones on the pic) :
http://i.imgur.com/L9YJWXH.png
in game :
http://i.imgur.com/nvL9W3K.png
4. I corrected the texture :
http://i.imgur.com/CrDsa7D.png
http://i.imgur.com/phffPoX.png
:up:
Ahoy ! :Kaleun_Salute:
1. First try in game : model is completly white.
2. I changed folder's name to "TNormal" : model is now black, with yellow pixels
3. I opened the texture in Paint.net and removed transparency : problem is that some pixels stayed transparent (the purple ones on the pic) :
4. I corrected the texture :
:up:
Wow, looks nice and as far as I can see from your picture, model's height seems about right. :yeah:
So what was the problem with the texture? The alpha channel is meant as specular mask, I hope SHIII supports it, as it can enhance visual realism dramatically. Anyway, can you send me your edited files, or tell me what you changed exactly so that I can keep working on an up-to-date version of the unit? :)
Kendras
07-11-17, 07:26 AM
Wow, looks nice and as far as I can see from your picture, model's height seems about right. :yeah:
Yes, all is ok, very nice model ! :up:
So what was the problem with the texture? The alpha channel is meant as specular mask, I hope SHIII supports it, as it can enhance visual realism dramatically. Anyway, can you send me your edited files, or tell me what you changed exactly so that I can keep working on an up-to-date version of the unit? :)
I don't think SH3 can support it. (Semi-)transparent pixels are converted into black.
My change : http://www.mediafire.com/file/3eaeayylqebztu2/LH_LaPlate.pdn
(your texture, and the correction below)
New version of the Tourelle de La Plate:
http://www.mediafire.com/file/g4gj95coc37pa18/gap_-_Tourelle_de_La_Plate.7z
This new release should add the lantern with a light effect and the top mark on top of the lighthouse. A few notes:
1. I couldn't open your edited texture (I don't have PaintNet), but I temporarily removed the alpha channel from my copy, and I moved it from the TLowRes to the TNormal folder. I hope for the moment these changes will work. I think I have seen how to correctly set a specular mask in SHIII, and hopefully it will be implemented in one of the next releases.
2. The top mark and the lantern are stored in a library file and they are linked to the main model through equipment file. I have set the lantern to disappear sterting from 25 June 1940 (start of the German occupation). Try to set a mission before and a second mission a few months after this date, and see if eqp file settings are applied as expected.
3. A generic lighthouse flare effect (I think I borrowed it from FlakMonkey's lighthouse), was stored in a second library file and linked to the lantern equipment through placement node. If this method works, we will be able to use the same light effect on several lighthouses without need of cloning it every time. I am a bit worried that this particular light effect might not work though, due to it being designed for SHIV. Should the game crash on mission loading, try removing the placement node.
4. I let to you the editing of light effects. Currently the light has "nine very quick white flashes every 10 s (https://www.unc.edu/~rowlett/lighthouse/fns2.htm)"; see the picture below for a schematic exempification of Cardinal West lights:
http://www.sailingissues.com/light/cardinal-buoys.png
I think such an effect can be achieved in game through over-life particle generator properties. It is also to be noted that in 1911 the light was fixed and green (http://phares-de-france.pagesperso-orange.fr/phare/plate-du-raz.html), though I have no information how long this type of illumination lasted. We could as well adopt it but, if we do, we should also switch to a green or black/green texture rather than the black/yellow currently in use :hmm2:
Kendras
07-11-17, 01:36 PM
New version of the Tourelle de La Plate:
http://www.mediafire.com/file/g4gj95coc37pa18/gap_-_Tourelle_de_La_Plate.7z
This new release should add the lantern with a light effect and the top mark on top of the lighthouse.
Will try ASAP. Just I would like the lighthouse to be 2,5 meters lower.
2. The top mark and the lantern are stored in a library file and they are linked to the main model through equipment file. I have set the lantern to disappear sterting from 25 June 1940 (start of the German occupation). Try to set a mission before and a second mission a few months after this date, and see if eqp file settings are applied as expected.
I don't think so. See here : http://www.subsim.com/radioroom/showthread.php?t=229836
But there is another way to do that very precisely.
4. I let to you the editing of light effects. Currently the light has "nine very quick white flashes every 10 s (https://www.unc.edu/~rowlett/lighthouse/fns2.htm)"; see the picture below for a schematic exempification of Cardinal West lights:
I think such an effect can be achieved in game through over-life particle generator properties.
Yeah I know it perfectly : http://www.subsim.com/radioroom/showthread.php?t=228546
:03:
Will try ASAP. Just I would like the lighthouse to be 2,5 meters lower.
That's easy, but before I do it let me import the rock base first and, in the meanwhile, check some pictures of the "Petite Vieille": in most sea conditions, its concrete base raises from the sea level by several meters :03:
http://www.haka-spirit.net/IMG/jpg/p1090254_800x600_-2.jpg
If you look closely to the model, you will see I have put fouling on the base. As far as the sea level is not on top of the topmost fouling line, I am okay with the height of the model...
I don't think so. See here : http://www.subsim.com/radioroom/showthread.php?t=229836
But there is another way to do that very precisely.
Oh, that's not a bug but a feature in my opinion, and it is totally okay for our purposes, since we don't know (and we don't want to know), when each lighthouse was switched obscured exactly :up:
Yeah I know it perfectly : http://www.subsim.com/radioroom/showthread.php?t=228546
:03:
Your task :D :yeah:
Kendras
07-12-17, 04:07 AM
check some pictures of the "Petite Vieille": in most sea conditions, its concrete base raises from the sea level by several meters
Yes, you're right. What is disturbing me is that greenish mud on your texture, I would rather prefer a brownish sludge as in real. (Sorry to be so finicky.)
Oh, that's not a bug but a feature in my opinion, and it is totally okay for our purposes, since we don't know (and we don't want to know), when each lighthouse was switched obscured exactly :up:
Yeah right ! :yep:
Yes, you're right. What is disturbing me is that greenish mud on your texture, I would rather prefer a brownish sludge as in real. (Sorry to be so finicky.)
You should have said that from the beginning. Do you mean like this? :)
http://i1.wp.com/audierne.info/audierne-info/wp-content/uploads/2015/03/plate_pgay_540.jpg?resize=540%2C800
Kendras
07-12-17, 05:43 AM
You should have said that from the beginning. Do you mean like this? :)
Yes.
So, I tried your new version :
1. small error in .eqp file (easy to correct :03:)
2. I reworked a bit the model of the lantern and top mark (very small change)
3. I added the light. :)
4. your texture is perfect now (no more transparent pixels)
http://i.imgur.com/g52po3Z.png
http://www.mediafire.com/file/ajgd22mqy2xb3qx/gap_-_Tourelle_de_La_Plate_v2.7z
Yes.
So, I tried your new version :
1. small error in .eqp file (easy to correct :03:)
2. I reworked a bit the model of the lantern and top mark (very small change)
3. I added the light. :)
4. your texture is perfect now (no more transparent pixels)
Amazing! :up:
Is your light the final version (with 9 very quick flashes every 10s)? Can I move it to the FX library file I have created and link it to the lantern 3D model through placement node, as I proposed in one of my previous posts? I think that having all the lighthouse (and buoy) light effects in an external catalog file and picking them up from there according to the needs, would be a cleaner implementation. What do you think? :salute:
EDIT: Is there any special reason for you to switch the texture of the top mark to a plain black texture? The texture I had originally set is black as well, but with some rust textures on it :hmm2:
Kendras
07-12-17, 06:52 AM
Is your light the final version (with 9 very quick flashes every 10s)? Can I move it to the FX library file I have created and link it to the lantern 3D model through placement node, as I proposed in one of my previous posts? I think that having all the lighthouse (and buoy) light effects in an external catalog file and picking them up from there according to the needs, would be a cleaner implementation. What do you think?
