![]() |
yea the suez would be a great addition, what about the uber-secret-nazi gibralta bypass, you know, the canal that cuts through france. :P:P
|
@ref
Great work!!!! :rock: don't forget Scapa Flow! |
Fantastic! Excellent! I can not believe it. Kaiser-Wilhelm-Kanal for SH3. *sniff*
:up: :up: :up: |
@ ref
you are my hero!!! :rock: :rock: :rock: great work! :up: |
That is incredible! All this time wasted going around Denmark, and we might finally have the real deal? :cool: :cool: :cool:
I also agree with Scapa Flow: that would be nice. |
Ok, I need a brave Kaleun to test something, I've been testing the kiel canal in my machine without problems, but I can't cover all the posibilities, also I've the developing tools in my machine and I need someone to try the software in a machine that hasn't it installed to check if it doesn't require addicional dlls. the software id quite simple, just unzip it into any dir it should look like this :
http://img142.imageshack.us/img142/1...plorer25kw.jpg the program makes backup of your original files, but just to be on the safer side make a copy of them before running the program. The two files you need to backup are Terraindata.BFD and Terraindata.BFI As you can see it's designed to make incremental updates, so the .00.ORIGINAL are the original sh3 files, the subsecuent numbered files stores the last modifications. (if you're running low on space any file with a number greater than 00 is safe to delete) http://img142.imageshack.us/img142/5503/explorer8nl.jpg Once made the backup copy click on repack. http://img142.imageshack.us/img142/3...plorer39bu.jpg Select your original terrain file , should be in: C:\program files\Ubisoft\SilentHunterIII\data\Terrain\Data http://img101.imageshack.us/img101/9...plorer45rp.jpg when it finish proccesing you're done. Notes on the updated terrain: I've to make a compromise between real life an playability with the dimensions of the canal, I'm sure someone will start taking measures :lol: , because of the way sh3 renders the terrain I have to make it a lot wider than the original (the shape of the canal is the actual one, wich I take from satellite photos from google earth so I don't know if its accurate for wwii, I think that they only widened it), take a look at this drawing : http://img101.imageshack.us/img101/6349/width8dn.jpg In the graphic file its only 3 pixels wide, If I make it smaller it would be impossible to navigate it, trust me I've run a lot of times into the ground when testing :rotfl: Also ther are noticeable jaggs in the terrain, they are there all the time, but we usualy don't navigate 100 mts from ground . http://img367.imageshack.us/img367/2153/jaggies10zd.jpg http://img367.imageshack.us/img367/4039/jaggies4ln.jpg The corners that you see are 1 pixel in the terrain file, wich corresponds to aprox. 200 mts in the game. Practical tip, plot your course at least 150 mts from the shore http://img367.imageshack.us/img367/7867/nav1mtr1gd.jpg http://img367.imageshack.us/img367/7117/out1mtr5jk.jpg As you see the deep decreases rapidly near the borders. The view is preety poor , perhaps someone with more experience in cloning objects can add some buildings, etc. http://img367.imageshack.us/img367/5268/docks6ud.jpg http://img367.imageshack.us/img367/5118/elba14zi.jpg Her Kaleun we've reached the Elba river :up: http://img367.imageshack.us/img367/1452/elba7jj.jpg Here is the file : http://rapidshare.de/files/13578704/...edist.zip.html The extractor part of the program is almost finished, It will take me a few more days to make it bulletproff, it is functional, but its to easy to make errors , also I need to make a turorial on how to use it, I.m sure that when It's finished the more talented people of this forum will make wonderfull things with it. Any problems please post here or mail me : roberto_fernandez@datafull.com |
:up:
Give me an hour, and I'll have you a canal with docks and ships to boot! :know: |
lindo ref, muy lindo programa!!!!!!!
se puede hacer Buenos Aires o Montevideo? :hmm: |
Quote:
|
Alright, I did it! :D
I combined a set of new locations and a set of scripted static ships (canal is too small for moving traffic) to create a situation where sailing the canal, you will always be within sight of ships, towns and lighthouses, making it easily the most scenic ride in the SHIII world! :) http://img100.imageshack.us/img100/5...nal16jx.th.jpghttp://img98.imageshack.us/img98/8260/canal28ht.th.jpghttp://img100.imageshack.us/img100/4...nal33sl.th.jpghttp://img100.imageshack.us/img100/6...nal45gq.th.jpg http://img100.imageshack.us/img100/3...nal57mt.th.jpghttp://img100.imageshack.us/img100/1...nal66ha.th.jpghttp://img100.imageshack.us/img100/2...nal76li.th.jpghttp://img98.imageshack.us/img98/1985/canal80fc.th.jpg Uh... trade you for the latest version of the terrain editor :88) (or I'll maybe just post the files here in a bit...) *** Needless to say, the canal works flawlessly. |
Quote:
|
Meanwhile, for those who know how to merge these things, here is the Locations.cfg additions that will have to be made and properly numbered: (needs Sergbuto's lighthouse.dat from the lighthouse mod for lighthouses to work)
Quote:
http://rapidshare.de/files/13591448/canal.mis.html And you'll have a populated Kiel canal! This is for those who know how to do it - and you may feel free to use it in any (free) mod :) |
:o Awesome,
Would be neat to have more more realistic terrain in the game! Looking forward to the progress of this mod. :yep: Wolfy |
Tested!
The channel working at the best and flawless! Awesome work! :up: |
Ref and CCIP:
All I can say is WOW!! :cool: This community is by FAR the best I have ever come across in all my gaming travels. Keep up the outstanding work and look forward to seeing the fruits of both of your labors guys... KUDOS! :|\ Pdubya |
Quote:
|
The locations file includes all the locations that your version of SHIII has - the default ports and cities, those added by RUb/Ops (if you have it), or those from Serg's lighthouse mod (if you have it), or any others. They have to be numbered in order from 0 to (whatever the last number is) in order to work correctly. You should add these to the end of your file and give them proper numbers.
|
Could i please have a "For noobs" turtorial how to install the kiel canal?It's just stupid to go the whole way over dänemark!
:damn: :damn: :damn: |
I would not have have a clue what you modders are talking about :hmm: , will this come in an easy all in one installment :rock: , or will I have to go to learn :hmm:
I hope a Jedi Sith Lord Modder can make it a simple mod :know: , I wish I had the experince to add my bit to this most excellent game :nope: Keep up the excellent work :up: , you people just amaze me :huh: . Venatore ;) |
Do any of you use KASHMIR 3D? I notice when I open alot of Ubi's files they have a header that they are compiled or edited with Kashmir 3D. Is there anyway to import realworld data like they do in FS9 for elevations using this program? Maybe we can edit the underwater terrain and landscapes with it. I found it at this site:
http://www.kashmir3d.com/index-e.html I just don't know how to use it yet. But, it looks pretty cool. Looks alot like Arcview GIS stuff. I just wanna see if we can make natural terrains using nasa lod data like they do for meshes in FS9 (fsglobal, fsgenesis, etc) |
All times are GMT -5. The time now is 11:04 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.