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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
GLOBAL MODDING TERRORIST
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Any information can only help better understand the way the Game actually works.
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#17 |
CTD - it's not just a job
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4 is the same as 3 in this regard as Jeff mentions, astvitaliy1982. You will notice though, with the "sounding" of the depth, seemingly a "variability" is added in. You do one sounding and get 13.8m, while the next is 14.2m, and the next 14.7, then back to 13.8. The depth seems to be centered on a figure, such as 15m, but will vary as you travel through the 'terrain'. If you reverse and did the same exact course, and were able to do a sounding at the exact same locations, I don't think you will find the same depth. What they should have done in the game, is have a "0" (zero) depth, as well as a -2m depth, such that you could have "shoals", with waves washing over them. Who needs a 2000m depth, when the crush depth of the sub is less than half of that? That way, you would potentially see more variability in the shallows. But what else would have been nice to have is low and high tides...
![]() ![]() - I'll be willing to bet that the devs did what they did, so that the player would have to really work at running aground... lol
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"...and bollocks to the naysayers" - Jimbuna |
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#18 |
中国水兵
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My problem is that when building a map using the SH3 depth template, the depth error was plus or minus 80 meters. Where it should be 200m, I got 120m.
Then I went the other way and scanned the depths with an echo sounder. Meter by meter. And then the map began to turn out ... ![]() The blue and red borders are what have been redone. Approximately correct ratio of depths is highlighted in red. Blue, what I will redo. If anyone is interested, here is my draft. Just install it via JSGME. Inside each square folder there are three files, for example: E003N058.ZHF E003N058.raw E003N058.psb I need them for work. Therefore, the mod takes 385 MB. https://drive.google.com/file/d/1SWc...ew?usp=sharing The deepest point of the Skagerrak should be about 660m, I had to draw it again, but the game engine does not allow me to do this( This is the site I use to check depths: https://portal.emodnet-bathymetry.eu/ The SH4 katra differs from the SH3 in its improved detail, if it is properly worked on. But the stock version of the map is much worse in quality than in the third part of the game. Now I'll show you what I want see depths in game: Strait of the English Channel ![]() North Sea ![]() Baltic ![]() I wanted to know if the depths of the fourth part are really the same as in the third, to make sure that I'm on the right track. |
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#19 |
中国水兵
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I will write my scheme for constructing depths a little later. It has some interesting moments which I will share with you. I want to think about my answer.
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#20 |
CTD - it's not just a job
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As Jeff mentions in the first post here, you have to be aware of that potential for a 4 byte error. If you take the BFD database, and extract a segment to RAW, use PhotoShop to convert to greyscale, and then indexed color, as described in the GWX Terrain Extractor, do not "Save" the data in any other format other that PSD if you might want to edit it further at a later time. Once you go to Save back to RAW for a convert to ZHF, that's where you have to be careful with the "header" data as Jeff points out, else you have an improper file, although it does convert into a ZHF file. That might be why the game is not letting you re-edit a segment... ??
I'll be checking some of the "tiles" we did in FotRSU, and I'll let you know what we find with out stuff. We did a few files and had no apparent issues, but I am not going to be surprised that I don't find a "size error" when attempting to load the files again... which will mean that we have header errors in our files... ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#21 |
CTD - it's not just a job
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OK astvitaliy1982, I have gone through all of our FotRSU ZHF files (21 of them), and found that "Header error" that Jeff-Groves describes. Of the files, only a few are from the FotRSU days, while several are from the FOTRS days, a few from the TMO days, and a couple from the Stock game... (
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"...and bollocks to the naysayers" - Jimbuna |
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#22 |
中国水兵
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Don't rush to look for anything yet. So far, this is superfluous. I will prepare an article in which I will describe my method of building a map and together we will see exactly what needs to be done and in which direction to move.
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#23 |
中国水兵
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Forum member "ref", created his GWX SH4TerrainEX program for everyone who loves the Silent Hunter series of these games.