Yes, this is the final version, the light is flashing. And yes, having all the flares in one library might be better.
Is there any special reason for you to switch the texture of the top mark to a plain black texture? The texture I had originally set is black as well, but with some rust textures on it :hmm2:
The original texture was looking plain black in S3D, maybe it is a glitch. :hmmm: About the color, I would prefer something very dark grey, and not completly black.
Yes, this is the final version, the light is flashing.
Exactly nine very quick flashes every 10s, with a short (darkness) pause at the end of the ten-seconds-long loop? :03::O:
The original texture was looking plain black in S3D, maybe it is a glitch.
Yep, don't trust S3d. I have noticed that it doesn't handle texture previews very well, especially when textures are not embedded.
:hmmm: About the color, I would prefer something very dark grey, and not completly black.
This is exactly the way I set it. Dark grey, almost black, but not pitch black and with some (rusty) detail on it.
Can you please test this new version?
http://www.mediafire.com/file/k4ae58jddcuawir/gap_%26_Kendras_-_Tourelle_de_La_Plate_v3.7z
I have moved the light halo effect in the FX library file and renamed it so it will be easy to track it down when there will be many different light effects to choose from, restored the original texture for the top mark, and touched up the muddy layer on the lighthouse base so that now it looks lesser saturated and more brownish than greenish.
For the next version I will add the rocky base. I have changed mind on how to implement it, and I will set it as a separate object that you will have to place exactly in the same position/orientation as the lighthouse on top of it. Would you prefer me to set it as another unit, or as a terrain object?
There are pro's and con's involved with both options. Any thougths? :salute:
Kendras
07-12-17, 08:40 AM
Exactly nine very quick flashes every 10s, with a short (darkness) pause at the end of the ten-seconds-long loop? :03::O:
Yes, exactly. :yep:
I have moved the light halo effect in the FX library file and renamed it so it will be easy to track it down when there will be many different light effects to choose from, restored the original texture for the top mark, and touched up the muddy layer on the lighthouse base so that now it looks lesser saturated and more brownish than greenish.
- the top mark is linked to a texture that doesn't exist, so I linked to LH-LaPlate as it was before, but it's black in game :
http://i.imgur.com/j4NtPX9.png
- the new texture is better, but I would prefer something like this :
http://i.imgur.com/vDTHZeK.png
For the next version I will add the rocky base. I have changed mind on how to implement it, and I will set it as a separate object that you will have to place exactly in the same position/orientation as the lighthouse on top of it. Would you prefer me to set it as another unit, or as a terrain object?
I would say terrain object. :yep:
Yes, exactly. :yep:
:yeah:
- the top mark is linked to a texture that doesn't exist....
Sorry, my bad :88)
so I linked to LH-LaPlate as it was before, but it's black in game :
mmm... that's weird. There are two materials using the same texture, the first one being a semi-transparent glass material. If you linked the second material, the one labelled 'LaPlate_Metal', it is the same used for the metal frame of the lantern. Does it look okay? If yes, I don't see why it shouldn't work for the top mark :hmmm:
- the new texture is better, but I would prefer something like this :
Did you edit the screenshot manually?
I would say terrain object. :yep:
Roger that. This would make the alignment of the rock relative to the lighthouse a bit more complicated, but not big issue :up:
Stay tuned for the next update. Just tell me when you get tired of doing so many tests in a row :D :salute:
Kendras
07-12-17, 09:17 AM
that's weird. There are two materials using the same texture, the first one being a semi-transparent glass material. If you linked the second material, the one labelled 'LaPlate_Metal', it is the same used for the metal frame of the lantern. Does it look okay?
Yes, I linked to the one labelled 'LaPlate_Metal'. So S3D was right this time.
Did you edit the screenshot manually?
No, I edited the texture directly.
Else, could you create a rock that is visible also a bit above water as on this image ? :
http://www.haka-spirit.net/IMG/jpg/p1090254_800x600_-2.jpg
Yes, I linked to the one labelled 'LaPlate_Metal'. So S3D was right this time.
Okay, maybe the issue is caused by the fact that the same texture is used for a transparent material. I will try and put the glass texture on a separate, embedded file, as more usual for SH.
No, I edited the texture directly.
Okay, don't forget to embed your edited texture the next time you send me your updates :up:
Else, could you create a rock that is visible also a bit above water as on this image ? :
Do you mean the dark "crusty" area barely visible above the surface, at the bottom of the concrete base? If yes, I think that's not real rock, but a mix of fouling and biogenic carbonated sediments surrounding the cylindrical base, which I can try to mimic before final release. If we must trust The Lighthouse Directory website, the concrete tower is 26 m high, and the focal plane is 19 m above the main sea level. This would entail that the topmost portion of the underlying rock should start about 7 m below the sea level, maybe even more considering that the lantern is mounted on a metal platform raising from the top of the tower. This is confirmed by the same source where it states that the lighthouse is "located on a submerged rock" :yep:
Version #4 of our lighthouse
http://www.mediafire.com/file/rnjrcuizjscnp9z/gap_%26_Kendras_-_Tourelle_de_La_Plate_v4.7z
This version will hopefully fix the top mark texture problem. At least in S3d, the texture looks okay now. Fingers crossed.
I have stored the roche de la Plate in a 'Rocks_skerries_shoals' library file. You should place it at the very same coordinates and orientation as the lighthouse for the two parts to match exactly. Even so, their relative vertical placement will be a matter of trial and error. Ideally, the rock should start exactly where the lighthouse base ends (the pre-rendered 'shadow' on the rock base should guide you), and it should extend all the way to the sea bed. Let me know which adjustements will be needed. If you want, I can provide you with a ruler which will help you in estimating by how many meters I need to move the rock up/dow.
Just for eye candy, I have edited the properties of all the materials used. Glass and metal should be more reflective than concrete now. Let me know if you can see any difference in game :salute:
P.S: I forgot to mention that the rock should be collisionable. Only the rock, not the lighthouse (yet). Let me know if collision is detected correctly :)
Kendras
07-12-17, 03:43 PM
I have stored the roche de la Plate in a 'Rocks_skerries_shoals' library file. You should place it at the very same coordinates and orientation as the lighthouse for the two parts to match exactly. Even so, their relative vertical placement will be a matter of trial and error. Ideally, the rock should start exactly where the lighthouse base ends (the pre-rendered 'shadow' on the rock base should guide you), and it should extend all the way to the sea bed. Let me know which adjustements will be needed. If you want, I can provide you with a ruler which will help you in estimating by how many meters I need to move the rock up/dow.
I will convert it into a terrain object. No need to adjust manually vertical placement. I'm going to try this right now. :up:
Just for eye candy, I have edited the properties of all the materials used. Glass and metal should be more reflective than concrete now. Let me know if you can see any difference in game :salute:
I had already fixed that too by improving the specular strength for the metal texture (25 for concrete and 125 for metal, and difference is visible in game).
P.S: I forgot to mention that the rock should be collisionable. Only the rock, not the lighthouse (yet). Let me know if collision is detected correctly :)
No problem.
I will convert it into a terrain object. No need to adjust manually vertical placement. I'm going to try this right now. :up:
I don't understand what you mean. I think you can already place the library object as a terrain object, or you can move it to the terrain folder of you prefer, but I think the result won't change :hmm2:
I had already fixed that too by improving the specular strength for the metal texture (25 for concrete and 125 for metal, and difference is visible in game).
