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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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