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Old 04-26-08, 08:00 PM   #76
Carotio
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Quote:
Originally Posted by akdavis
Looks like there were 4 primary passages utilized by shipping:
Thanks for this map.
I tried to create Truk from your map using free hand drawing!!!
It could be better and need rework and testing, but looking at it in ME, it looks "okay" so far, not good, but okay...
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Old 04-26-08, 09:49 PM   #77
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Quote:
Originally Posted by Carotio
Quote:
Originally Posted by akdavis
Looks like there were 4 primary passages utilized by shipping:
Thanks for this map.
I tried to create Truk from your map using free hand drawing!!!
It could be better and need rework and testing, but looking at it in ME, it looks "okay" so far, not good, but okay...
Just to be clear, the areas on the map with "saw-tooth" edges are reefs, not land. Land is shaded slightly. Of course, the practical outcome of a reef versus a narrow island is much the same.

I'm trying to find a clearer version of map that shows what areas inside the barrier reef should be deeper, but not having any luck.
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Old 04-26-08, 10:32 PM   #78
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Unfortunately, as I understand it, the game currently doesn't have anything that will double for coral. I think Carotio has shown himself to be a major-league artist.
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Old 04-26-08, 11:59 PM   #79
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Yeah, didn't know if the posted map made it clear that those were mostly reefs, not barrier islands, but they are pretty much one in the same for our purposes.

Wish I could find a larger version, but I believe this illustrates the deep water passages inside the lagoon:

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Old 04-27-08, 06:03 AM   #80
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Quote:
Originally Posted by akdavis
Just to be clear, the areas on the map with "saw-tooth" edges are reefs, not land. Land is shaded slightly. Of course, the practical outcome of a reef versus a narrow island is much the same.
I'm trying to find a clearer version of map that shows what areas inside the barrier reef should be deeper, but not having any luck.
I'm aware of the difference, but using a narrow island is only option within the game limits. As I said, this was first attempt using free-hand drawing. Will try zoom in and make the "islands" thinner, maybe two squares, except for the far eastern part, which is at the border of the RAW.
I see in your second post, you had half the luck and found an image for the deepest part of the water within Truk. It seems that that could be attempted adjusted too.
To be continued...
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Last edited by Carotio; 04-27-08 at 08:08 AM.
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Old 04-27-08, 12:58 PM   #81
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Quote:
Originally Posted by Carotio
......I see in your second post, you had half the luck and found an image for the deepest part of the water within Truk. It seems that that could be attempted adjusted too....
Looking good :-) I have tried to find accurate charts (without paying $$) - that could be used to correct the depths and I'll keep looking. There should be 200' curves around the inside of the Northern half surrounding shallow areas in the middle and 100' curves surrounding the islands.

Edit: I was looking at the wreck locations for diving and these could indirectly be used for the real depths in the lagoon... I still can't find a chart.

Not that I ever want to go in there and get sunk but it would be nice to get it looking close to reality. lol

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Old 04-29-08, 02:35 PM   #82
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So I have now created a singlemission to see the first result ingame. Mind you, I have not touched the mod, since I first created the "islands", so I wanted to see it, if and how it worked. So I share the result with you. I made 12 screencaps to show the good and bad sides...


One zoom level, one can see all land. One can also see that something is missing from the southern coral reef...

Next zoom level, it looks like the islands are gone.

Ever closer to northern passage

West island at northern passage, close up

And with my sub sailing by.
I see that the "islands" need to be shrinked in size, but sofar it's okay.


Harbour and jungle city at Moens north-western part.

Dublon, on map seems harbour and city to fit, but when looking ingame -->

Dublon ingame

Closer look on Dublon city. Hmmm... Atlantis?

Around Tol, it seemed that there was plenty of small corals/islands, so I created one pixel only on the map, it then this is how it looks ingame in 3D:

From above

With binoculars

Close up

So now that I have seen the one pixel only "islands". Isn't this what should be made as simulated coral reefs, or what do you think? To simply narrow the existing islands in my mod to a size of one pixel wide?
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Old 04-29-08, 02:43 PM   #83
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Quote:
Originally Posted by Carotio
So I have now created a singlemission to see the first result ingame. Mind you, I have not touched the mod, since I first created the "islands", so I wanted to see it, if and how it worked. So I share the result with you. I made 12 screencaps to show the good and bad sides...

Around Tol, it seemed that there was plenty of small corals/islands, so I created one pixel only on the map, it then this is how it looks ingame in 3D:

From above

With binoculars

Close up

So now that I have seen the one pixel only "islands". Isn't this what should be made as simulated coral reefs, or what do you think? To simply narrow the existing islands in my mod to a size of one pixel wide?
If there is one pixel of water between the one pixel "islands," what depth is the water? If essentially unpassable, then I would say that chain of such "islands" might be the ideal solution for a reef (ala the 3 in a row in the above screenshots). Might also make turns in the reef less obvious.
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Old 04-29-08, 02:53 PM   #84
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Quote:
Originally Posted by akdavis
If there is one pixel of water between the one pixel "islands," what depth is the water? If essentially unpassable, then I would say that chain of such "islands" might be the ideal solution for a reef (ala the 3 in a row in the above screenshots). Might also make turns in the reef less obvious.
There's more than one pixel between these one pixel islands AFAIR, but I think I know exactly what you mean. Yeah, one pixel water, one pixel land etc etc, would probably make it close to reality...

I'll have this in mind, when editing next time...
Thanks for the idea
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Old 04-30-08, 09:27 AM   #85
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I think i have a good map of the approaches - ill check for it in an hour
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Old 04-30-08, 09:38 AM   #86
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All I've found is a larger version of the same posted above:



The deepest wreck bottoms at 60m, so I assume that would be the max depth at any one point.
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Old 04-30-08, 10:06 AM   #87
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Very cool. How did I miss this.

I agree with the reefs. The major benefit being that the AI will now see them.

Regarding port facilities on Truk, dump most of them. They are grossly too big based on all the photos I have. Even the smallest pacific harbor facility is grossly overlarge. No need for cranes, etc, better to just have jungle city there. The extent is OK, but the size of the facilities themselves is what I am getting at.

Course it doesn't matter because if a sub can get in there anyway, something is wrong
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Old 08-25-10, 04:34 PM   #88
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The links for the mod are death...Where can I download the mod?

I want to apply it in TMO 2.0.

Many thanks!

Fitzcarraldo
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Old 12-03-10, 01:20 AM   #89
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I too would like to get working links for the Landscape mod with Kiel etc...can anyone help out?
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Old 12-04-10, 07:04 PM   #90
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Dig in the downloads section:
http://www.subsim.com/radioroom/down...o=file&id=1351
That's Truk.

"GWX SH4TerrainEX.exe" tool must be what I used to get Kiel many moons ago.

Happy Hunting!

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