The next time you edit send me an update by you, you should try and give me a comprehensive list of your changes, otherwise I risk to step into your feet. :D
Anyway, unless you think your settings are better, I suggest not to chenge my ones: I copied them from similar stock materials. Among other changes, I raised a bit the specular strength of the concrete material. You will see the benefits of it when I will set those materials to use the specular mask that we have temporarily removed :03:
I am now woarking on adding shadows and water reflections to the model :salute:
Kendras
07-12-17, 05:46 PM
bad news :
- i didn't manage to make the rock collisionable, although I have the same controller as on my previous test (and rock was collisionable)
- the top mark is still plain black
- it's impossible to place the rock precisely in relation to the lighthouse
:damn:
bad news :
- i didn't manage to make the rock collisionable, although I have the same controller as on my previous test (and rock was collisionable)
We will sort it out. :03:
The controller used for making this kind of objects collisionable, is the StaticObject controller. I had placed one in the rock object, but you should explain first how you used it, and if/how you 'converted' it. I still what you meant in your previous post :doh:
- the top mark is still plain black
This top mark issue is driving me crazy: I still don't get why the same material/texture looks okay on the lantern, but not on the mark :hmmm:
- it's impossible to place the rock precisely in relation to the lighthouse
Sure it is possible but if I got you correctly when we fisrt discussed the topic a few month ago, the position of terrain objects is always dictated by the coordinates of their 3D meshes. You must estimate by how many meters the rock needs to be raised/lowered, export its meshes using S3d, move the object in Wings, and re-import them in the dat file. As I told you, a ruler object will help greatly; let me know if you still want it :salute:
Kendras
07-13-17, 01:46 AM
The controller used for making this kind of objects collisionable, is the StaticObject controller. I had placed one in the rock object, but you should explain first how you used it, and if/how you 'converted' it.
A terrain object is a .dat file that is placed in data\Terrain\Locations, as the harbours. It has a .tga file with the same name which represents the aspect of the harbour on the navigation map.
I first tested with your controller, and the rock was "ghost".
Then, I realised that something was missing :
http://i.imgur.com/pz7KtW9.png
I tried with 30 and 200, but still the rock remains "ghost".
Sure it is possible but if I got you correctly when we fisrt discussed the topic a few month ago, the position of terrain objects is always dictated by the coordinates of their 3D meshes. You must estimate by how many meters the rock needs to be raised/lowered, export its meshes using S3d, move the object in Wings, and re-import them in the dat file. As I told you, a ruler object will help greatly; let me know if you still want it :salute:
I have reworked a bit the 3D model of the rock, so now the origin point of the rock and the lighthouse are exactly on the same vertical axis. The problem is that land units and terrain objects are not using the same unit to measure the coordinates. While the land units' coordinates are measured with meters, the objects' coordinates are measured with degrees. In mission editor, coordinates of your cursor are shown in both units, but if you write them in the mission's file (in meters) and in the Locations.cfg (in degrees), both model are separated by at least 10 meters .... :nope:
So, I can place manually the land unit just on the point showing the terrain object's location in mission editor, but still it remains imprecision.
This top mark issue is driving me crazy: I still don't get why the same material/texture looks okay on the lantern, but not on the mark :hmmm:
Looking at the LLH_LaPlate.dat file, there are 2 textures:-
One called LH_LaPlate.tga with label "LaPlate_Concrete"
the other called LH_LaPlate.tga with label "LaPlate_Metal".
Am I wrong in thinking the one labelled "LaPlate_Metal" should have texture
LLH_LaPlate.tga which shows as a little white square. Haven't got access to SH3 at the moment, so can't test - just an observation.
What I did do is include the rock as a node in the LLH_LaPlate.dat file, and I could easily and accurately put the lighthouse on the rock using the translation co-ordinates in S3Editor.
Not sure I follow the use of seperate models in the library directory.
Please excuse my input if completely wrong as you two are way ahead of me on this.
regards,
MLF
Kendras
07-13-17, 10:12 AM
Looking at the LLH_LaPlate.dat file, there are 2 textures:-
One called LH_LaPlate.tga with label "LaPlate_Concrete"
the other called LH_LaPlate.tga with label "LaPlate_Metal".
Am I wrong in thinking the one labelled "LaPlate_Metal" should have texture
LLH_LaPlate.tga which shows as a little white square.
The texture is external (in TNormal folder).
What I did do is include the rock as a node in the LLH_LaPlate.dat file, and I could easily and accurately put the lighthouse on the rock using the translation co-ordinates in S3Editor.
Yes, I'm thinking about this too. Why separate rock and lighthouse ?
A terrain object is a .dat file that is placed in data\Terrain\Locations, as the harbours. It has a .tga file with the same name which represents the aspect of the harbour on the navigation map.
Yes indeed I know that, but I am pretty sure that any object can be used as a terrain object, no matter whether it is located in the Terrain folder or not.
I first tested with your controller, and the rock was "ghost".
Then, I realised that something was missing :
http://i.imgur.com/pz7KtW9.png
I tried with 30 and 200, but still the rock remains "ghost".
Doh, I copied/pasted the controller from one of the Maunsell forts by Jeff without actually looking into its content. Knowing him, he probably hex-edited the file, and possibly something in the StaticObject properties went lost during the process. Thank you for tracking down this mistake!
I still see an unfixed possible error though: while digging into stock files, I have noticed that the container used for the StaticObject controller, is usually of the type 10 / 1000, not the more common 10 / -1 :yep:
Here is my fix:
http://i.imgur.com/Xj7Dfwf.jpg
I hope you get my point :)
I have reworked a bit the 3D model of the rock, so now the origin point of the rock and the lighthouse are exactly on the same vertical axis.
You once told me that terrain objects' vertical position is always relative to the sea level, whereas land units get linked to the terrain/seabed. Is that correct?
If yes, no matter how good you match the two parts in wings 3D, you will still need to measure their relative (vertical) distance in game, and make the appropriate changes in Wings3D based on that measure.
With this idea in mind, I have created a ruler tool that you can use for measuring heigths in game. You can see a detail of it below:
http://i.imgur.com/loeHOPf.jpg
It is 30 m long (but if need be I can do it even longer), and it is marked every 10 m, 5 m, 1 m, 50 cm and 10 cm. For ease of reading, the 5 m marks are coupled with a yellow/white banding. If you think it can ease your work, you can download it from the following link:
http://www.mediafire.com/file/9lit7l72i87cshz/Ruler30m.7z
The problem is that land units and terrain objects are not using the same unit to measure the coordinates. While the land units' coordinates are measured with meters, the objects' coordinates are measured with degrees. In mission editor, coordinates of your cursor are shown in both units, but if you write them in the mission's file (in meters) and in the Locations.cfg (in degrees), both model are separated by at least 10 meters .... :nope:
So, I can place manually the land unit just on the point showing the terrain object's location in mission editor, but still it remains imprecision.
We are talking about horizontal position, right?
I knew that choosing to set the rock as a terrain object, though more logical, would have caused this sort of problems. That's why I asked you how you wanted me to set it. No problem is insurmontable though.
There is a linear relation in the SHIII world between lat/long degrees and metric offsets so no big problem here: despite the different system of coordinates adopted, we can place the two parts exactly at the same spot. :up:
I once had a converter by TheDarkWraith. I cannot find it anymore, but I can create something similar for you :03:
What I did do is include the rock as a node in the LLH_LaPlate.dat file, and I could easily and accurately put the lighthouse on the rock using the translation co-ordinates in S3Editor.
Not sure I follow the use of seperate models in the library directory.
Please excuse my input if completely wrong as you two are way ahead of me on this.
Yes, I'm thinking about this too. Why separate rock and lighthouse ?
Your suggestion is not pointless at all MLF, and initially I thought to set the rock that way. At the and I opted for two separate objects, mainly for the following reasons:
- If the lighthouse is destroyed during the campaign, or if at some point it must be removed from game (according to historical data on its destruction), the rock would diasappear too, and I didn't want that: the submerged danger should keep there.
