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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
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What sim is the helo picture from?
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#17 |
Samurai Navy
![]() Join Date: Nov 2005
Location: Atlántico Sur
Posts: 558
Downloads: 403
Uploads: 0
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DCS: Black Shark 2, from Eagle Dynamics.
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Cold Waters 1968 Campaign LINK a lista de Youtube My Blog: www.marenguerra.blogspot.com |
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#18 |
Watch
![]() Join Date: Mar 2010
Location: Copenhagen, Denmark
Posts: 27
Downloads: 144
Uploads: 0
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Thank you Echolot for the nice work.
Although I am not very often close to the shore in the game but far away on the Atlantic, I find it great every time a modder improves a part of SH5. That´s what makes it a fantastic game. I look forward soon to return to my harbor to see the new sized trees ![]() best regards Cyril |
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#19 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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Hello Cyri.
Hope you like it. 1072 downloads ![]() Sink 'em all. Echol ![]() |
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#20 |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
Uploads: 0
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The trees are that big in order to better fill the huge visible land while not killing performance, however that may not be necessary anymore.
Someone could try ramping up the number of trees and modifying their distribution by modifying the data/terrain/TerrainObjectsDistribution.raw file. It's an 1250x1250 RAW file, can be modified with Photoshop. |
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#21 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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Thank you
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What we do in life echoes in Eternity |
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#22 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
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Thank you Pintea.
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#23 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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Stay tuned.
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#24 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I've opened that file and all is see is a pattern of sprayed-like white/grey spots on a black background. ![]() Can you explain how does this file work? |
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#25 | |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
Uploads: 0
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Black = no trees Grey to White = probability of trees, the whiter the more probable a tree will be there. |
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#26 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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Again, thank you Pintea.
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#27 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Since we are at it, I've always wandered how TerrainTypes.raw is related with the ID's found in Terrain.cfg. Any idea? ![]() |
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#28 |
Ace of the deep .
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Works a treat , i just added some squigly white lines to give more trees look on flat ground without added many more trees but it also gives an agricultural look if looking at a slope . My personal use only , waiting for someone to do the actual mod .
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#29 | |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
Uploads: 0
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![]() Quote:
![]() TerrainTypes.raw is a representation of the climate zones around the globe. The link between TerrainTypes.raw and in-game textures is made through Terrain.cfg, but I guess you figured that out already. Now, open TerrainTypes.raw in photoshop and set Image->Mode->IndexedColor. After that use the color picker to find out the color index value. In Terrain.cfg you'll see something like [IdxConversion] IDX 1=2 ;Polar Deserts IDX 2=2 ;Arctic Tundra IDX 3=3 ;Typical Tundra IDX 4=3 ;Southern Tundra Where IDX 1, IDX 2 etc are color indices from TerrainTypes.raw. |
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#30 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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Hello sober.
I will play around with the file in photoshop tomorrow, but I'm not sure with raw files, have to learn it. Time for some experiments. Best regards. Echolot. Thank you for the explanations Pintea. ![]() ![]() |
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Tags |
environment, small, tree, trees |
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