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View Full Version : Quick photoshop question.


MONOLITH
09-01-05, 08:34 AM
Hey guys. Sorry for coming in with a question that's probably already been dealt with, but I'm always late with everything. :oops:

I have Photoshop, and I'm fine with making skins etc... and I want to add a few things to the Map.

But when I open the RAW file in PS, at first you get that black and white image that is also not quite in the same shape as in-game (the height to width ratio is skewed).

For those of you that have worked with the map, what is the best, and proper way, to get the map into a better image to work on it, add text, convoy routes, etc?

Am I missing the correct plug-in, or should/can I convert the RAW to something else, and then back?

Thanks.

MONOLITH
09-01-05, 08:41 PM
Anyone? Hello? Please?

Beery
09-01-05, 08:44 PM
You can open a RAW image in Photoshop??? I have Photoshop and I can't open it. What's the secret?

MONOLITH
09-01-05, 08:56 PM
Hhmmm...I'd be happy to tell you. Except I can only assume it's the plug ins I have, probably from some other game. I know Steel Beasts used RAW files for their maps. Maybe that's where I got the plug ins.

I'd be happy to give them to anyone that wants them (the RAW plugins)

Remember, there is that convoy route map mod already, so someone else did it also.

Beery
09-01-05, 09:21 PM
Yeah. I wish I knew how to do it. I've been wanting to adjust that file for a while, and the convoy routes map didn't really do it for me. I'd like to build something a bit more realistic-looking.

Beery
09-01-05, 09:28 PM
One thing I can tell you is that SH3 tends to use skewed images for a lot of the game screens. The game's loading screen is 1024 x 1024, and the game simply chops off the bottom and top to make it appear properly in the game. Other menu screens are 1024 x 512 and the game stretches them to fit.

Possibly stretching or compressing the image will work on this map image, although I can't really tell without seeing it. If it's 1024 x 1024 you may need to use the 'Image size' feature in Photoshop to distort it to 1024 x 768 (you can do this by unchecking the 'preserve image size ratio' check box). After you've finished editing it you'll be able to stretch it back to its original 1024 x 1024 size and save it.

MONOLITH
09-01-05, 09:32 PM
You and I are on the same page about the existing map mod.

No offense to the maker, an awesome idea, it simply could be better.

Beery, I'm going to upload the RAW plugins I have to my server, and I'll PM you a link to download them.

Thanks for the replys.

Beery
09-01-05, 10:06 PM
Thanks. I'll look forward to getting that PM.

I agree that the person who made that map mod did a good job. But I always thought it would be nice to have the game's maps be a bit more draughtsmanlike - like real mapmaker's drawings, rather than like computer images.

Jace11
09-01-05, 10:41 PM
I opened RAW files in photoshop fine, no skew. When I opened it I had the option to input the vertical and horizontal size of the image, but left it as default. It opened fine. Then when I changed it, it no longer opens. I can't remember the original dimensions and havent been able to open it since..

It seems vital to know the dimensions of the image you are opening I think.

KptnLt Eric Karle
09-02-05, 02:37 AM
I opened RAW files in photoshop fine, no skew. When I opened it I had the option to input the vertical and horizontal size of the image, but left it as default. It opened fine. Then when I changed it, it no longer opens. I can't remember the original dimensions and havent been able to open it since..

It seems vital to know the dimensions of the image you are opening I think.

I have exactly the same problem, opened fine at first, but it now asks for the dimensions which I never took note of. I was hoping someone here could tell me what the original size is

HundertzehnGustav
09-02-05, 08:15 AM
the map RAW files, arent they named by their sizes?
IIRC i opened one of the whole world once, it was like 4900 to 6350 or something, and the name of the file would have been 4900_6350

opened in Paint shop pro 7, havent tried in Photoshop 7 though

will have a look and post back.

KptnLt Eric Karle
09-02-05, 09:19 AM
the map RAW files, arent they named by their sizes?
IIRC i opened one of the whole world once, it was like 4900 to 6350 or something, and the name of the file would have been 4900_6350

opened in Paint shop pro 7, havent tried in Photoshop 7 though

will have a look and post back.

Just tried that with no joy. The file is 4320_2160.raw tried those dimensions and got the same error message "Specified image is larger than file". :cry:

MONOLITH
09-02-05, 09:25 AM
Beery... I'm having trouble finding the right thing to send you.

For example, with Ghost Recon, on the game disc is included "RSB plug-ins", because the graphics files in GR are in RSB format.