- Kendras told me that he wanted to couple each lighthouse with a colored icon. This is only possible by placing a dummy terrain object at the same position as the lighthouse land unit. Since we are at it, I thought, why not to attach the rock to it?
Looking at the LLH_LaPlate.dat file, there are 2 textures:-
One called LH_LaPlate.tga with label "LaPlate_Concrete"
the other called LH_LaPlate.tga with label "LaPlate_Metal".
Am I wrong in thinking the one labelled "LaPlate_Metal" should have texture
LLH_LaPlate.tga which shows as a little white square. Haven't got access to SH3 at the moment, so can't test - just an observation.
The texture is external (in TNormal folder).
Kendras is right in saying that the texture is external, and the same material/texture works perfectly for the lanter; I don't see why it shouldn't work for the mark unless there are restrictions on the usage of the same material on multiple objects, but I don't think so.
By the way, this is how the illfamed top mark should look like:
http://i.imgur.com/9A1NoBM.jpg
Dark grey. Very dark, but if in game it looks pitch black it means that the texture is not rendered. On a side note: the render above is taken from S3d, just to say that everything seems okay in the file. :doh:
Stay tuned for a new beta release within the next 30 minutes :salute:
The texture is external (in TNormal folder).
What is the LLH_LaPlate.tga file for in the Library folder for? Doesn't seem to be referenced either in LLH_LaPlate.dat, Lighthouse_Parts.dat or Lighthouse_FX.dat?
I'm trying to understand (perhaps I shouldn't :o) how this all hangs together. I've bee importing a couple of models from sketchup, but each part has individual texture files (quite laborious) rather than one big one.
urfisch
07-13-17, 11:10 AM
interesting work! :Kaleun_Thumbs_Up:
http://www.mediafire.com/file/lf45bux35r3cwl5/gap_%26_Kendras_-_Tourelle_de_La_Plate_v5.7z
A few changes here. Nothing drastical:
- I have set the rock as a proper terrain object, and I have fixed its StaticObject controller as described in my previous post. Hopefully, this will make the rock collisionable as it should.
- I have created a tga mask for the lighthouse, which is linked to the rock object. The icon is inspired by modern nautical charts, no idea how beacons were marked in German charts of the 30s-40s. I hope you like it: :D
http://i.imgur.com/Pfh4gZR.png
- I have thought that in future we might need some generic day beacons similar to the Petite Vielle, so i decided to remove the light platform from the main model, and to make it into a configurable equipment, same as the lantern and top mark. You shouldn't notice any visual change in game. If you do, I messed up something :O:
- While separating the tower and the platform, I have noticed a small misalignment of a mesh in one of the beams holding the platform. The error is fixed, but I had to do some slight changes in the texture.
- I have added water reflections to the lighthouse and to all of its library subparts. The reflections models I have used, are low-poly versions of the corresponding main models. I made an automatic, quick and dirty poly reduction, and the resulting models have many distortions. Water reflections are distorted anyway, so you probably wont notice how messy are those models, but I plan for one of the next releases to reference the main models as reflection models. Supposing that this is going to be possible, that would result in excellent reflections with no extra file size :03:
For the moment, I think that's all.
My next contribution to this project, will be a lat/long converter based on an excel spreadsheet. Creating it shouldn't take too long :salute:
What is the LLH_LaPlate.tga file for in the Library folder for? Doesn't seem to be referenced either in LLH_LaPlate.dat, Lighthouse_Parts.dat or Lighthouse_FX.dat?
I'm trying to understand (perhaps I shouldn't :o) how this all hangs together.
The name of the texture file is 'LH_LaPlate.tga', with one 'L'. If you look at any of the materials using it, it is referenced: the 'Enable explicit texture' checkbox is checked, and 'Texture name' field is set to 'LH_LaPlate.tga'. This is all it takes for the game to look for the correct texture in the unit's/object folder, or in one of the 'Textures' subfolders.
Either I didn't get your point, or you are confusing texture linking with texture embedding. When the latter method is used, textures are stored directly in the dat file, and no external texture is required. I din't want embedded textures though, because in my model multiple materials share the same texture; if I embedded it multiple times, one for each material using it, I would have unnecessarily increased the disc and RAM memory usage. The way I have it, in theory the texture is loaded in memory only once (if devs made a clean job).
Moreover, using texture linking over texture embedding enables an higher degree of flexibility. SHIV and SH5 modders are familiar with linked textures which are set as configurable (similar to sensors and equipments). Unfortunately, this feature is reportedly supported by SHIII (ask Jeff Grooves on that) but unknown to most modders, and not used at all in stock game.
I've bee importing a couple of models from sketchup, but each part has individual texture files (quite laborious) rather than one big one.
I know. Those sketchup guys must be crazy :doh: :D
interesting work! :Kaleun_Thumbs_Up:
Thank you for the encouragement Captain! :salute:
Kendras
07-13-17, 01:19 PM
Yes indeed I know that, but I am pretty sure that any object can be used as a terrain object, no matter whether it is located in the Terrain folder or not.
Yes, with placement nodes in the .dat file located in the Locations folder.
I still see an unfixed possible error though: while digging into stock files, I have noticed that the container used for the StaticObject controller, is usually of the type 10 / 1000, not the more common 10 / -1 :yep:
I hope you get my point :)
Mmhh ... not yet. :o
You once told me that terrain objects' vertical position is always relative to the sea level, whereas land units get linked to the terrain/seabed. Is that correct?
If yes, no matter how good you match the two parts in wings 3D, you will still need to measure their relative (vertical) distance in game, and make the appropriate changes in Wings3D based on that measure.
Yes, I aligned both models on the verticals axis : I mean both are exactly on the vertical axis, but not at the same place on this axis of course (separated by 1,7, so 17 meters, as you already did). The problem was that the rock was not adapted with the base of the beacon, so I moved it a bit. And yes, it was hard for you to understand what I was meaning. Sorry for that.
We are talking about horizontal position, right?
I knew that choosing to set the rock as a terrain object, though more logical, would have caused this sort of problems. That's why I asked you how you wanted me to set it. No problem is insurmontable though.
There is a linear relation in the SHIII world between lat/long degrees and metric offsets so no big problem here: despite the different system of coordinates adopted, we can place the two parts exactly at the same spot. :up:
I once had a converter by TheDarkWraith. I cannot find it anymore, but I can create something similar for you :03:
Cool ! :)
If the lighthouse is destroyed during the campaign, or if at some point it must be removed from game (according to historical data on its destruction), the rock would diasappear too, and I didn't want that: the submerged danger should keep there.
IMHO, it's not a big deal if a submerged rock is deleted somewhere in the sea.
- I have created a tga mask for the lighthouse, which is linked to the rock object. The icon is inspired by modern nautical charts, no idea how beacons were marked in German charts of the 30s-40s. I hope you like it: :D
http://i.imgur.com/Pfh4gZR.png
Maybe for SH5, but it will be hard, and probably impossible to have it on the SH3 navigation map. The pic will be totally pixellised and not readable at all.
Kendras
07-13-17, 01:23 PM
Just so you know : I won't be here the next few days.
:salute:
Just so you know : I won't be here the next few days.
No problem, RL takes the priority :up:
Yes, with placement nodes in the .dat file located in the Locations folder.
I don't think that placemet nodes are essential: they are just an echomomic way to build harbors and town by assembling many common buildings. We might use them for complex rocks, but unless you have a practical reason for having them, let's keep things simple for the moment.
Mmhh ... not yet. :o
Have you downloaded the latest alpha? If you look into the rock file and you compare it with the previous version, you will understand at once :03:
Yes, I aligned both models on the verticals axis : I mean both are exactly on the vertical axis, but not at the same place on this axis of course (separated by 1,7, so 17 meters, as you already did). The problem was that the rock was not adapted with the base of the beacon, so I moved it a bit. And yes, it was hard for you to understand what I was meaning. Sorry for that.