I think I managed to gain some experience in working with the program and I want to share my method. I'll start with the method itself. Building a depth map in Photoshop. To find a map for SH games, I tried a bunch of maps from different sites, ranging from GIS to matlab. I managed to find a map that was almost perfect for us. It is located on the website NGDC.NOAA.GOV https://gis.ngdc.noaa.gov/index.html...0.0,180.0,90.0 so... 1) I go to this site, enter the latitude and longitude data, set the "image size" parameter to 4210.4210 and I save the image as a PNG file. The latitude and longitude data I choose is such that it captures the area three squares in width and two squares in height. My experience has shown that this is the best option. Can save and one game square each, but the game will still not see this detail. ![]() 2) I open all these files in Photoshop and stitch them together. Then, I transfer the stitched image from RGB mode indexed color mode. The file is converted to this format and creates its own, roughly speaking, "Terrain.act" I choose the maximum allowed number of color cells, which is 255 shades. ![]() 3) Next, I clean the map from the land, leaving only the places where there is water. Shades I don't need (squares) are converted to white. ![]() 4) Then I translate the color table into "Spectrum": ![]() 5) Here the most interesting begins ... Here again I turn the land into white. Then very carefully I find the necessary depth limits. Constantly checking with the map "The NGDC.NOAA.GOV" in different places of the world. ![]() ![]() 6) I designate these depth limits on my map with different colors. ![]() ![]() This is the most delicate work in fashion... Further, knowing all the depth limits, I begin to insert my depths into the color palette, which correspond to the depths SH3. Knowing the depth number -16.0 and the depth number -52.0, I specify these two values as the start and end. The program itself builds the gradient. Etc. As a result, I get this image: ![]() 7) Then, I convert this image to the "Grayscale" format and drag the file into the already prepared project with our squares from the game. ![]() 8) Then I compare all this, move it, cut it into squares and paste it into the game. This is a rather superficial description describing the method of constructing a map. A little later I will write about the depths themselves in the game. |
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#24 |
中国水兵
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In general, the larger the scale of the work, the easier it is to work with it. No need to waste time on each square.
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#25 |
中国水兵
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This post will be long to fit all the information I have in one place.
