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-   -   [WIP] Lighthouses mod (https://www.subsim.com/radioroom/showthread.php?t=228731)

SquareSteelBar 06-07-17 12:13 PM

TerrainEditor + Tutorial by ref

gap 06-07-17 12:24 PM

Quote:

Originally Posted by Kendras (Post 2489226)

Got it :up:

Quote:

Originally Posted by Kendras (Post 2489226)
Now two problems :

- how does it work ? :hmmm:

The package comes with a readme file, but instructions are not too clear, and apparently they only explain how to merge in game a ready-made terrain modification, but not how to create a new one. Probably once the SHIII terrain is excrated using yhe tool, a set of heigth masks is created. From a comment on the download page, I get that this information might be in RAW format. If that was the case, any photo editor capable of importing/exporting from/to the RAW format could be used to edit the heigth information.

Hopefully someone better informed on the topic we are discussing will pop up and he will shed some light :)

Quote:

Originally Posted by Kendras (Post 2489226)
- what map should we modifiy ? Vanilla or WAC ? ...

Well I would start from the most detailed SHIII terrain available (I don't know which one is the best between WAC and GWX). If I got it right, once the terrain data is extracted and modified, there are two ways it can be released:

- as a package containing only the modified areas, which can be re-merged to any version of the SHIII terrain data using the Extractor/Repacker;

- as a ready-to-use terrain data which can be enabled as normal mod using JSGME

The first method would contain the download size and it would allow more flexibility, because it would let any player free to choose which terrain data (mega mod) he wants to use as base for the merging of our modifications. The con, is that its installation would be a bit trickier. :hmm2:

gap 06-07-17 12:42 PM

ops... while writing my previois reply I had missed SquareSteelBar's link (thank you mate!) :doh:

Quote:

Originally Posted by SquareSteelBar (Post 2489256)

This version of the download also contains detailed instructions on the SHIII terrain format and on its editing :yeah:

Kendras 06-07-17 01:58 PM

Quote:

Originally Posted by SquareSteelBar (Post 2489256)

SH3 Terrain Editing.pdf : that was the file I needed ! Thank you mate ! :up:

Kendras 06-07-17 02:53 PM

Something interesting : http://www.kartengruppe.it/immagini/...0/0088G-SB.jpg (from : http://www.kartengruppe.it/index.php/nordsee-deutsche-admiralitatskarten)

But although the map was printed in 1943, it's based on a 1913 map.

In 1943, the island was bigger, as you can see on this picture :

http://www.303rdbg.com/pp-heligoland.jpg

Kendras 06-07-17 03:32 PM

Quote:

Originally Posted by Kendras (Post 2489296)
In 1943, the island was bigger

Probably because of this : https://en.wikipedia.org/wiki/Project_Hummerschere

gap 06-07-17 05:12 PM

Quote:

Originally Posted by Kendras (Post 2489296)
Something interesting : http://www.kartengruppe.it/immagini/...0/0088G-SB.jpg (from : http://www.kartengruppe.it/index.php/nordsee-deutsche-admiralitatskarten)

But although the map was printed in 1943, it's based on a 1913 map.

In 1943, the island was bigger, as you can see on this picture :

Quote:

Originally Posted by Kendras (Post 2489302)

Good findings, thank you for sharing! :up:

I don't know how far the Nazis went with their expansion plan, anyway the sandy beaches of Helgoland and Düne are subject to a strong tidal erosion, and their size and shape might have changed over time. Add to that the fact that after war the Brits tried to sink the main island :o

https://www.youtube.com/watch?v=Z6hKwjoKa-c

gap 06-07-17 06:53 PM

Quote:

Originally Posted by Kendras (Post 2489296)
In 1943, the island was bigger, as you can see on this picture :

Comparing your 1943 picture with a 2008 aerial view (taken from Google Earth), it seems that Heligoland has not changed mutch over the last 70 years. Not the same can be said about Düne though :03:

http://i519.photobucket.com/albums/u...0Helgoland.jpg

gap 06-08-17 04:44 PM

I have outlined the two islands of Helgoland and Dune on an equirectangular map projection (as the one used in SH games to represent the globe)...