I got you now :up:
Weird: I thought the two models were already "on the same axis", but I might have done some mistake. I will check my files
Cool ! :)
I am working on the unit converter now :up:
IMHO, it's not a big deal if a submerged rock is deleted somewhere in the sea.
What's the point of navigation beacons, if not marking some hidden obstacles. How funny if the beacon is gone, and we ram the obstacle :D
Maybe for SH5, but it will be hard, and probably impossible to have it on the SH3 navigation map. The pic will be totally pixellised and not readable at all.
So, what kind of icon did you have in mind?
Here it is:
http://www.mediafire.com/file/wff9pj7f2opcojf/SH_Coordinates_Calculator.xlsx
This simple Excel spreadsheet does what the title says: you enter the world coordinates in degrees/minutes/seconds, and it returns the equivalent coordinates in decimal degrees and as in metric format, as used by the SH map projection. It should work for all the Silent Hunter games starting form SHIII
A note on SHIII: Decimal coordinates used for terrain object placement, have a precision of six decimals. In the cylindrical SH world this corresponds to a degree of accuracy of ±12 cm. For our purposes, this is more than enough. In theory, units' placement can be even more precise, but I have decided to round the results of my formulas so to ensure an exact match among the two notations.
The preset coordinates that the spreadsheer is coming with, are relative to the Tourelle de la Plate (measured in Google Earth).
@ Kendras
When you are back from your break, let me know if this tool solves your problems please :salute:
propbeanie
07-13-17, 09:34 PM
I for one thank you gap for the worksheet. It will be put to use as soon as I log out... |;^)
I for one thank you gap for the worksheet. It will be put to use as soon as I log out... |;^)
Thank you too mate. Whatever you are trying to accomplish, I am glad if my spreadsheet will ease your task :up:
propbeanie
07-14-17, 11:16 AM
Oh yes. Trying to split the Nav Map into increments of Lat / Long versus -242786.54326, etc... :lol: I've got the Lat & Long, just need to do the math for what the game uses, and this is ~SO~ much easier. I don't know where my brain was that I didn't think of something like this... :har: Thanks again. :salute:
Oh yes. Trying to split the Nav Map into increments of Lat / Long versus -242786.54326, etc... :lol: I've got the Lat & Long, just need to do the math for what the game uses, and this is ~SO~ much easier. I don't know where my brain was that I didn't think of something like this... :har: Thanks again. :salute:
I can update my calculator with a map projection in SH style that the deisired coordinate is plotted on for visual reference. Let me know if it can make your job easier :salute:
propbeanie
07-14-17, 04:05 PM
Do you mean like a "picture" overlay of a Nav Map representation - aka: BigMap.dds in SH4?... It probably would help to visualize, but not really necessary, I don't think... It would be cool though, sort of "Mod Tool" release worthy...
Do you mean like a "picture" overlay of a Nav Map representation - aka: BigMap.dds in SH4?...
Exactly, but I took the overlay map from SH5
http://www.mediafire.com/file/3q83vcmxdsa6y4q/SH_Coordinates_Calculator_V2.xlsx
There are two maps: one small map on the same sheet used for data input, useful for making sure that no input errors were done, and a big map in a separate worksheet that one can pan for checking how input coordinates match the SH world :)
Hi Gap,
Very useful tool, but I must be doing something wrong as when I enter a new position in Lat and Long, the Locations and Units lat and longs don't calculate correctly eg:-
lat 43 5' 12" N, 3 12' 12" W gives a Location Lat of 0.000.043 and Long of -0.000.003 and a Units Lat of 5.170.400 and Long of -0.384.400.
:doh:
The position shows correctly on the maps though. Excel 2010.
Any idea what is happening?
Regards,
MLF
Hi Gap,
Very useful tool, but I must be doing something wrong as when I enter a new position in Lat and Long, the Locations and Units lat and longs don't calculate correctly eg:-
lat 43 5' 12" N, 3 12' 12" W gives a Location Lat of 0.000.043 and Long of -0.000.003 and a Units Lat of 5.170.400 and Long of -0.384.400.
:doh:
The position shows correctly on the maps though. Excel 2010.
Any idea what is happening?
Regards,
MLF
Hi MLF, and thank you for taking the time to test my spreadsheet :salute:
I think I know what's happening with it: I probably messed up lol :D
I have put in the formulas some string functions which replace commas (,) with dots (.) as decimal separators. The idea behind that, was enabling users to copy/paste output values from the worksheet directly into SHIII configuration files, without having to correct the decimal mark manually.
My computer is Italian-localized, and my formulas work perfectly on it. I thought they would have worked for other local settings, but obviously they are not. Indeed. the reason for the position still being plotted correctly on map depsite the error, is that the graph uses numerical values, not the strings extracted from those values.
If you tell me what kind of decimal mark you have set in your system, I can try tand fix the problem. :up:
On a side note: while we are waiting for Kendras to be back on duty (:O:), have you or anyone else tested the last version (alpha v5) of the Petite Vieille lighthouse? I am curious to know if, after my latest changes, the metal platform on top of the tower is still in its place (and with the correct texture), and if there are water reflections after I added the appropriate controllers.
P.S: in case you need them urgently, those are the correct values for the coordinates in your example:
Long= -3.203333
Lat= 43.086667
Long= -384399.960000
Lat= 5170400.040000
New version of my Silent Hunter coordinates calculator:
http://www.mediafire.com/file/mt173amw7725299/SH_Coordinates_Calculator_V3.xlsx
This version should fix the bug reported by MLF. Let me know if it works for you :salute:
Hi Gap,
Sorry, been out shopping :yawn:.
The spread sheet works as expected now as far as Location is concerned - thank you for fixing that:yeah:. I'll check the unit output side of things tomorrow, if I can understand it - should be able to check against the readings in the mission editor?
I tried the new La Plate light last night - great model:Kaleun_Salute:. All seemed fine - set up as a land object. the lantern wasn't visible or flashing. Edited the eqp file so that the light was visible until 1945 and it showed OK. Haven't had a chance to get the rock showing, or to test if it is "collisionable". Will endeavour to do that tomorrow.
Thank you (and Kendras) for your dedicated work on these projects - I watch and learn with interest :salute:
Regards,
MLF
Hi Gap,
Sorry, been out shopping :yawn:.
The spread sheet works as expected now as far as Location is concerned - thank you for fixing that:yeah:. I'll check the unit output side of things tomorrow, if I can understand it - should be able to check against the readings in the mission editor?
I don't know: I have never used SHIII's mission editor :doh:, but if you create any single mission or a campaign mission layer, unit positions/waypoints are stored in the resulting mis file, in 'metric' format (as the one returned by my calculator), and if you place a new terrain object, Locations.cfg should be automatically updated with the position of the new object stored in 'decimal degrees' format. Both mis files and Locations.cfg can be open/edited using any ASCIII text editor.
I tried the new La Plate light last night - great model:Kaleun_Salute:
Thank you Sir :smug:
All seemed fine - set up as a land object.
As land unit you mean?
the lantern wasn't visible or flashing. Edited the eqp file so that the light was visible until 1945 and it showed OK.
What date had you set? The lantern was set to disappear around mid 1940 :yep:
Haven't had a chance to get the rock showing, or to test if it is "collisionable". Will endeavour to do that tomorrow.
