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07-18-15, 04:30 AM | #571 | |
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this can be edited to meters above or below sea level etc so you can fine tune them |
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07-18-15, 04:36 AM | #572 |
Navy Seal
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Here is a church:-
[Object 5052] File=data\Terrain\Locations\CustomAreas\germany\ch urch.GR2 Long=-193075.000000 Lat=5957084.000000 Height=1.884537 Rot=257.000000 so after placing by eye using the editor - you can now set exact height etc This will allow you to match with other objects. |
07-18-15, 04:48 AM | #573 |
Ace of the deep .
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Nice to know thanks .
If I want to place DDS picture on the navmap do I have to put them in every campaign ? Here is lighthouse DDS . |
07-18-15, 05:07 AM | #574 | |
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Note: "editor_locations" is not required for each campaign as it is read from default unless it is set as a mission layer. Adding this as a layer for a campaign is only helpful for editing using ME2 here is the church again:- [MapLocation 20] Type=1 Priority=0 Category=-1 LayerOperation=0 Heading=257.000000 OnLand=true ShowOnMap=true FirstRenderStep=false FileName2D=church.dds MinObjTerrainHeight=0 MaxObjSlope=0.000000 GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 Font=FPCond14 FontColor=37119 UseDetColor=false ZoomStart=20 ZoomEnd=1 ScaleOnZoom=true Scale1024=3.398400 ScaleX=1.000000 ScaleY=1.000000 IsVisibleOnTAI=true Long=-193075.000000 Lat=5957084.000000 Height=1.884537 IsFromSingleMis=false After placing church using editor - look up in the ini the exact locations etc and then us this to edit the placement of the dds. This way you can make the map exact to the 3d world |
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07-18-15, 06:30 AM | #575 | ||
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Join Date: Jan 2011
Location: CJ8937
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Another question: if we set an height which is higher/lower than the height of the terrain below the object, will the object sink below/float over the soil or sea floor? |
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07-18-15, 06:54 AM | #576 | |
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Yes - if set higher, it will float. When making new ports for the game (over 30 mew ones in MonsunGruppe), I had to do this with each. Was very helpful for getting the piers just right above the water. Also when placing towns etc, adjusting this can save time than bringing the terrain up/down |
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07-18-15, 07:22 AM | #577 | |
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I hope to see you more often. I miss the good old times...
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07-18-15, 07:32 AM | #578 | |
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yes - me too
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I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again |
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07-18-15, 07:49 AM | #579 | |
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07-18-15, 08:17 AM | #580 | |
Stowaway
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07-18-15, 08:20 AM | #581 |
Ace of the deep .
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Uploading the new terrain mod atm with all the new lighthouse map icons . 32 of them . A few in Baltic and the rest on the Norway coast .
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07-18-15, 08:21 AM | #582 |
Ace of the deep .
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07-18-15, 08:36 AM | #583 |
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There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to.
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07-18-15, 09:35 AM | #584 | |
Stowaway
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07-18-15, 04:13 PM | #585 | |
Ace of the deep .
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climate, dynamic environment, environment, environmental mod, fog, weather |
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