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Old 08-25-08, 04:36 AM   #16
GlobalExplorer
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No, the BIN file is the same image in raw format:
Quote:
Open it in Photoshop but you need A LOT of memory and Version 8 or higher (e.g. I myself cannot do that): Open as -> RAW -> width 86400, height 43200 pixels, count 3, depth 8 Bits, interleaved, Header 0 Bytes.
These are greyscale images, so R=G=B.
8bit = values from 0-255. So there will be big jumps in depth.

What's still missing is the factor that the R/G/B value has to be multiplied with to get the exact depth. One could calculate it by locating a known point like Challenger Deep but I don't like that approach.

I know there are other datasets for height information, but I am too busy to look for them. The one provided is ideal in that it covers only oceans, many other concentrate on land.
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Old 08-26-08, 06:08 AM   #17
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Here is a new screen how I currently handle harbors and docked ships. I am using two types of colored zones for either merchants or warships.

The advantage is that this gives away that either merchants or warships are docked in the harbor, and approximate mooring position, but does not reveal more.

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Old 08-26-08, 04:05 PM   #18
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Here is a repost of my reply to bert8for3 in another forum, concerning randomization in Tracking Room 2.0:

Sh3Gen was internally too complex and using a huge amount of variables (specific for time, theatre, faction, unit, ..). In the end I was never quite sure how it worked (when it comes to randomization). The good thing was that this made it unpredictable for the user.

Right now the TR 2.0 application works without randomization. I found that it's much easier to develop from that. It' a possibility that I add randomization, but later, and of a much much simpler principle. Not that this should matter to the user. The result should be at least the same, and scale better with changes to the variables. Right I rather try to design the output in a way that it can be used without heavy randomization.

Look at my screen to see what I mean.

Screen1 shows just the following: an unknown number of merchants ships, as well as some unidentified naval unit is docked in the port. Patrols cover both entrances. There is also information about the position of coastal batteries as well as some coastal traffic.

Screen 2: other scale, same principle. Colored zone shows where japanese merchant traffic is concentrating but it's a large area and you don't see any individual units. There are also a multitude of other zones for coastal traffic, aircoverage etc, but they never reveal any information that's dead on.



If you have used Sh3Gen you know how I do things, and that I do not like the spysat approach. But there have been a lot of complaints by people about never being able to find things plotted by Sh3Gen. I hope it makes sense if I therefore try to raise accuracy, first before anything else.
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Old 08-30-08, 09:38 AM   #19
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I see no one has bothered to try the sample maps. Some people asked for completely new things but no one commented on how the available features could be improved.

Are my mods too complicated to understands?
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Old 04-16-09, 07:24 AM   #20
Mav87th
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Brilliant GlobalExplorer - Brillient
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Old 06-02-09, 08:55 PM   #21
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I still consider this utility to be a must have for any U-boat commander.
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