http://i519.photobucket.com/albums/u...lad%20Dune.png

and I have placed them on a 1deg lat/long quadrant of the size used for SHIII terrain masks. This is the result:

http://i519.photobucket.com/albums/u...20Dune%202.png

The resolution is poor indeed, but those are the limits imposed by the game. :hmm2:

Kendras 06-09-17 07:06 PM

Quote:

Originally Posted by gap (Post 2489582)
I have outlined the two islands of Helgoland and Dune on an equirectangular map projection (as the one used in SH games to represent the globe)...

http://i519.photobucket.com/albums/u...lad%20Dune.png



I prefer to have real shape, even if the map is deformed. It's not a problem, as the islands are very small. I will see that point over the week-end. Keep focusing on the lighthouses, I do the map job. :salute:

gap 06-09-17 07:57 PM

Quote:

Originally Posted by Kendras (Post 2489960)
I prefer to have real shape, even if the map is deformed. It's not a problem, as the islands are very small. I will see that point over the week-end. Keep focusing on the lighthouses, I do the map job. :salute:

What do you mean by "real" shape? This is the real shape in the (equirectangular) SHIII world. Do you think that real continents as seen from the space look the same as on a map? :D

Jokes apart, any other shape would cause a misalignment of the islands relative to the in-game coordinate system both in terms of latitude/longitude and KM quadrant and, due to the small size of the two island and the low resolution of SHIII terrain masks, the difference in terms of "good shape" would be hardly detectable anyway :yep:

Kendras 06-10-17 08:53 AM

HELGOLAND PLAN
 
This is the shape I mean (with the lighthouses' positions) :

http://i.imgur.com/kHLgKwA.png

Kendras 06-10-17 10:16 AM

Other pictures of Helgoland :

http://i.imgur.com/xlTj80H.png

http://i.imgur.com/4qgMzjQ.png

http://i.imgur.com/N8Xpl5Q.png

http://i.imgur.com/gAZiV6x.png

gap 06-10-17 01:47 PM

Quote:

Originally Posted by Kendras (Post 2490109)
This is the shape I mean (with the lighthouses' positions) :

Nice work :up:

...but as I said before, your clean drawing will make little difference once it is scaled down to fit in the small space of SHIII's terrain masks.

In my opinion, having the islands in the right place and with the right size is more important, even though they will look a bit stretched in game. The equirectangular map projection used in game makes it easy to convert from lat/long coordinates to metric offsets relative to the equator/Greenwich meridian: 1° = 120,000 m; 1' = 2,000 m; 1" = 33.33 m; 1 pixel on a terrain mask = 6" = 200 m. As long as the terrain masks are edited correctly, calculating the correct in-game position of lighthouses and other objects relative to each other and to land, will be as easy as doing a simple math based on the lat/long of those objects in real world.

There is more. As you know, many lighthouses have "blind" spots and/or their lights have different colors depending on the angle that they are looked at. Most nautical charts have those angles displayed on map (see map.openseamap.org for example). Supposed that the above can be mimicked in game, we could calculate the correct light angles directly on charts rather than wasting our time with a trial and error approach, but for this method to work we need to place everything at its right place and to work on equirectangular charts. Most nautical charts use a Mercator projection but, for small areas, stretching them to fit an equirectangular projection is quite easy :)

Quote:

Originally Posted by Kendras (Post 2490138)
Other pictures of Helgoland :

Amazing! :yeah:

I had no realized how many coastal batteries where located on the island. Maybe we could add them in game :hmm2: :D

Kendras 06-10-17 02:14 PM

Quote:

Originally Posted by gap (Post 2490192)
As long as the terrain masks are edited correctly, calculating the correct in-game position of lighthouses and other objects relative to each other and to land, will be as easy as doing a simple math based on the lat/long of those objects in real world.

It's very easy to get the exact coordinates of a lighthouse with the mission editor.

