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-   -   SH3 Terrain editor (https://www.subsim.com/radioroom/showthread.php?t=89658)

ref 02-20-06 06:49 AM

Quote:

Originally Posted by Tikigod
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.

I'm checking it now, but I think that the Kashmir that appears in SH3 files has nothing to do with a 3d program, there are a number of files that aren't 3d that have Kashmir in the header.

Quote:

Originally Posted by Tikigod
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.

The terraindata is based on real world data, but at a very low resolution, however when I finish my tool you'll be able to edit the submarine terrain, within the limitations of SH3. (minimum size of a terrain feature is about 2000 meters, so you can't add reefs or stuff with many detail).

Quote:

Originally Posted by Tikigod
I just wanna see if we can make natural terrains using nasa lod data like they do for meshes in FS9 (fsglobal, fsgenesis, etc)

Same as above ,the terrain height file is 43200*12600 pixels for the hole world, and the size is hardcoded, so we can´t change it

Ref

ref 02-20-06 06:55 AM

Quote:

Originally Posted by Venatore
Iwill this come in an easy all in one installment :rock: , or will I have to go to learn :hmm:

Quote:

Originally Posted by The Noob
Could i please have a "For noobs" turtorial how to install the kiel canal?

The terrain part of the install is very simple, just download this:
http://rapidshare.de/files/13578704/...edist.zip.html
unzip to any folder run de exe and point it to the terrain file to update, as for the features part that CCIP made I'm still trying to make it work for me.

The Noob 02-20-06 08:23 AM

What i have to do with CCIP's .mis file?The rest i understand!The first turtorial was just hard to read,my english is not so good! ;)

ref 02-20-06 08:35 AM

Quote:

Originally Posted by The Noob
What i have to do with CCIP's .mis file?The rest i understand!The first turtorial was just hard to read,my english is not so good! ;)

Use google language tools to translate from english to moonish :lol: .

slipper 02-20-06 08:44 AM

is there any chance someone could post me the two files by Ref and CCIP:, for the Kiel Canal, I'm having problems trying to access rapidshare.

thanks in advance

michael.dibble@ntlworld.com

Pdubya 02-20-06 09:06 AM

After some re-checking of the internet, I discovered that my earlier guess about the Kiel canal being widened was off by one world war! :oops:

It was widened to approximately 100m at the end of WW1 and today is anywhere from 100 to 200m wide in places. Unfortunately, the german website for the canal is down at the moment, so all I could get was limited information. Looks like the basic depth is 10m.

IMO CCIP, the width is more important than the depth in SH3, if only for the reason that you don't want to be running aground if you don't plot an exact centerline course.

Good luck and let us know how things are progressing! :yep:

Thanks
Pdubya

ref 02-20-06 09:46 AM

Quote:

Originally Posted by Cdre Gibs
Canal Test on different PC's as per request.

System :

Dual PIII - SM
2G DDR 333Mhz
FX 5950 VidCard
SB Audigy2 Soundcard
RAID 0 - 4 x 250GM HDD ATA 133

Canal works fine - Includes CCIP's Location an Mis file merged with HT1.47

Transit time of canal - 05:43Hours @ Flank. No collisions with the canal sides or shiping.

FPS 24-32 (at ports 24).

:up:

HanSolo78 02-20-06 09:58 AM

It´s really great!! Just added the canal to my mod :D
I`ll test it in a few minutes...

slipper 02-20-06 10:32 AM

Thanks Ref recieved,

gdogghenrikson 02-21-06 01:49 AM

Quote:

also I need to make a turorial on how to use it,
you sure do!

ref 02-21-06 10:02 AM

First beta of the extractor/packer, emphasis on beta, If you make things right all goes smothly, otherwise who knows, please report any bugs or modifications you want to me here or at my mail, there is a brief tutorial included, any questions are welcome :yep:

the file is here: [EDIT] new file version

http://rapidshare.de/files/14101039/...ta_02.zip.html

once it's more tested I'll upload it to terrapin's site.