Okay, let's leave the rock for when Kendras will be back. So the platform that the lantern is placed on was in place, and the model had water reflections? :)
Thank you (and Kendras) for your dedicated work on these projects - I watch and learn with interest :salute:
Thank you too for your precious feed-back :salute:
Hi Gap,
I've tested the lighthouse more thoroughly this morning and here are my observations:-
After installation of files using Generic Mod Installer (JSGME)
As a Terrain object using Locations.cfg with following entries:-
[Location 785] ; Rock_LaPlate
Long=-4.759722
Lat=48.039167
Heading=270
OnLand=false
ShowOnMap=true
FileName=Rock_LaPlate
LocationName=Rock_LaPlate
[Location 786] ; LLH_LaPlate
Long=-4.759722
Lat=48.039167
Heading=270
OnLand=false
ShowOnMap=true
FileName=LLH_LaPlate
LocationName=LLH_LaPlate
Result:-
Light tower floating mid-air.
No Top structure or lantern (Only tower with platform and perimeter railings)
No flashing light
No reflection (possibly too high in the air)
The rock is on the seabed
As Land Unit after amending the eqp file date for the light and removing entries in Locations.cfg:-
Full light tower with upper structure and lantern showing on sea surface with base below sea surface level
Light flashing 9 times.
Reflection of tower
Top mark looks black (Tried different sun angles but still black)
No rock
I then added the rock to the Locations Cfg again, keeping the light as a Land unit:
the rock is on the seabed, but the light is not sitting fully on the rock - it's slightly to one side.
The top of the rock is not visible above the sea surface.
I hope these observations are helpful.
regards,
MLF
Screenshots:-
Ist one shows Lighthouse as Land Unit added in Mission Editor
2nd one shows as Terrain Object added via Locations.cfg
3rd one shows Light added as land unit and rock added as a terrain object (bit murky but look hard :03:)
And 4th one shows the top mark (I expect you guessed that:)).
Hi Gap,
I've tested the lighthouse more thoroughly this morning and here are my observations:-
Thank you very much! :salute:
After installation of files using Generic Mod Installer (JSGME)
As a Terrain object using Locations.cfg...
Result:-
Light tower floating mid-air.
The rock is on the seabed
That's normal: as discovered by Kendras, terrain objects' vertical positon is tied to the sea level, but for land units the same is relative to the sea bottom. My rock model is set for being used as a terrain object, and the rock as a land unit, thence their vertical misalignment during your test :)
No Top structure or lantern (Only tower with platform and perimeter railings)
No flashing light
Again, that could be normal, depending on your definition of 'platform'.
In v5 (http://www.subsim.com/radioroom/showpost.php?p=2499935&postcount=209), the base unit is composed by the concrete base plus the tower, nothing else. The remaing structures (top metal platform, lantern with flashing light effect, top mark) are set as configurable equipments and linked to the main model through eqp file, which only takes effect when the lighthouse is used as an unit.
Since during your test you could see the 'platform', I suspect you might have been testing v4 (http://www.subsim.com/radioroom/showpost.php?p=2499633&postcount=198) where the platfom (if by platform you mean the metal structure with ladder that lantern and top mark are placed on) is not an equipment but part of the main model. The two parts were separated in v5 :yep:
No reflection (possibly too high in the air)
Reflection controllers and models were added with v5. The model being too high for casting reflections is the most likely explaination, unless you made your tests using v4 instead of v5, in which case there shouldn't be any reflections at all.
As Land Unit after amending the eqp file date for the light...
Do you mean the EndDate? If so, if you set your mission before June 1940, there shouldn't be any need for eqp file amendments
Full light tower with upper structure and lantern showing on sea surface with base below sea surface level
Light flashing 9 times.
:up:
Reflection of tower
Good. If you saw water reflections, then you have probably tested v5, but again (see my considerations above) how comes that the platform was there when you tested the lighthouse as a terrain object? Something doesn't add up; I hope it is just a misunderstanding on our respective usage of the term 'platform' :hmm2:
Top mark looks black (Tried different sun angles but still black)
If you carried you tests on v4, lantern's metal frame uses the same material as the topmark; if your tests were done on v5, lantern and platform use the same material as the topmark. At this point I am pretty sure that the problem is not in the material, but in the 3D model chunk. I will try scrapping it and re-importing the topmark mesh into a fresh chunk. :hmmm:
No rock
I then added the rock to the Locations Cfg again, keeping the light as a Land unit:
This is the planned configuration :up:
the rock is on the seabed, but the light is not sitting fully on the rock - it's slightly to one side.
Kendras had reported something similar, saying that the rock mesh coordinates weren't on axis wit the lighthouse coordinates. I might have messed up, I will check that later... anyway, have you used my worksheet for setting light and rock coordinates in game?
The top of the rock is not visible above the sea surface.
This is as intended: the tourelle de la Plate was built on a submerged rock :up:
I hope these observations are helpful.
Very much Sir! Thank you again for your time, I appreciate that :03:
I'm having a problem taking screenshots as each time I try, SH3 freezes and I have to reboot my PC :k_confused:
:o
I will try to post some screenshots later if I can fix the problem.
Screenshots might help avoiding some misunderstandings as the one about the 'platform'. Fingers crossed :)
In the meanwhile I will check a few things in my files, and I hopefully I will release a new versione with some fixes and some new features :up:
Screenshots:-
Ist one shows Lighthouse as Land Unit added in Mission Editor
2nd one shows as Terrain Object added via Locations.cfg
3rd one shows Light added as land unit and rock added as a terrain object (bit murky but look hard :03:)
And 4th one shows the top mark (I expect you guessed that:)).
I have just seen your screenies, very helpful :yeah:
From them I get that:
You have been correctly testing version 5 :up:
There actually is a rock/lighthouse alignment problem. I hope this is only due to on an human error by me, and not to a misalignment of land unit/terrain location coordinates (provided that you have used my worksheet for setting them) :hmmm:
I finally know what's wrong with the top mark: if you look closely at its shaft, textures are rendered correctly on it. The problem only affects the triangular plates. Those are composed of two faces each, whit shared edges but normals pointing to opposite directions. Not a good configuration for SHIII which, trying to smooth those sharp edges, makes the surfaces black. Dumb me for not thinking of it before. The medicine will be splitting those edges, and if that's not enough, I will move the opposite faces apart by a few millimeters :sunny:
Hi Gap,
yes definately V5.
Now used the Co-ordinate calculator to place the rock, and update the mission file and alignment mush better - Lat and Long obtained from Wikipedia. Excellent tool - thanks:Kaleun_Salute:
Screenshot of rock and base of lighthouse:-
Hi Gap,
yes definately V5.
Now used the Co-ordinate calculator to place the rock, and update the mission file and alignment mush better - Lat and Long obtained from Wikipedia. Excellent tool - thanks:Kaleun_Salute:
Screenshot of rock and base of lighthouse:-
There is still some misalignment, but much better than before. Super :yeah:
If you get time for yet another test, check that heading is set to 0 for both the lighthouse and the rock. If not, set them as I said, and run again your test mission. In the meanwhile I will make sure that the 3D coordinates of the two meshes are aligned correctly :up:
EDIT: just checked, and I had forgot to flip the rock model before importing it in S3d. If you have no other plans for the next thirty minutes, stay tuned for updates please :D
Now set all headings to OOO.
Screen shot attached - still very slight mis-alignment.
Regards,
MLF
Got to go out for a few hours now.
Now set all headings to OOO.
Screen shot attached - still very slight mis-alignment.
Regards,
MLF
Got to go out for a few hours now.
No problem, take your time and when you are ready check the forum, please, for an update that will hopefully solve the issue :salute:
http://www.mediafire.com/file/qbbrvyjkkhua14o/gap_%26_Kendras_-_Tourelle_de_La_Plate_v6.7z
changelog:
- I have flipped rock's 3D around the X axis. I am confident that this will fix the slight misalignment reported by Kendras and MLF, still present even after setting the appropriate lat, long and heading settings for both the lighthouse and the rock.
- I have edge-splitted topmark's meshes. This should fix for good the problem of them being rendered totally black in game. Should it not, I can still move them apart, but I think it won't be needed.