// SH3 depths (by Jeff-Groves) in measures 45 0 - 0xc4bb8000 = -1500.0 46 1 - 0xc3e00000 = -448.0 47 2 - 0xc3d00000 = -416.0 48 3 - 0xc3c00000 = -384.0 49 4 - 0xc3b00000 = -352.0 50 5 - 0xc3a00000 = -320.0 51 6 - 0xc3900000 = -288.0 52 7 - 0xc3800000 = -256.0 53 8 - 0xc36a0000 = -234.0 54 9 - 0xc35c0000 = -220.0 55 10 - 0xc3530000 = -211.0 56 11 - 0xc34a0000 = -202.0 57 12 - 0xc3410000 = -193.0 58 13 - 0xc3380000 = -184.0 59 14 - 0xc32f0000 = -175.0 60 15 - 0xc3260000 = -166.0 61 16 - 0xc31d0000 = -157.0 62 17 - 0xc3140000 = -148.0 63 18 - 0xc3090000 = -137.0 64 19 - 0xc3000000 = -128.0 65 20 - 0xc2f00000 = -120.0 66 21 - 0xc2de0000 = -111.0 67 22 - 0xc2d00000 = -104.0 68 23 - 0xc2c20000 = -97.0 69 24 - 0xc2b40000 = -90.0 70 25 - 0xc2aa0000 = -85.0 71 26 - 0xc2a00000 = -80.0 72 27 - 0xc2980000 = -76.0 73 28 - 0xc2900000 = -72.0 74 29 - 0xc2880000 = -68.0 75 30 - 0xc2800000 = -64.0 76 31 - 0xc2700000 = -60.0 77 32 - 0xc2600000 = -56.0 78 33 - 0xc2500000 = -52.0 80 35 - 0xc2300000 = -44.0 81 36 - 0xc2200000 = -40.0 82 37 - 0xc2140000 = -37.0 83 38 - 0xc2080000 = -34.0 84 39 - 0xc1f80000 = -31.0 85 40 - 0xc1e00000 = -28.0 86 41 - 0xc1d00000 = -26.0 87 42 - 0xc1c00000 = -24.0 88 43 - 0xc1b00000 = -22.0 89 44 - 0xc1a00000 = -20.0 90 45 - 0xc1900000 = -18.0 91 46 - 0xc1880000 = -17.0 92 47 - 0xc1800000 = -16.0 ------------------------------ ------------------------------ // Heights in m 48 - 0x40800000 = 4.0 49 - 0x40a00000 = 5.0 50 - 0x40c00000 = 6.0 51 - 0x41000000 = 8.0 52 - 0x41200000 = 10.0 53 - 0x41400000 = 12.0 54 - 0x41600000 = 14.0 55 - 0x41700000 = 15.0 56 - 0x41800000 = 16.0 57 - 0x41900000 = 18.0 58 - 0x41a00000 = 20.0 59 - 0x41b00000 = 22.0 60 - 0x41c00000 = 24.0 61 - 0x41d00000 = 26.0 62 - 0x41e00000 = 28.0 63 - 0x41f00000 = 30.0 64 - 0x42000000 = 32.0 65 - 0x42080000 = 34.0 66 - 0x42100000 = 36.0 67 - 0x42180000 = 38.0 68 - 0x42200000 = 40.0 69 - 0x42280000 = 42.0 70 - 0x42300000 = 44.0 71 - 0x42380000 = 46.0 72 - 0x42400000 = 48.0 73 - 0x42480000 = 50.0 74 - 0x42500000 = 52.0 75 - 0x42580000 = 54.0 76 - 0x42600000 = 56.0 77 - 0x42680000 = 58.0 78 - 0x42700000 = 60.0 79 - 0x42780000 = 62.0 80 - 0x42800000 = 64.0 81 - 0x42880000 = 68.0 82 - 0x42900000 = 72.0 83 - 0x42980000 = 76.0 84 - 0x42a00000 = 80.0 85 - 0x42a80000 = 84.0 86 - 0x42b00000 = 88.0 87 - 0x42b80000 = 92.0 88 - 0x42c00000 = 96.0 89 - 0x42c80000 = 100.0 90 - 0x42d00000 = 104.0 91 - 0x42d80000 = 108.0 92 - 0x42e00000 = 112.0 93 - 0x42e80000 = 116.0 94 - 0x42f00000 = 120.0 95 - 0x42f80000 = 124.0 96 - 0x43000000 = 128.0 97 - 0x43040000 = 132.0 98 - 0x43080000 = 136.0 99 - 0x430c0000 = 140.0 100 - 0x43100000 = 144.0 101 - 0x43140000 = 148.0 102 - 0x43180000 = 152.0 103 - 0x431c0000 = 156.0 104 - 0x43200000 = 160.0 105 - 0x43240000 = 164.0 106 - 0x43280000 = 168.0 107 - 0x432c0000 = 172.0 108 - 0x43300000 = 176.0 109 - 0x43340000 = 180.0 110 - 0x43380000 = 184.0 111 - 0x433c0000 = 188.0 112 - 0x43400000 = 192.0 113 - 0x43480000 = 200.0 114 - 0x43500000 = 208.0 115 - 0x43580000 = 216.0 116 - 0x43600000 = 224.0 117 - 0x43680000 = 232.0 118 - 0x43700000 = 240.0 119 - 