Ref

TigerKatziTatzi 02-21-06 11:37 AM

Feedback...........


System:

- P4 2,6
- 2gig ram
- ATI 9700 128mb
- Win2k sp4

I created frist a working directory for TerrainExtractor, copied *.bfi, *.bfd, *.act into it.

Started prg. dialog for project dir popup and i seleted created working dir.
first quit was couldn'T find terrain.act -> solved it by renaming the file from Terrain.act to terrain.act . deleted *.ini file started it again.
Next error msg was 'couldn't find 4320_2160.jpg'. Only file in Terrain folder is 4320_2160.raw. I do have Photoshop 6.0 only, loaded this raw copied it, and created new rgb file, so i was able to save it as *.jpg .
deleted *.ini file again -> restart -> seletected open index -> selected *.bfi file -> hit ok button -> crash ->

http://sh3.mindforge.biz/forum/Aacc_vio.jpg

If u like i can run it again and doing full screen shots for all error msg's and sending it to u per email.



Greetz TKT

ref 02-21-06 12:11 PM

Quote:

Originally Posted by TigerKatziTatzi
Feedback...........


System:

- P4 2,6
- 2gig ram
- ATI 9700 128mb
- Win2k sp4

I created frist a working directory for TerrainExtractor, copied *.bfi, *.bfd, *.act into it.

Started prg. dialog for project dir popup and i seleted created working dir.
first quit was couldn'T find terrain.act -> solved it by renaming the file from Terrain.act to terrain.act . deleted *.ini file started it again.
Next error msg was 'couldn't find 4320_2160.jpg'. Only file in Terrain folder is 4320_2160.raw. I do have Photoshop 6.0 only, loaded this raw copied it, and created new rgb file, so i was able to save it as *.jpg .
deleted *.ini file again -> restart -> seletected open index -> selected *.bfi file -> hit ok button -> crash ->

http://sh3.mindforge.biz/forum/Aacc_vio.jpg

If u like i can run it again and doing full screen shots for all error msg's and sending it to u per email.



Greetz TKT

My mistake, I forget to put a couple of files in the package I'll correct it and repost it.

ref 02-21-06 12:52 PM

Sorry for the problems for those who downloaded from the previous post, I've corrected a few things, here is the new link


http://rapidshare.de/files/14101039/...ta_02.zip.html

ReF

[EDIT] new file version

MLF 02-21-06 03:04 PM

Downloaded. Will try tonight. Kiel Canal was brilliant, thanks. :cool:

MLF

ref 02-21-06 03:21 PM

Small exe update, correct some bug with certain zones on the map

Only the exe :
http://rapidshare.de/files/14100140/...a_0_2.zip.html

Full package

http://rapidshare.de/files/14101039/...ta_02.zip.html

[EDIT] new file version

Sailor Steve 02-21-06 08:48 PM

Download Session Invalid
Download Session Invalid
Download Session Invalid









I HATE Rapidshare! :hulk:

gdogghenrikson 02-21-06 10:47 PM

Quote:

Originally Posted by Cdre Gibs

?? what is that

Sailor Steve 02-22-06 12:25 PM

Thanks, Cdre Gibs. Actually what I had was incompatability between Rapidshare and AOL (which my friend's computer uses and which I also hate). I probably could have used Rapidshare from the library, but I used your mirror anyway.

Hunterbear 02-23-06 04:35 AM

Awesome work ref!

I tried to dabble with the Kiel Canal a long time ago with no luck. Glad to see you succeeded.

Just one question while I'm downloading the beta mod, besides being able to cut/add underwater details can you raise the land up as well to form better hills or small mountains within visual range of land? Primarily to add something to the anemic islands that are almost flat in some locations.

Once again, congrats!!! I tip my hat to you.
:up:


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