- New feature: the lighthouse base should have caustics now.
@ MLF or Kendras:
besides testing the features above, can you please check (again) that the rock is collisionable? Should the StaticObject controller not work (yet), I think I know what is the issue with it, and how to fix it :salute:
Hi Gap,
I've tested again.
The topmark now looks good (and rusty):yeah:
The icon on the map needs a severe talking to :o:nope: IMHO it should be a lot lot smaller.
The lighthouse/rock alignment is still out. If, in the rock dat file, you bring in the lighthouse file using s3Deditor, align the rock under the lighthouse using the translation values, and then delete the lighthouse node from the rock dat file and save, would that not align things - this has worked for me in the past.
The sub treated the rock like a Mcdonald's I'm afraid - complete drive through:doh::roll: thats the tailend of the sub sticking out the rock in the screenshot.
I'm not sure about the caustics - possibly OK as there are shadows etc depending on where the sun is - would need Kendras' ( or somebody who knows about caustics) input on this.
My own thoughts about the reflection is that it is far too faint. It can hardly be seen and the light house looks weird on the sea - sorry. see my last screenshot of a L/H I imported from Sketchup and put on your first rock.
Kind regards,
MLF
Hi Gap,
I've tested again.
Thank you Captain :salute:
The topmark now looks good (and rusty):yeah:
:up:
The icon on the map needs a severe talking to :o:nope: IMHO it should be a lot lot smaller.
Sure it should. :O:
Now the question is: do those tga masks get scaled to a fixed size on map, no matter what is their pixel resolution, or they are displayed in real size and at their own resolution; in other words: should I scale the whole file, or only the visible icon within it? :hmmm:
The lighthouse/rock alignment is still out. If, in the rock dat file, you bring in the lighthouse file using s3Deditor, align the rock under the lighthouse using the translation values, and then delete the lighthouse node from the rock dat file and save, would that not align things - this has worked for me in the past.
In theory, the lighthouse and the rock should be already aligned without need of adjusting node translation values. You can easily check that by exporting the two models and importing them in the 3D program you use. The point is being able to quicly place in game the two parts by just entering the coordinates provided by my spreadsheet. Either I am doing something wrong, I miss a piece of information, or the coordinate-based alignment is not as obvious as I initially thought.
The sub treated the rock like a Mcdonald's I'm afraid - complete drive through:doh::roll: thats the tailend of the sub sticking out the rock in the screenshot.
Okay, I think I know how to fix it :up:
I'm not sure about the caustics - possibly OK as there are shadows etc depending on where the sun is - would need Kendras' ( or somebody who knows about caustics) input on this.
I thought shadows didn't work in SHIII, and the model I sent you has no shadow models/controllers. Where are shadows coming from lol :)
My own thoughts about the reflection is that it is far too faint. It can hardly be seen...
Okay, I don't know if they can make reflections more obvious, but there are some properties in the water reflection controller that we can play with. I see your lighthouse has some nice reflections, how did you se them?
and the light house looks weird on the sea - sorry. see my last screenshot of a L/H I imported from Sketchup and put on your first rock.
Nice! What lighthouse is that? :D
I know a tower raising directly from the waves is a bit weird, if this is what you mean, but that's exactly how the Petite Vielle looks like. Other lighthouse will be more conventional :up:
http://www.dirm.nord-atlantique-manche-ouest.developpement-durable.gouv.fr/local/cache-vignettes/L225xH300/Tourelle_La_Plate_vignette_internet_cle283658-1-3714e.jpg
Kendras
07-17-17, 08:32 AM
Hi, i'm back :Kaleun_Salute:
Well done gap and MLF. Tried v6 : all is ok, but rock and lighthouse are still not perfectly aligned. I've used your coordinates with excel sheet (nice tool :up:).
I may try to measure difference with your ruler.
:salute:
Hi, i'm back :Kaleun_Salute:
Well done gap and MLF. Tried v6 : all is ok, but rock and lighthouse are still not perfectly aligned. I've used your coordinates with excel sheet (nice tool :up:).
I may try to measure difference with your ruler.
:salute:
Welcome back Kendras :salute:
I have checked again the rock and lighthouse meshes imported in the relative dat files, and they are perfectly aligned as far as their X and Z coordinates are concened. Anyway, I think I understood why they are not aligned in game even after using the ccordinates generated by my spreadsheet: in spite of unit coordinates being noted in .mis files as decimal numbers, decimal digits are probably ignored. A clue of that, is unit coordinates generated by Mission Editor having their decimal part always equal to '.000000'. This only applies to unit coordinates, not to terrain object's coordinates.
Don't waste your time with the ruler for now. Node displacement values in one of the dat files could be used to compensate for the ignored decimal digits in the mis file, without need of empirically measuring stuff in game. Unless my reasoning is totally off, the latter would be a valid method, but I think that updating my coordinates calculator insteas, would be a cleaner approach, and one that will make lighthouse placement much easier.
Stay tuned for new spreadsheet and lighthouse versions later today, please. Hopefully many bugs will be fixed, and new cool features introduced :D
Kendras
07-17-17, 11:47 AM
I have checked again the rock and lighthouse meshes imported in the relative dat files, and they are perfectly aligned as far as their X and Z coordinates are concened.
Yes, I saw that too. :up:
Anyway, I think I understood why they are not aligned in game even after using the ccordinates generated by my spreadsheet: in spite of unit coordinates being noted in .mis files as decimal numbers, decimal digits are probably ignored. A clue of that, is unit coordinates generated by Mission Editor having their decimal part always equal to '.000000'. This only applies to unit coordinates, not to terrain object's coordinates.
So, why not delete decimal digits in mis.file, and find the exact coordinates for the terrain object with your excel sheet, "tout simplement" ? :D
But I don't think it will work. I think Mission Editor doesn't ignore decimal digits. But when you place yourself some units, they have no decimal digits because the resolution is not enough precise.
Kendras
07-17-17, 11:57 AM
I have an idea :
I have opened the mission file, then I moved the LH land unit one pixel up, and one pixel down, then I saved. I opened the .mis file, and the new coordinates are :
Long=-571143.750000
Lat=5764737.500000
instead of :
Long=-571143.720000
Lat=5764737.720000
So, could you change your excel sheet in order we can calculate what are the new coordinates in degrees ? Sorry, I can't see the formula ("read only"). I guess I have to divide by 120000 ?
So the new coordinates are :
Long=-4.75953125
Lat=48.039475
instead of :
Long=-4.759531
Lat=48.039481
So, why not delete decimal digits in mis.file, and find the exact coordinates for the terrain object with your excel sheet, "tout simplement" ? :D
Yep, you are right: you can remove the decimal part from mis file values, and divide the resulting integers by 120,000 to find the corresponding terrain coordinates. As long as the resulting decimal won't exceed 6 decimal digits, the alignment should be perfect. I was a bit busy this afternoon but before tomorrow I will update my worksheet and automatize the process. In the meanwhile, if you want, you can do the calculations manually and quickly test if my idea works :up:
.
I thought shadows didn't work in SHIII, and the model I sent you has no shadow models/controllers. Where are shadows coming from lol :)
I don't think I meant shadows, but more light and shade.
.Okay, I don't know if they can make reflections more obvious, but there are some properties in the water reflection controller that we can play with. I see your lighthouse has some nice reflections, how did you se them?
I added water reflection to all nodes with the following settings:-
ClipHeight = 0
Reflection = 1
Refraction = 1
FrustumTest = False (What IS that???)
MaxVisDistance = 0.0
MinVisDim = 0.02
MaxVisDim = 0.2
Basically I think they were the settings Kendras used on his lighthouse at the beginning of the thread so I used them as they worked.
