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#541 |
Ace of the deep .
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They definitely look smaller .
![]() I am woeful at remembering how I mod stuff . I think I just halved the scale . ![]() The edited GR2 scale wont have 0.500000 , it will have 1.000000 when I reload the file with the GR2 editor . But the trees will be half scale of the original . If I mod the modded half scale trees and make the 1.000000 into 0.500000 again they will be half the scale again and be quarter size of the vanilla size maybe . You get the gist of it . Last edited by THE_MASK; 07-06-15 at 07:02 PM. |
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#542 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() During my unsuccessful attempt I had exported tree meshes and resized them. I didn't think about messing with scale factors. That's the good thing about modding communities: you learn from others ![]() On a side note: where can I download your mod from? Scapa? ![]() The lighthouse in the foreground reminds me of another feature that with the due time we might work on: if you use google earth you probably have noticed that it is full with lighthouse (and other coastal landmarks for that matter) models which are freely available from the 3dwarehouse/sketchup website. Most european lighthouse were obscured in wartime. Yet, they could be used, and I am sure they were, during daytime for coastal navigation. Having customized lighthouses in the most relevant spots of SH5 map, could also help the ones among us who are using real navigation. Unfortunately, converting from sketchup format requires various degrees of manual touches, but we could add those models one by one. You are the king of terrain editor; if you are on it, you could take care of object placing and land reshaping, when needed, whereas I would deal with the models themlseves... |
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#543 |
Ace of the deep .
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#544 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Got it, thanks! Tomorrow I will put the link among DynEnv's suggested mods
P.S: due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot ![]() |
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#545 |
Ace of the deep .
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This is a really rough way to do it .
![]() Last edited by THE_MASK; 07-07-15 at 01:09 AM. |
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#546 |
Navy Seal
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Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?
Code:
[Mission] IsVisible=true MissionType=0 MissionDataType=0 MultiMissionType=0 IsTutorial=false Year=1939 Month=9 Day=1 Hour=16 Minute=38 CurrentYear=1939 CurrentMonth=9 CurrentDay=2 CurrentHour=15 CurrentMinute=16 GroupMissionStartDelay=0 IconIndex=0 Fog=2 FogRand=2 Clouds=2 CloudsRand=2 Precip=2 PrecipRand=2 WindHeading=0 WindSpeed=5.000000 WindRand=2 WeatherRndInterval=32 SeaType=0 ActivationAchievements= ![]() Could it be that the key for weather change intervals is somewhere in OHII/campaign files?
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#547 | |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
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Thank you, sober. ![]() Good hunting. |
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#548 |
Ace of the deep .
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I give a link in my download if people want even smaller trees
![]() http://www.subsim.com/radioroom/down...o=file&id=4710 |
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#549 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() ![]() I don't see it rough! Is that the stock lighthouse model that you have placed? Quote:
![]() Dunno. If those parameters were applied, why should weather randomized every time the same savegame is reloaded? Try comparing weather reported before a savegame with the values stored in that same savegame. I wouldn't be surprised that they match entirely. Those values might be the remainders of an unfinished feature for making weather consistent between savegame and reload, At least, this is the one thing making sense to me... |
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#550 |
Ace of the deep .
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I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .
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#551 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() ![]() More information to be found at the links below: https://www.unc.edu/~rowlett/lighthouse/deu2b.htm https://de.wikipedia.org/wiki/Leucht...land_D%C3%BCne My rendition of it: ![]() That's its modern look. It is likely that during the forties the light looked more like this: ![]() Besides updating the main building as seen in the picture above (rear light), I need to finish modelling the front light: ![]() For the ones who are interested into how range lights are working, I suggest having a look at the following link: http://msi.nga.mil/MSISiteContent/St...N/Chapt-05.pdf Who knows if those lights were operated during WWII? Last edited by gap; 01-30-20 at 11:20 AM. |
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#552 |
Ace of the deep .
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I intend to put the lighthouses in axis territory only .
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#553 |
Ace of the deep .
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Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .
Lets clear the water out so I can see what I am doing . ![]() Scapa deepened ![]() Uploaded the new terrain mod now with deepened Scapa. http://www.subsim.com/radioroom//dow...o=file&id=4704 Last edited by THE_MASK; 07-14-15 at 08:08 PM. |
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#554 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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We can put unlit beacons in enemy territory as well, but my question was mostly referred to Axis lighthouses. Would the German switch them on during war time? I have read somewhere that some lighthouses of Nazi-occupied France were only lit when one of their ships was known to sail in the vicinity...
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#555 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
Posts: 169
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Great idea, Sober!
![]() I'd like to know how did you make the water invisible? Let's test this... |
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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