0x43780000 = 248.0 120 - 0x43800000 = 256.0 121 - 0x43840000 = 264.0 122 - 0x43880000 = 272.0 123 - 0x438c0000 = 280.0 124 - 0x43900000 = 288.0 125 - 0x43940000 = 296.0 126 - 0x43980000 = 304.0 127 - 0x439c0000 = 312.0 128 - 0x43a00000 = 320.0 129 - 0x43a40000 = 328.0 130 - 0x43a80000 = 336.0 131 - 0x43ac0000 = 344.0 132 - 0x43b00000 = 352.0 133 - 0x43b40000 = 360.0 134 - 0x43b80000 = 368.0 135 - 0x43bc0000 = 376.0 136 - 0x43c00000 = 384.0 137 - 0x43c40000 = 392.0 138 - 0x43c80000 = 400.0 139 - 0x43cc0000 = 408.0 140 - 0x43d00000 = 416.0 141 - 0x43d40000 = 424.0 142 - 0x43d80000 = 432.0 143 - 0x43dc0000 = 440.0 144 - 0x43e00000 = 448.0 145 - 0x43e80000 = 464.0 146 - 0x43f00000 = 480.0 147 - 0x43f80000 = 496.0 148 - 0x44000000 = 512.0 149 - 0x44040000 = 528.0 150 - 0x44080000 = 544.0 151 - 0x440c0000 = 560.0 152 - 0x44100000 = 576.0 153 - 0x44140000 = 592.0 154 - 0x44180000 = 608.0 155 - 0x441c0000 = 624.0 156 - 0x44200000 = 640.0 157 - 0x44240000 = 656.0 158 - 0x44280000 = 672.0 159 - 0x442c0000 = 688.0 160 - 0x44300000 = 704.0 161 - 0x44340000 = 720.0 162 - 0x44380000 = 736.0 163 - 0x443c0000 = 752.0 164 - 0x44400000 = 768.0 165 - 0x44440000 = 784.0 166 - 0x44480000 = 800.0 167 - 0x444c0000 = 816.0 168 - 0x44500000 = 832.0 169 - 0x44540000 = 848.0 170 - 0x44580000 = 864.0 171 - 0x445c0000 = 880.0 172 - 0x44600000 = 896.0 173 - 0x44640000 = 912.0 174 - 0x44680000 = 928.0 175 - 0x446c0000 = 944.0 176 - 0x44700000 = 960.0 177 - 0x44780000 = 992.0 178 - 0x44800000 = 1024.0 179 - 0x44840000 = 1056.0 180 - 0x44880000 = 1088.0 181 - 0x448c0000 = 1120.0 182 - 0x44900000 = 1152.0 183 - 0x44940000 = 1184.0 184 - 0x44980000 = 1216.0 185 - 0x449c0000 = 1248.0 186 - 0x44a00000 = 1280.0 187 - 0x44a40000 = 1312.0 188 - 0x44a80000 = 1344.0 189 - 0x44ac0000 = 1376.0 190 - 0x44b00000 = 1408.0 191 - 0x44b40000 = 1440.0 192 - 0x44b80000 = 1472.0 193 - 0x44bc0000 = 1504.0 194 - 0x44c00000 = 1536.0 195 - 0x44c40000 = 1568.0 196 - 0x44c80000 = 1600.0 197 - 0x44cc0000 = 1632.0 198 - 0x44d00000 = 1664.0 199 - 0x44d40000 = 1696.0 200 - 0x44d80000 = 1728.0 201 - 0x44dc0000 = 1760.0 202 - 0x44e00000 = 1792.0 203 - 0x44e40000 = 1824.0 204 - 0x44e80000 = 1856.0 205 - 0x44ec0000 = 1888.0 206 - 0x44f00000 = 1920.0 207 - 0x44f40000 = 1952.0 208 - 0x44f80000 = 1984.0 209 - 0x45000000 = 2048.0 210 - 0x45040000 = 2112.0 211 - 0x45080000 = 2176.0 212 - 0x450c0000 = 2240.0 213 - 0x45100000 = 2304.0 214 - 0x45140000 = 2368.0 215 - 0x45180000 = 2432.0 216 - 0x451c0000 = 2496.0 217 - 0x45200000 = 2560.0 218 - 0x45240000 = 2624.0 219 - 0x45280000 = 2688.0 220 - 0x452c0000 = 2752.0 221 - 0x45300000 = 2816.0 222 - 0x45340000 = 2880.0 223 - 0x45380000 = 2944.0 224 - 0x453c0000 = 3008.0 225 - 0x45400000 = 3072.0 226 - 0x45440000 = 3136.0 227 - 0x45480000 = 3200.0 228 - 0x454c0000 = 3264.0 229 - 0x45540000 = 3392.0 230 - 0x45600000 = 3584.0 231 - 0x45680000 = 3712.0 232 - 0x45700000 = 3840.0 233 - 0x45780000 = 3968.0 234 - 0x457c0000 = 4032.0 235 - 