SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   SH3 Terrain editor (https://www.subsim.com/radioroom/showthread.php?t=89658)

Farside 02-18-06 08:34 AM

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

tienman75 02-18-06 09:30 AM

@ref

Great work!!!! :rock:

don't forget Scapa Flow!

Typ IX-C/40 02-18-06 11:54 AM

Fantastic! Excellent! I can not believe it. Kaiser-Wilhelm-Kanal for SH3. *sniff*

:up: :up: :up:

pierreandre 02-18-06 01:20 PM

@ ref

you are my hero!!! :rock: :rock: :rock:
great work! :up:

Sailor Steve 02-18-06 01:47 PM

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.

ref 02-18-06 05:40 PM

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

CCIP 02-18-06 06:26 PM

:up:

Give me an hour, and I'll have you a canal with docks and ships to boot! :know:

kenijaru 02-18-06 06:37 PM

lindo ref, muy lindo programa!!!!!!!
se puede hacer Buenos Aires o Montevideo? :hmm:

ref 02-18-06 06:46 PM

Quote:

Originally Posted by kenijaru
lindo ref, muy lindo programa!!!!!!!
se puede hacer Buenos Aires o Montevideo? :hmm:

Lo unico que hice fue modificar el terreno, los puertos son objetos 3d, supongo que seria relativamente facil clonar uno de los ya existentes y reubicarlo en el rio de la plata, sin embargo no es mi fuerte.

CCIP 02-18-06 08:11 PM

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.

ref 02-18-06 08:24 PM

Quote:

Originally Posted by CCIP
Uh... trade you for the latest version of the terrain editor

Just give me a couple of days :up:

CCIP 02-18-06 08:30 PM

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:


[Location ] ; Kiel Canal
Long=9.731711
Lat=54.348785
Heading=125
OnLand=false
ShowOnMap=true
FileName=Djakarta


[Location ]
Long=9.668546
Lat=54.295956
Heading=0
OnLand=true
ShowOnMap=true
FileName=Muslim_City

[Location ]
Long=9.518629
Lat=54.196785
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location ]
Long=9.163964
Lat=53.897373
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.344380
Lat=54.130539
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.120715
Lat=53.8929
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang

[Location ]
Long=9.149465
Lat=53.89304
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.534129
Lat=54.205704
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=10.150210
Lat=54.366870
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse

[Location ]
Long=9.774879
Lat=54.374496
Heading=135
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr

[Location ]
Long=9.746878
Lat=54.356659
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.9722
Lat=54.363705
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.836753
Lat=54.380787
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

And here is a .mis file that to be merged with the game's SCR units layer:
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 :)

WolfyBrandon 02-18-06 08:34 PM

:o Awesome,

Would be neat to have more more realistic terrain in the game! Looking forward to the progress of this mod. :yep:

Wolfy

Scire 02-19-06 04:06 PM

Tested!
The channel working at the best and flawless!

Awesome work! :up:

Pdubya 02-19-06 06:51 PM

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

booger2005 02-19-06 06:54 PM

Quote:

Originally Posted by CCIP
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:


[Location ] ; Kiel Canal
Long=9.731711
Lat=54.348785
Heading=125
OnLand=false
ShowOnMap=true
FileName=Djakarta


[Location ]
Long=9.668546
Lat=54.295956
Heading=0
OnLand=true
ShowOnMap=true
FileName=Muslim_City

[Location ]
Long=9.518629
Lat=54.196785
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location ]
Long=9.163964
Lat=53.897373
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.344380
Lat=54.130539
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.120715
Lat=53.8929
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang

[Location ]
Long=9.149465
Lat=53.89304
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.534129
Lat=54.205704
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=10.150210
Lat=54.366870
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse

[Location ]
Long=9.774879
Lat=54.374496
Heading=135
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr

[Location ]
Long=9.746878
Lat=54.356659
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.9722
Lat=54.363705
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.836753
Lat=54.380787
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

And here is a .mis file that to be merged with the game's SCR units layer:
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 :)

Does the locatins file include the Black Sea ports?

CCIP 02-19-06 08:05 PM

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.

The Noob 02-19-06 09:55 PM

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:

Venatore 02-20-06 02:34 AM

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 ;)

Tikigod 02-20-06 02:59 AM

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.