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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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Are the sea types controlled in the same way ? With a .raw file ?
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#2 | |||
Sonar Guy
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For example, when in north tropical zone is wet season, in the south tropical zone is dry season, and vice versa. Quote:
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When the time comes, I will dig there, but for now I don't know.
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If you ride like lightning, you're gonna crash like thunder. |
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#3 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
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Thank you for your wonderful Russian! But why do not you upload your mod to download? Not all have to work with Photoshop and similar programs skills.
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#4 |
Pacific Aces Dev Team
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Tycho: Is it possible to create a whole new world/map for SH3 like this?
I mean, is it possible to use for example a mercator projection map to create a new world for SH3 with it?
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One day I will return to sea ... |
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#5 | ||
Sonar Guy
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But, because right now this is not my main activity on SH3, will take me a months until I'll come to that. Quote:
All that above with TerrainTypes.raw and Terrain.cfg refers to how the game define where and when on the world, what textures to use for terrain drawing.
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If you ride like lightning, you're gonna crash like thunder. |
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#6 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, to lover of retro.
For starters, I think, you should find and look at old threads where answers on your questions are (may be). At the beginning of 2006 year's ref, distinguished modder, published their work - Terrain Editor for SH3. I advise you to carefully read this topic and all subsequent, related, in SH3 and SH4 Workshops... where ref explains many things. SH3 Terrain Editor - author ref: http://www.subsim.com/radioroom/show...rain+Extractor One of ref's replies: http://www.subsim.com/radioroom/show...79&postcount=2 SH5 racerboy work: http://www.subsim.com/radioroom/showthread.php?t=187355 Unfortunately I have not found my replica to racerboy... I found only 2 pictures: 1) load a Terrain Map (eg 4320_2160.raw); 2) Convert channel to indexed color mode; 3) load palette file Terrain.act as Color Table; ... and you can working with image... and so on. Regards, Alex P.S. ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-30-18 at 07:04 AM. |
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#7 | |
Sonar Guy
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edit: Ops, sorry. Change browser encoding, and now I see it.
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If you ride like lightning, you're gonna crash like thunder. Last edited by Tycho; 04-23-16 at 07:13 AM. |
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#8 | |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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F. |
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#10 |
Soundman
![]() Join Date: Jul 2008
Posts: 143
Downloads: 220
Uploads: 0
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Hi guy`s , just been playing SH3 with some mods , for a long time NOW?. Always crap`s me out , [ the only polite thing l could think of ] that they play-up crash ,etc , even on different OS , eg win xp -vista -7-8 -?.
ONLY time they don`t play-up is 1st install ,eg: vanilla-install , STD install , OEM install. ???? . , [ just like l say to my kids , did you see the original version of this its great ]. LIFE . ![]() |
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#11 |
Sonar Guy
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I'm here just for day, but this is enough for sharing the three quick tricks.
First one: How to adjust axis direction to your needs. One easy example is with UZO. The new modded boats and turms have this feature, but I don't have computer that will handle all these new models stuff, so I want to make this for stock turms. You will work with the turm .dat file, in this example: "Turm7c_1_hd.dat". First, if you give a dial controller (SolBearing) to the UZO node, it will rotate the X axis. So let's look, what will happen when the dial controller rotate the X axis. This will not be good: If you rotate the Z axis with -90°, this will put the X axis in the needed direction, but because the 3d model is in this node, it is again not good: So, you first create a new node, name it something recognizable, in this case "Turm7c_1_UzoRot". For Translation X, Y and Z you give the same coordinates that are in the original UZO node (Turm7c_1_uzo_High). Then rotate the Z axis with -90° (half a Pi): Now, for the original node, you make it child of the new node. Change Parent id with the Id of the new node (UzoRot). Give 0,0 for Translation X, Y and Z, and rotate the Z axis with +90°: A small adjustment on Y and Z, to catch up some asymmetry between the UZO and its base when is rotated: Now for test, you rotate manually the X axis of UzoRot, and you see that the rotation is correct. Bring it back to 0,0 and save the file: Next, you open the turm .sim file and create a new dial controller. Make it Type = SolBearing. Make DispVal and RealVal = 0 - 360. And for Parent id: give it the Id of the UzoRot node from the .dat file. Save the file: Now in the game, the model of the UZO will rotate according to the bearing that is pointed:
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If you ride like lightning, you're gonna crash like thunder. Last edited by Tycho; 05-30-16 at 05:25 AM. |
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#12 |
A-ganger
![]() Join Date: May 2009
Posts: 76
Downloads: 281
Uploads: 0
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Hello . I am testing new vegetation textures for sh5.
I am also shocked that the vegetation of the Mediterranean climate is not represented in the game and the very weak diversification of the vegetation in general. By doing research on the "TerrainTypes", I saw your subject. I notice that you have a good technical understanding of the subject. Maybe we could move forward this area of the game that has not yet exploited. Some tests. spring taïga and autumn taïga: ![]() ![]() exemple texture full résolution : ![]() |
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#13 | |
Sonar Guy
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I don't know nothing about SH5, I'm not familiar with SH5 files. In SH3, now I work on new forest files, including Mediterranean, but it is tedious work, will not finish soon. I'm with old computer, so I'm careful about computer resources and use low res textures. And I accomplish my trees in completely different approach than original game. But yours trees look very good, I'm tempted to test them in the game. My Vegetation_kit.dat looks: For Mediterranean, probably will use this set:
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If you ride like lightning, you're gonna crash like thunder. |
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