Stick the RSB plugins in Photoshop, and you can open GR files.

I looked for something that looks like RAW plugins in my photoshop, and I don't see anything.

I'm not sure what's letting me open it.

When you try to open the SH3 map, what happens?

Mine looks like this....

http://home.comcast.net/~monocorp/map.JPG

MONOLITH
09-02-05, 09:27 AM
KptnLt Eric Karle...if you need the original map file, I'll send it to you.

KptnLt Eric Karle
09-02-05, 09:29 AM
Actually I think I've sussed it. The raw Maps are square and you use the last figure in the name of the map so to open

4320_2160.raw you use the dimensions 2160 x 2160

the other world map in the Map2 folder is

21600_10800.raw and it open perfectly if you use the dimensions 10800 x 10800

Nice one HundertzehnGustav :up:

MONOLITH
09-02-05, 09:37 AM
Now, what about the black and white issue. Can the image be adjusted somehow to give the same appearance as in game, just so when we're adding things to it we can see how it should actually look without a lot of trial and error?

Beery
09-02-05, 09:41 AM
Beery... I'm having trouble finding the right thing to send you.

No problem. Don't worry about it. I may not have tried to mod it anyway. It's more a case of my being frustrated that I don't have the possibility to mod it.

HundertzehnGustav
09-02-05, 09:48 AM
Hey cool- the thing works... :D

Look, i think, Correct me if i am totally off course here-but this file contains the data of the scenery, light areas are hight, and dark areas are deep.

i guess you would need to find out wich greyscales are jhust close to the seal level :-? wich is hard to guess- maybe looking at the Netherlands area might help you some- lots of flat land and shallow seas there.

be careful when modding- or you end up with Mount everest sticking out of the middle of the Atlantic.

On an afterthought: make shure you do not resize anythoing- or the whole SH3 scenery will be more blocky and squared.

If possible, increase the size of the map, double or quad if possible. we will have scenery that is less edgy then, smooth as my girlfriends B u t t :oops: :rock: :up:

Beery
09-02-05, 09:53 AM
It might even be possible to put in the Kiel canal. That would be cool!

HundertzehnGustav
09-02-05, 09:56 AM
PANAMA CANAL SUEZ :rock: :rock: :rock: :rock:

Beery
09-02-05, 10:52 AM
The Kiel canal is more necessary just because U-boats would have used it all the time if they were based in Kiel. It costs a lot of fuel just getting around Denmark, and it's something that Kiel-based boats wouldn't have done. I've considered moving the base to the other side of the Kiel canal because of this, but a better solution would be to model the canal. If anyone is up for it, I'd love to include a Kiel Canal mod in RUb.

HundertzehnGustav
09-02-05, 11:00 AM
its on my list of things to look into

so far my idea is to simply cut out a canal from kiel westwards right? got a map picture maybe? i am not online till tomorrow.... quickquick :D

Modding= fun :rock:

HundertzehnGustav
09-02-05, 11:05 AM
http://images.google.com/imgres?imgurl=http://www.ifm.uni-kiel.de/fb/fb3/ex/sbb/dirk/info/maps/kanal.gif&imgrefurl=http://www.ifm.uni-kiel.de/fb/fb3/ex/sbb/dirk/info/maps/nok.htm&h=469&w=524&sz=15&tbnid=Ur4FdW39DxAJ:&tbnh=115&tbnw=129&hl=en&start=2&prev=/images%3Fq%3DKiel%2BKanal%2Bkarte%26svnum%3D10%26h l%3Den%26lr%3D%26sa%3DG

HundertzehnGustav
09-02-05, 11:06 AM
Good enough?

http://www.fahrradreisen.de/radwege/images/rk_090.gif

but we dont have anyy Bridges.... :( to go under... :(

:rotfl:

HundertzehnGustav
09-02-05, 11:10 AM
muist be big enuff to accomodate the Big Brothers too... Prinz Eugen and the other "Mafiabosses"- i see lots of pix of Passenger liners passing through....

:yep: :up: :rock:

Beery
09-02-05, 11:20 AM
The only problem with that will be the AI. I can see navigating our boats through a narrow long channel, but the AI is bound to have problems. Plus, it has to be wide enough so that we can avoid the land proximity Time Compression reduction.

MONOLITH
09-02-05, 11:27 AM
Heh. I didn't want to alter the terrain. I just wanted a better version of the convoy routes map.

HundertzehnGustav
09-02-05, 11:30 AM
Do not worry all too much- if my imagination is on track, i could jhust cut a whole colorado style channel through it, going from 200 feet ABOVE to 200 feet BELOW water like a cliff.