Quote:

Originally Posted by gap (Post 2490192)
There is more. As you know, many lighthouses have "blind" spots and/or their lights have different colors depending on the angle that they are looked at. Most nautical charts have those angles displayed on map (see map.openseamap.org for example). Supposed that the above can be mimicked in game, we could calculate the correct light angles directly on charts rather than wasting our time with a trial and error approach, but for this method to work we need to place everything at its right place and to work on equirectangular charts. Most nautical charts use a Mercator projection but, for small areas, stretching them to fit an equirectangular projection is quite easy :)

I already though about that question, and I don't see how to do this (halo with different colors depending on the angle). And I don't understand the link between angles on charts, and equirectangular projection. :06:

Quote:

Originally Posted by gap (Post 2490192)
I had no realized how many coastal batteries where located on the island. Maybe we could add them in game :hmm2: :D

I hope so too ! By the way, are you still working on the british coastal defenses ?

Kendras 06-10-17 02:50 PM

I need to open .raw files but I don't have photoshop .... :damn:

Kendras 06-10-17 03:04 PM

Quote:

Originally Posted by gap (Post 2490192)
...but as I said before, your clean drawing will make little difference once it is scaled down to fit in the small space of SHIII's terrain masks.

Yes, probably for the terrain. But it will be very useful to build the harbour ! :yep:

Here what it looks like with 200x200 meters for each pixel :

http://i.imgur.com/8s8lyfk.png

gap 06-10-17 04:33 PM

Quote:

Originally Posted by Kendras (Post 2490219)
I need to open .raw files but I don't have photoshop .... :damn:

Don't GIMP or paint.NET have a raw file plugin?

Quote:

Originally Posted by Kendras (Post 2490224)
Yes, probably for the terrain. But it will be very useful to build the harbour ! :yep:

Who will notice if the harbour is stretched out a bit? :03:

Quote:

Originally Posted by Kendras (Post 2490214)
It's very easy to get the exact coordinates of a lighthouse with the mission editor.

Sure, but what would happen if where it was supposed to be land, there is only water? :03:

Quote:

Originally Posted by Kendras (Post 2490214)
I already though about that question, and I don't see how to do this (halo with different colors depending on the angle). And I don't understand the link between angles on charts, and equirectangular projection. :06:

I need to think a way to do it :hmmm:

Quote:

Originally Posted by Kendras (Post 2490214)
I hope so too ! By the way, are you still working on the british coastal defenses ?

Sure, the working files are still on my HD :salute:

Kendras 06-10-17 05:32 PM

The islands would be so better rendered with 50x50 meters squares ! ... :wah:

Quote:

Originally Posted by gap (Post 2490235)
Don't GIMP or paint.NET have a raw file plugin?

For now, the plugins I've tried don't work with Paint.net. :hmph:

Quote:

Originally Posted by gap (Post 2490235)
Sure, but what would happen if where it was supposed to be land, there is only water?

This will never happen, because we will first check the altitude with a land unit, which also will give us the exact location. :03:

Quote:

Originally Posted by gap (Post 2490235)
Sure, the working files are still on my HD :salute:

Ready to share ? :D

gap 06-10-17 06:34 PM

Quote:

Originally Posted by Kendras (Post 2490250)
The islands would be so better rendered with 50x50 meters squares ! ... :wah:

Who knows if we can replace the SHIII terrain with the one of SH5? Apparently the two games share the same terrain format, but even if it worked, probably all the harbors and terrain objects would be messed up :hmmm:

Quote:

Originally Posted by Kendras (Post 2490250)
For now, the plugins I've tried don't work with Paint.net. :hmph:

Try with GIMP then. I have PS, but apparently we have different ideas on how to edit those raw maps :O:

Quote:

Originally Posted by Kendras (Post 2490250)
This will never happen, because we will first check the altitude with a land unit, which also will give us the exact location. :03:

Yes sure, there are different ways to do it, but again this is the trial and error method I wanted to avoid...

Quote:

Originally Posted by Kendras (Post 2490250)
Ready to share ? :D

Not yet. I didn't work on it in a long time, and I still have many pending projects, but if you want it I might move it toward the top of my todo list :03:


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