Nice! What lighthouse is that? :D
It's actually a 3DsMax model at the following link:-
https://free3d.com/3d-model/light-house-enterable-96732.html
(https://free3d.com/3d-model/light-house-enterable-96732.html)
Not sure what light house it is, but it looked so decrepit I thought it would be a good one to start with. It still needs work, especially with scaling. really need to get my head around Blender as my 3Ds Student license has expired. I've attached another screenshot with La Plate in the distance (same positions as La Veille and La Plate) and it's obvious the scale is out. Any observations and suggestions would be appreciated. Also the texture, although I tried to include OA seems a bit flat - all trial and error.
I know a tower raising directly from the waves is a bit weird, if this is what you mean, but that's exactly how the Petite Vielle looks like. Other lighthouse will be more conventional :up:
http://www.dirm.nord-atlantique-manche-ouest.developpement-durable.gouv.fr/local/cache-vignettes/L225xH300/Tourelle_La_Plate_vignette_internet_cle283658-1-3714e.jpg
You are right, of course. Also the smooth sea in my screenshots doesn't help.
regards,
MLF
Kendras
07-17-17, 12:33 PM
I think the easiest way is to set all 3D models as land units, or all 3D models as terrain objects. :yep:
Kendras
07-17-17, 12:59 PM
Even with values without decimal digits in .mis file, and corresponding values without more than 6 decimal digits in locations.cfg, both models are not aligned.
Long=-571143 ----> -4.759525
Lat=5764737 ----> 48.039475
:k_confused:
Even with values without decimal digits in .mis file, and corresponding values without more than 6 decimal digits in locations.cfg, both models are not aligned.
Long=-571143 ----> -4.759525
Lat=5764737 ----> 48.039475
:k_confused:
During your tests, was the heading for both rock and lighthouse set to 0?
could you change your excel sheet in order we can calculate what are the new coordinates in degrees ? Sorry, I can't see the formula ("read only"). I guess I have to divide by 120000 ?
So the new coordinates are :
Long=-4.75953125
Lat=48.039475
instead of :
Long=-4.759531
Lat=48.039481
Your calculations are right: in SH games, each degree of latitude/longitude is always equal to 120 km, so for converting from lat/long coordinates expressed as decimal degrees to offsets from the equator/Greenwich meridian in meters, you have to multiply by 120,000.
I won't update the spreadsheet until we discover where the slight error is coming from (hoping that we do). In the meanwhile you can see the formula of my spreadsheet by unprotecting it (Menu 'Review' => 'Unprotect Sheet'). No password is set :up:
I think the easiest way is to set all 3D models as land units, or all 3D models as terrain objects. :yep:
Sure it is until we discover what is the issue with the different coordinate formats used in SHIII. If we do,
If we don't, we will set the rock as a land unit rather than as a location, or as a library equipment, similar to the lantern and other subobjects. :03:
Even with values without decimal digits in .mis file, and corresponding values without more than 6 decimal digits in locations.cfg, both models are not aligned.
Long=-571143 ----> -4.759525
Lat=5764737 ----> 48.039475
:k_confused:
Something I would be interested to know is: did your many failed tests change at least a bit the relative position of the two parts (making the alignment a bit worse or a bit better, moving the rock from one side of the lighthouse to the other, etc.), or not? :hmm2:
I don't think I meant shadows, but more light and shade.
:up:
I added water reflection to all nodes with the following settings:-
ClipHeight = 0
Reflection = 1
Refraction = 1
FrustumTest = False (What IS that???)
MaxVisDistance = 0.0
MinVisDim = 0.02
MaxVisDim = 0.2
Basically I think they were the settings Kendras used on his lighthouse at the beginning of the thread so I used them as they worked.
Thank you. I have Reflection/Refraction parameters set as in your model. I doubt other parameters have any impact on the quality of the reflections, but on their appearance/disappearance based on distance from the model, on its rendered size on screen etc (BTW: in short, FrustumTest makes reflections to fade out when their parent object is out of camera).
Curiously, the version of WaterReflection I am using has not MaxVisDistance parameter. Are there two versions of the controller? Might the version you are using lead to a better visual quality of the effect? Other than that, I can only think that I have checked the DX2/3 compression flag of the texture used for reflection. This, indeed, might have an impact on their quality :hmm2:
It's actually a 3DsMax model at the following link:-...
Not sure what light house it is, but it looked so decrepit I thought it would be a good one to start with.
Sure, I had seen that model long ago, and I think I already have in on my HD. It is very nice indeed, though I don't think it represents any real lighthouse in particular and, if memory serves me well, its poly count is a bit too high for our needs :)
It still needs work, especially with scaling. really need to get my head around Blender as my 3Ds Student license has expired. I've attached another screenshot with La Plate in the distance (same positions as La Veille and La Plate) and it's obvious the scale is out. Any observations and suggestions would be appreciated.
Learning Blender is a good idea; despite its counter-intuitive UI, I think it is a good and poweful program. I am also slowly learning it, especially for model post-processing. For modelling, my tool of election is still Wings-3d. Should you decide to switch to it, while you learn the more complicated Blender, I am sure you will find many valid tutors on the forum, me included :03:
Also the texture, although I tried to include OA seems a bit flat - all trial and error.
That's true. Texture map settting is much more complicated, unreliable and restrictive in SHIII than in it is in SHIV and 5. The good thing is that the more we make mistake, the more we learn. With this mantra in mind, I also plan adding specular and bump maps to the La Plate model (as you might have noticed, the AO map is overlapped to the diffuse map), but I am leaving those as the last task :D
Kendras
07-18-17, 02:26 AM
I won't update the spreadsheet until we discover where the slight error is coming from (hoping that we do).
Sure it is until we discover what is the issue with the different coordinate formats used in SHIII.
:rotfl2:
Problem solved !
Hi Gap,
:up:
Sure, I had seen that model long ago, and I think I already have in on my HD. It is very nice indeed, though I don't think it represents any real lighthouse in particular and, if memory serves me well, its poly count is a bit too high for our needs :)
I did a little research last night and I believe the model I converted is the Aniva Rock Lighthouse:-
http://www.michaeljohngrist.com/2011/08/the-abandoned-russian-nuclear-lighthouse-on-sakhalin/#sthash.JT0vfXZD.dpbs
Nice to know it "exists" :)
Regards,
MLF
:up:
Curiously, the version of WaterReflection I am using has not MaxVisDistance parameter. Are there two versions of the controller? Might the version you are using lead to a better visual quality of the effect? Other than that, I can only think that I have checked the DX2/3 compression flag of the texture used for reflection. This, indeed, might have an impact on their quality :hmm2:
i am using Skwas' S3Ditor Version 0.9.9.0. MaxVisDistance is a parameter when editing the Water Reflection controller/property.
You are using controller 10/-1 as am I, with a child node of 6/0 WaterReflection property yet the one I use has this added parameter.....very strange.
None of my textures have the DX2/3 compression checked - I seem to recall a post somewhere where this was stated as causing a problem?????
Regards,
MLF
Kendras
07-18-17, 04:17 AM
So, I've finished to test all possibilities, and here are my conclusions :
- In locations.cfg, coordinates D (in degrees) must have no more than 6 decimal digits.
- In .mis file, coordinates M (in meters) mustn't have any decimal digits. Even if the converted number in degrees (D) has exactly 6 decimal digits.
As D should be equal to M/120000, the minimal move for a land unit is 3 meters (0.000025 or 25.10^-6 degrees), in other words M must be a multiple of 3.
But there is more !
When you convert the coordinate M (in meters) to D (in degrees), you must apply this formula :
for longitude : D = M/120000 - 6.10^-6
for latitude: D = M/120000 + 6.10^-6
http://i.imgur.com/5jfoPEV.png
http://i.imgur.com/kNKYR98.png
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