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-   -   [TEC] GWX SH4TerrainEX Information! (https://www.subsim.com/radioroom/showthread.php?t=252432)

Jeff-Groves 05-18-22 03:50 PM

may be this?
:hmmm:

; Locations configuration file

;General settings

[Config]
MinBuildingTerrainHeight=0 ;[meters] minimum terrain height for placing buildings
MaxBuildingSlope=0.25 ;[0..1] maximum slope for a biulding to be placed

propbeanie 05-18-22 04:01 PM

That could potentially be the issue on Astvitaliy 1982's west shore of Caballo, which is where the "hill" is, but I attempted to place the guns ("Render accurate shoreline) right by the water's edge where the slope is not as great. As for Carabao, it barely changes height at all... though a 1 in 4 slope really is rather shallow... :hmmm: - some of the items are set to 0.55 in the Campaign_LOC file, so the game might be fighting itself in this regard... What would be ~nice~ is if placing a gun would do an automatice "carve-out" of terrain for the modder... lol - not happening with this relic of a game. Thanks Jeff!

Jeff-Groves 05-18-22 06:48 PM

Just did this in a stock location near Antarctica.
Cool eh?
:har:
https://www.subsim.com/radioroom/pic...ictureid=12525

Eastern shore of Caballo Island.
https://www.subsim.com/radioroom/pic...ictureid=12526

propbeanie 05-18-22 08:41 PM

Most interesting Jeff. That's what I see on Corregidor in places... which gun is that, the medium?? Thanks!

Jeff-Groves 05-19-22 09:40 AM

That's the Large Coastal Gun.

propbeanie 05-19-22 09:47 AM

Thanks. I'll try substituting my Medium guns for Large, and see what happens...

Jeff-Groves 05-19-22 09:50 AM

When GWX 4 was in the works, We made a bunch of German Coastal Guns.
We had to add 3D modeled terrain around some of them to get them to look right.

Jeff-Groves 06-23-22 06:06 PM

A little image so you can visualize a SINGLE pixel of terrain compaired to a Type 7 Submarine.
https://www.subsim.com/radioroom/pic...ictureid=12598

The White box is a SINGLE pixel in HALF SCALE!
:o

I came across this as I was working on a way to edit Terrain in a 3D visual program.
(And YES. I'm writing the Tools to do so.)
Why you might ask? Cause I can and because people can't seem to wrap their mind around how terrain slopes in SH3/4

Jeff-Groves 06-28-22 06:10 PM

Wrote a few scripts and use a few programs to do some cool stuff.
1st I export all the data from the BFD file to seperate files.
All 64800 of them!
2nd I grap the names and size of those from the BFI file.

I plant any new terrain files in the exported files then pack them all back into a single file.

Then run a script to re-index that and create a new BFI file.

astvitaliy1982 06-30-22 01:47 PM

Astvitaliy 1982
 
Hi Jeff, really need help.
I managed to build a SH4 depth map for this section of the map

https://i.postimg.cc/C5CPb8J7/549.jpg


But again I have to ask for help in solving the problem with the relief squares.
The square size of 601x601 pixels is very inconvenient for importing depths into the game.

Is it possible to write a script to export squares with a size of 4207x4207 pixels?

Small squares make it almost impossible to import depths into the game. It is too long
and labor intensive.


https://i.postimg.cc/SxhNGbdx/3.jpg


For comparison, I want to show a screenshot of the depths in the game and the depths that should be in the game.

https://i.postimg.cc/DwJd1sCT/5.jpg

Jeff-Groves 07-01-22 11:40 AM

It could be done but you still end up with the 601x601 RAW files compressed to ZHF or RL2 files.
That's what the Game uses and We can't change that.

I'm working on an RL2 Decompressor now.
Already have the ZHF Decompressor.

Both do a MASS decompress to RAW files.

What I'll do is Decompress all 64800 files then upload the package for others to do as they wish with them.

You can do what you want in Photoshop and could even script a lot of the work.
I did some testing last night and figured out the steps. Then played with a few scripts to help speed things up. So it's probably better to do the heavy work in Photoshop JSX scripting.

I don't know if CS2 scripts will work in your version so they might not help you.

astvitaliy1982 07-01-22 11:01 PM

Astvitaliy1982
 
Well) Thanks) I tried working in Photoshop CS 8.0, then switched to Photoshop 2020. It turned out that version 2020 works much more stable when, when creating a mod, the working file begins to reach a size of 500 MB. I'll try to look at the scripts, maybe it will help facilitate some actions)

Jeff-Groves 07-02-22 11:19 AM

From reading on the 'Net it seems many CS2 scripts should work on later versions of Photoshop. If you would like to test a couple of early scripts I can upload them. One of them removes pixels from the left side of an image.
I have a reason for removing pixels.
:03:

I'm very early on the learning of the Java scripting for Photoshop but it's not really hard given the scripts posted all over the 'Net.

Jeff-Groves 07-02-22 03:07 PM

Here's my test grid based on the size you asked about.
The lines are the Grids turned on and set to 601 for now.
That is going to be changed and I'll explain why later tonight.
I'm going to my Son's house for the 4th of July fire works he does every year.
:yeah:
https://www.subsim.com/radioroom/pic...ictureid=12619

I'll be using Snaps so imported RAW files will be easy to place properly as I go.

astvitaliy1982 07-02-22 03:27 PM

Astvitaliy 1982
 
I would appreciate your help)
In turn, I am also ready to help you in any way I can)


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