THEN, one of them REALLY smart Kids can add AI traffic like Harbor Traffic- because the Mission builder is a book with seven seals to me. :(

Tomorrow, we will know more. :yep:

HundertzehnGustav
09-02-05, 11:31 AM
Heh. I didn't want to alter the terrain. I just wanted a better version of the convoy routes map.

better, as what? what is your idea?

2 ideas in one topic att the moment, speak fast Buddy, as i ll leave the internet cafe soon, unpatient to start modding at home again. :D

Beery
09-02-05, 11:31 AM
Do not worry all too much- if my imagination is on track, i could jhust cut a whole colorado style channel through it, going from 200 feet ABOVE to 200 feet BELOW water like a cliff.

I could live with that. Definitely better than the alternative. Fine tuning could be done later.

MONOLITH
09-02-05, 02:27 PM
Heh. I didn't want to alter the terrain. I just wanted a better version of the convoy routes map.

better, as what? what is your idea?




See the quality of the foldout map that came with the game box? I would just like to try to recreate some of that quality in regards to marking the convoy routes, etc, on the in game map.

I don't mean to offend the convoy map mod maker in any way, and I apologize if I do. It was a great idea, and a great effort, but like many other things made by the community, it can always be improved upon.

HundertzehnGustav
09-05-05, 10:37 AM
BAD news
http://img277.imageshack.us/img277/9508/proofofconcept5xz.th.jpg (http://img277.imageshack.us/my.php?image=proofofconcept5xz.jpg)

HundertzehnGustav
09-05-05, 10:43 AM
Hi Beery and RUB-mafia! :)

I have had some partial success with the Creation of the East to Northern sea Channel as you suggested Yesterday,
i modded the RAW file one can find in the terrains-maps-map3 Folder, and the results are to be seen in the screenshot- jhust a quick shot really, as a proof of concept,

however, when Zooming IN further, the Chanel dissapeared again, and in the game i can not get into the Channel when reaching its estimated Position- on the more zoomed-out position... there is None,

therefor i suspect that the RAW files are for "quick wiewing" purposes only, to save memory when zooming out on the Tactical and Torpedo Firing stations (F5 and F6 Station)

I am not able to find an even "Bigger" (43200*21600? 86400*43200?) RAW file than 21600*10800, wich might possibly contain the "REAL scenery data".

I suspect from Wiewing the SH§/data/Terrain/termaps.CFG File, see this section et the end of it

---------------------
[Map3]
Format=data
Resolution=216000,108000,200; map width,height(in pixels) and density(meters per pixel)
ZoomLevels=200,100,50,20,10,5,2,1; meters per pixel
Tiles=360,180
---------------------

that for altering the "real scenery" i would need to alter one or both of the following files:

SH3/data/terrain/data/terraindata.BFI

SH3/data/terrain/data/terraindata.BFD

Files, Problem is, as one might already have sniffled: how in the world am i sposed to open these, alter and save them again?
Maybe one of you wise kids has an answer, but LOL i highly doubt it,



Conclusions i draw so far:

Forget the altering of the scenery, because we cannot do it without the Software Development Kit, and EVEN IF, these files are like, what, 240 megabytes PLUS in size, and it aint worth the hassle, waste of webspace jhust for that tiny little modification,for the sake of immersion.

Not to forget all the Dialup RUB Fans whod be pretty happy to have to download this, even as a 7z file,

I d love to do it though, sailing in an extremely small place with lots of trawlers, and one or two small mercants passing by, and lots of collision warnings from the watch crew...

Sugestions:
You said you had a Plan B on your mind- i think its time to get that one started,


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Followup
I attempted to feed the SH3 Engine with a RAW file for Scenery generation, jhust gave it a shot.

In the termaps.cfg file, i put this:

----------------
[Map3]
Format=>>raw<<
Resolution=216000,108000,200; map width,height(in pixels) and density(meters per pixel)
ZoomLevels=200,100,50,20,10,5,2,1; meters per pixel
Tiles=360,180
>>>File=data\Terrain\Maps\Map2\43200_21600.raw<<<
---------------

using a doublescale Raw file as a base, 43200*21600,
The scenery was unchanged still no channel, the 8 most zoomed-in camea wiews from the tactical map position (F5 Button) were completely messed up,

I restored the stock files thereafter and left home for the internet cafe,,,

Bob


PS will continue thinking about the project, but would appreccuiate any thougts and input on the subject,