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The long task in SH3 for me are the forests files. The forest file is responsible for distribution of the trees on the terrain. It's a .dat file with many placement nodes, where you call specific tree and give it coordinates. And one forest file may contain hundreds or thousands of placement, so it's tedious, I don't do it every day. |
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Here is the reference that I wish to use to modify the map "TerrainTypes" of the climatic regions. This is the "köppen climate classification" https://learn.weatherstem.com/module...ons/88/12.html https://en.wikipedia.org/wiki/K%C3%B...classification I think it is possible to create more than 20 climatic regions with their unique vegetation. What do you think? |
1. Would it be possible to have the same placement for the trees during summer and winter ? Because if (for example) you place correctly a bunker in summer, sometimes in winter there are trees just on it, and it's so bad looking ! :nope:
2. What is that ? : |
2. What is that ?
I am not very sure, but I think it represents an area of vegetation. Unless otherwise stated, each yellow dot represents a tree. The goal is to organize this set of points so that they are more natural or more concentrated or more. |
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But for various reasons, I'm not in the mood for that, so that will extend to several months. Quote:
Will use Fahnenbohn screens from the second page of this topic: Then is simplified through Terrain.cfg to 9 terrain types. So, even only with editings to [IdxConversion] is possible to make more terrain type of some regions. But, I decided to make my own. My approach is to do it simple, only 12 shades. First shade cover the whole world, I call it generic. Then over it I draw, not too deep in land, next 11 shades. There is no point, to draw something in the middle of the continents. And my terrain types are these: Code:
[IdxConversion] Quote:
How is it in the original files, I did not checked. My way to make the forest file, will describe soon. |
Editings of this post: How the terrain texturing work.
I changed and added something important about Tex04. |
thank you for your answers .
No answer, I thought you were gone.:03: I am currently testing a map that I have created and that seems operational. It contains 32 different types of vegetation zones. But I am not yet satisfied with the accuracy of the actual data. This is my trial version. I chose to make big, because even if all zones are not exploited immediately, it is possible to associate several [IdxConversion] with the same type of vegetation. For example: IDX 1 = 6; Tropical / rainforest IDX 2 = 6; Tropical / rainforest IDX 3 = 6; Tropical / rainforest http://image.noelshack.com/fichiers/...rrain-type.png Quote:
In my experimentation for sh5, I am looking for a way to get a better rendering of the textures in the game. I thought to modify the models "vegetation.GR2" Or use the normal map textures for trees. What are you going to do? |
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what's going on here ? :o
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I think it would be cool to add new climates based on local climate + the altitude : firs in high altitude, and even no trees but only rocks or ice for very high altitudes. |
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But the DD shoots the torpedo only to 90 degrees (elevation) and it falls into water immediately after being shot. :( |
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Now I saw that last time when I work on my terrain and forest files is end of january.
Will finish this probably when the autumn come. But now I have something new. Very interesting. But I'm on vacantion now, when get home will show and give you. Until then, I'll let you guess. :) |
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There is one more spree for tomorrow, and then I go home and show you. It is ready but I will have to first write a readme file. And that's the hard for me. Solved a rubik's cube for 12 sec, but I still did not sit down to learn English. Writed with mobile phone, it is terrible. :)
The name will by: Enhanced map drawing. |
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Briefly.
I decided to enhance my map and to look in the sh3.exe for some things, that are not possible to edit with gui editings, but are not so hard to find. What I have is: - StrTactMap.tga, opacity. - Map border lines, color. - Scale lines, colors. - Scale numbers, colors. - Equator and Greenwich lines, colors. - Grid lines, colors. - Grid letters and numbers, colors. - Map tools drawing, colors. - Map tools already drawn, colors. - Map tools highlight, color. - Map tools, decimal digits. Need a day or two to prepare the readme file and patcher for ease use. |
Nice ! :up:
Do you think it's possible to add the Kriegsmarine grid on the Mission Editor map ? |
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