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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2013
Location: Vienna, Austria
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Thank you all for your encouragement and the constructive feedback!
Yes, I had a lot of fun doing it - so far 2 afternoons and one evening, most of it spent on: - figuring out what I want to achieve - getting image sizes and resolution about right - finding the directories and files in SH3 for ship data and images - editing the images (both museum screenshots and in-game .tga files) - learning a bit more about InDesign to create the document Actually, once the document structure and base images were all prepared, the creation of the documents proper did not take long at all. @mrbannon: Not a stupid question at all ![]() @Gustav: ah yes, I see your point. Initially, my only goal was to better be able to identify the ship and then find it in the in-game manual. As I still rely on the weapons officer to identify the target for me, it is quite easy to click on the type and get the correct page for height, length and draft. When that weapons officer assistance will be gone, I guess I'd be back to frantically flipping pages ... Ugh. Thanks for telling me now before I add more ships! I'll make an update that includes height, LoA, beam and draft in the document and - while I'm at it - copy the required data directly (well, almost directly) from the cfg files into the document. That should reduce the probability for human error (that's me: the human error element) considerably. @Gustav, Karl Heinrich and GoldenRivet: I've seen some of your work and that of quite a few others, too. I guess it's as much the fun in doing it as it is the result that makes me do it. Can't remember them all but I really liked one recognition manual, done by Canovaro - it showed the in-game manual pages but with target areas highlighted. Very nice, unfortunately my ship types are different and the renown is different, too. BTW, does anybody know how to translate the numbers in the [2D compartments] section of the cfg file into coordinates? Then there was one that was completely different: drawings instead of photo or the in-game manual pages (can't remember by whom, IIRC it had German ship types), also very nice. I know that I need something like a photo for a quick shortlist, but then the fine details in the recognition manual are good, too. And the 'angle' views. On a patrol, before I spend a torpedo I really like to know what it'll earn me in terms of renown. So, that had to go into my "do it yourself" as well. Armaments would have been nice, too. But too complex, too much text and changing too fast. I don't want to include from-to dates ... Good Hunting, Helmut |
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#2 |
Soundman
![]() Join Date: Nov 2012
Posts: 146
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Excellent work again sir. Think you have a nice balance. I think the key is just make what you want to see and there will always be someone out that appreciates it.
As for the CFG file, hmm, I'll have a look now. I don't know if this is any use to you, but I've just developed this method for working it out in game - http://www.subsim.com/radioroom/showthread.php?t=209834 As I say I will look at the CFG now and see if I can work it out. Edit: Solved Looking at the flotilla.cfg for an example I notice 2nd Flotilla "departure point" (Wilhelmshaven) is Long 973144.000000 Lat 6420906.000000 These are essentially linear unit coords. Basically it's the measurement in metres. In my thread above I measured the longitude in game (of my boat in berth at Wilhelmshaven) at 973.2km - as the ruler only gives one decimal place, it seems the above is indeed 973.144 km. Similarly, I measurered the latitude as 6420.9 - which matches the above of 6420906 (6420.906) How to work it out... Step 1: 973144.000000< Delete the bold digits and decimal Step 2: 973144 < Put a decimal at the front of the last 3 digits Step 3: 973.144 km > Go to my thread above as I can't write it all out again here ![]()
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“Die Südfrüchte runter vom Kartentisch. Auf Bananen kann ich nicht navigieren.” Last edited by Karl Heinrich; 12-13-13 at 07:41 PM. Reason: Solved CFG question |
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#3 |
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Location: Vienna, Austria
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so I spent some time today on the DIY recognition manual. Following Gustav's suggestion, I added the boat measurements. All data (measurements, weight, speed, and renown) come from the cfg file, there is still a small chance that I might have made an error in copy/paste ...
Updated the link in the original post. ----------- @Karl Heinrich: yes I noticed your Lat/lon method yesterday - really cool. I do hope that somehow this might help in my coordinates problem but do not yet understand how the method applies to the compartments. This is the part I'm interested in: (from a tanker definition) Length=190 <- this I understand Width=30.3 Mast=26.8 Draft=11.91 ... [2DCompartments] UnitPos=56,6,400,22 <-- no idea NbOfComp=4 <- ok four compartments Name1=Propulsion <- no prob here Area1=58,5,30,18 <- a rectangle? should be way back Name2=Keel Area2=164,2,187,10 Name3=Engines Room Area3=107,13,52,18 Name4=Fuel Bunkers Area4=161,13,30,18 seems to be something like starting_x, starting_y, delta_x, delta_y (in m) But where is the center (0,0) ? And what does the UnitPos (units ? position?) mean? 400 is longer than the ship's length ... still in the dark. Helmut |
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#4 |
Soundman
![]() Join Date: Nov 2012
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Length, width/beam, mast, draft... all makes perfect sense. But the rest of it, not a clue. As you say without knowing the starting points etc it's difficult to say. Based on my old days in MS Paint and HTML image maos, each of the 4 coords should give a corner - as you say it gives a rectangle. Maybe they refer to pixels rather than metres in this instance?
Do you mind if I ask what you're looking to find out in particular? I only ask as it may just reveal another method / approach etc.
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“Die Südfrüchte runter vom Kartentisch. Auf Bananen kann ich nicht navigieren.” |
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#5 |
Watch
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Location: Vienna, Austria
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Since obviously the 2DCompartment info was used to display the most vulnerable zones in the recognition manual I thought maybe there was an easy way to recreate the same effect in the offline manual.
I've seen "augie" and "nemesis" credited with such graphics / a mod in earlier versions of GWX but searching in the forum I found that the info in 2Dcompartments is not to be trusted - therefore I gave up on that idea ... But then - I looked again, and ... your suggestion that it could be pixels is 100% correct. At least for a Dido class. The image is 512 pixels wide, so first number: starting px from left, third number: width in px, fourth number: height in px. not quite sure about the third number: should be starting y coord. Maybe number px up from 115, which is where the lowest point of the ship is in the image. best regards, Helmut Last edited by nataraj; 12-15-13 at 01:58 PM. |
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#6 |
Soundman
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I thought that would be why, but just thought I'd double-check.
Ahhh, sounds like you're well on the way to working it all out! Good work sir.
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“Die Südfrüchte runter vom Kartentisch. Auf Bananen kann ich nicht navigieren.” |
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#7 | |
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![]() Quote:
![]() The bad news (hm, not really news): some of those areas are evident even without the coordinates ("propulsion" is where the propeller is, "keel" is, well , at the bottom of the ship, and "engines" almost invariably have one or more funnels above them. Duh. And the ammo bunkers usually end up below the guns (makes sense, doesn't it?). worse, some of the compartment locations were obviously wrong. I changed the scaling on some ships so that the length of the ship as seen in the picture would match the compartments, but I still wonder why the Cyclops-type Collier has engines midships and a funnel way back ... Still it was a rewarding exercise, I learnt a lot about some developments in HTML/XML handling, like the "Treewalker" (great stuff, I wish I'd known such a tool five years ago, I'd have used XML much more often), SVG graphics, and the way certain products interact: to bring an SVG graphics file (created by interpreting the .cfg files) into InDesign (which does the print formatting) you have to load it into Illustrator first. No, not Photoshop. Takes some getting used to. "Merchants" recognition guide ready ! (see download section in first post) Time to finish the 1940 edition of the "Warships" manual, I think I ran into a new destroyer type yesterday, escorting a convoy. It was too late for a prolonged hunt so I went to bed. It is only January 5, 1940 and already they have the new models on the road ! Helmut |
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#8 |
Ace of the Deep
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Location: Netherlands
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