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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

THE_MASK 07-06-15 06:37 PM

They definitely look smaller .
http://i58.tinypic.com/13zpc1g.jpg
I am woeful at remembering how I mod stuff . I think I just halved the scale .
http://i62.tinypic.com/264108o.jpg
The edited GR2 scale wont have 0.500000 , it will have 1.000000 when I reload the file with the GR2 editor . But the trees will be half scale of the original . If I mod the modded half scale trees and make the 1.000000 into 0.500000 again they will be half the scale again and be quarter size of the vanilla size maybe . You get the gist of it .

gap 07-06-15 07:25 PM

Quote:

Originally Posted by sober (Post 2326897)
They definitely look smaller .

...

I am woeful at remembering how I mod stuff . I think I just halved the scale

:yeah:
During my unsuccessful attempt I had exported tree meshes and resized them. I didn't think about messing with scale factors. That's the good thing about modding communities: you learn from others :subsim:

On a side note: where can I download your mod from?

Quote:

Originally Posted by sober (Post 2326897)

Scapa? :03:

The lighthouse in the foreground reminds me of another feature that with the due time we might work on: if you use google earth you probably have noticed that it is full with lighthouse (and other coastal landmarks for that matter) models which are freely available from the 3dwarehouse/sketchup website. Most european lighthouse were obscured in wartime. Yet, they could be used, and I am sure they were, during daytime for coastal navigation. Having customized lighthouses in the most relevant spots of SH5 map, could also help the ones among us who are using real navigation. Unfortunately, converting from sketchup format requires various degrees of manual touches, but we could add those models one by one. You are the king of terrain editor; if you are on it, you could take care of object placing and land reshaping, when needed, whereas I would deal with the models themlseves...

THE_MASK 07-06-15 07:28 PM

http://www.subsim.com/radioroom/down...o=file&id=4710
http://i57.tinypic.com/2lktheo.jpg

gap 07-06-15 07:35 PM

Got it, thanks! Tomorrow I will put the link among DynEnv's suggested mods

P.S: due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot :sunny:

THE_MASK 07-06-15 10:30 PM

This is a really rough way to do it .
http://i61.tinypic.com/2vsnpjm.jpg

vdr1981 07-10-15 08:46 AM

Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?

Code:

[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1939
Month=9
Day=1
Hour=16
Minute=38
CurrentYear=1939
CurrentMonth=9
CurrentDay=2
CurrentHour=15
CurrentMinute=16
GroupMissionStartDelay=0
IconIndex=0
Fog=2
FogRand=2
Clouds=2
CloudsRand=2
Precip=2
PrecipRand=2
WindHeading=0
WindSpeed=5.000000
WindRand=2
WeatherRndInterval=32
SeaType=0

ActivationAchievements=

It appears that this is the reason why entries from your weather cfg files are ignored in the campaign...:hmmm:
Could it be that the key for weather change intervals is somewhere in OHII/campaign files?

Echolot 07-10-15 02:34 PM

Quote:

due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot
I agree.

Thank you, sober.

:up:

Good hunting.

THE_MASK 07-11-15 01:19 AM

Quote:

Originally Posted by Echolot (Post 2327617)
I agree.



Thank you, sober.

:up:

Good hunting.

I give a link in my download if people want even smaller trees :up:
http://www.subsim.com/radioroom/down...o=file&id=4710

gap 07-11-15 04:11 PM

Quote:

Originally Posted by sober (Post 2326930)
This is a really rough way to do it .
http://i61.tinypic.com/2vsnpjm.jpg

:up:

I don't see it rough! Is that the stock lighthouse model that you have placed?

Quote:

Originally Posted by vdr1981 (Post 2327543)
Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?

Code:

[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1939
Month=9
Day=1
Hour=16
Minute=38
CurrentYear=1939
CurrentMonth=9
CurrentDay=2
CurrentHour=15
CurrentMinute=16
GroupMissionStartDelay=0
IconIndex=0
Fog=2
FogRand=2
Clouds=2
CloudsRand=2
Precip=2
PrecipRand=2
WindHeading=0
WindSpeed=5.000000
WindRand=2
WeatherRndInterval=32
SeaType=0

ActivationAchievements=

It appears that this is the reason why entries from your weather cfg files are ignored in the campaign...:hmmm:
Could it be that the key for weather change intervals is somewhere in OHII/campaign files?

:hmmm:
Dunno. If those parameters were applied, why should weather randomized every time the same savegame is reloaded? Try comparing weather reported before a savegame with the values stored in that same savegame. I wouldn't be surprised that they match entirely. Those values might be the remainders of an unfinished feature for making weather consistent between savegame and reload, At least, this is the one thing making sense to me...

THE_MASK 07-12-15 02:47 AM

I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .

gap 07-14-15 11:50 AM

work in progress...
 
Quote:

Originally Posted by sober (Post 2328012)
I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .

The Düne leading light, buildt in 1936, is located on the southern shore of the omonimous island (Helgoland archipelago), marking the entrance to the port of Helgoland.

http://www.schiffbilder.de/bilder/da...duene-1310.jpg http://www.leuchtturm-web.de/helgolanddlh.jpg

More information to be found at the links below:

https://www.unc.edu/~rowlett/lighthouse/deu2b.htm
https://de.wikipedia.org/wiki/Leucht...land_D%C3%BCne

My rendition of it:

https://i.imgur.com/2m3waOV.jpg

That's its modern look. It is likely that during the forties the light looked more like this:

http://www.lighthouse-duo.net/lh1/He.../D%C3%BCne.gif

Besides updating the main building as seen in the picture above (rear light), I need to finish modelling the front light:

http://listoflights.org/images/leuch...ross/B1326.jpg

For the ones who are interested into how range lights are working, I suggest having a look at the following link:

http://msi.nga.mil/MSISiteContent/St...N/Chapt-05.pdf

Who knows if those lights were operated during WWII?

THE_MASK 07-14-15 04:44 PM

I intend to put the lighthouses in axis territory only .

THE_MASK 07-14-15 06:30 PM

Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .
Lets clear the water out so I can see what I am doing .
http://i57.tinypic.com/dwyo15.jpg
Scapa deepened
http://i62.tinypic.com/5ldli0.jpg
Uploaded the new terrain mod now with deepened Scapa.
http://www.subsim.com/radioroom//dow...o=file&id=4704

gap 07-14-15 08:19 PM

Quote:

Originally Posted by sober (Post 2328641)
I intend to put the lighthouses in axis territory only .

We can put unlit beacons in enemy territory as well, but my question was mostly referred to Axis lighthouses. Would the German switch them on during war time? I have read somewhere that some lighthouses of Nazi-occupied France were only lit when one of their ships was known to sail in the vicinity...

Quote:

Originally Posted by sober (Post 2328656)
Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .

Let's see if it helps! :up:

Oby 07-14-15 08:19 PM

Great idea, Sober!:yeah:

I'd like to know how did you make the water invisible?

Let's test this...


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