0x45820000 = 4160.0 236 - 0x45860000 = 4288.0 237 - 0x458a0000 = 4416.0 238 - 0x458e0000 = 4544.0 239 - 0x4594d000 = 4762.0 240 - 0x45960000 = 4800.0 241 - 0x45a20000 = 5184.0 242 - 0x45a92000 = 5412.0 243 - 0x45b12000 = 5668.0 244 - 0x45b6b000 = 5846.0 245 - 0x45be0000 = 6080.0 246 - 0x45c20000 = 6208.0 247 - 0x45c92000 = 6436.0 248 - 0x45d04000 = 6664.0 249 - 0x45d76000 = 6892.0 250 - 0x45db6000 = 7020.0 251 - 0x45e36000 = 7276.0 252 - 0x45e76000 = 7404.0 253 - 0x45ee8000 = 7632.0 254 - 0x45f68000 = 7888.0 255 - 0x45fa0000 = 8000.0 Use the ref terrain editor - this is the best I can suggest -------------------------------------------------- ------------------------ When opening files 21600_10800.RAW or 4320_2160.RAW in Photoshop, which are in the game along the file path: Silent Hunter Wolves of the Pacific\Data\Terrain\Maps We open medium and long scale maps. To work with depths, we change the map file from the "Grayscale" mode to the "Indexed Colors" mode, open the color palette and see this picture. ![]() This is our depth in the game. ![]() In total, we have 3 stripes of 16 squares - 48 depth values, and 13 bands of 16 squares - 208 height values. These are the main colors of the depths and heights that the game reads. R=0, G=0, B=0, that is, the deepest place in the game is perfectly black, all values in which are equal to zero. If you look at the rest of the squares, then the color values \u200b\u200bwill be equal to 1,1,1; 2,2,2; 3,3,3; ...; 47.47.47; In total, we get 48 squares from 0 to 47. Altitude values range from 48 (the skyline) to 255 (the highest place in the game). Now look at this table. -------------------------------- 92 - 47 \ -20 gray 91 - 46 \ -20.86 gray 90 - 45 \ -21 gray 89 - 44 \ -21.4 gray 88(87) - 43 \ -23.5 red 87 - 43 \ -23.5 red 86 - 42 \ -25.3 blue 85 - 41 \ -27.2 blue 84 - 40 \ -29.4 blue 83 - 39 \ -30.9 blue ---------------------- 82(83) - 39 \ -30.9 blue 81 - 38 \ -33.8 blue 80 - 37 \ -36.7 blue 79 - 36 \ -39.9 brown-green 78 (79) - 36 \ -39.7 brown-green 77 - 35 \ -44 brown-green 76 - 34 \ -48 brown-green 75 - 33 \ -52 brown-green 74(75) - 33 \ -52 brown-green 73 - 32 \ -56 brown-green 72 - 31 \ -60 brown-green ---------------------- 71(70) - 30\-64 red 70 - 30 \ -64 red 69 - 29 \ -68 blue 68 - 28 \ -72 blue 67(68) - 28 \ -72 blue 66 - 27 \ -76 blue 65 - 26 \ -80 blue 64(65) - 26\-80 blue 63 - 25 \ -85.48 blue 62 - 24 \ -90.5 brown-green ----------------------- 61(62) - 24 \ -90.5 brown-green 60 - 23 \ -98.4 brown-green 59(58) - 22 \ -105.00 brown-green 58 - 22 \ -104.67 brown-green 57 - 21 \ -111.93 brown-green 56 (55) - 20 \ -121.10 brown-green 55 - 20 \ -121.12 brown-green 54 - 19 \ -128.32 brown-green 53 (54) - 19 \ -129.61 brown-green 52 - 18 \ -137.49 red 51(52) - 18 \ -138.34 red 50 - 17 \ -149.80 red 49(48) - 16 \ -159.77 red 48 - 16 \ -157.13 red ---------------------- 47(46) - 15 \ -167.81 blue 46 - 15 \ -168.36 blue 45 - 14 \ -177.92 blue 44(45) - 14 \ -175.27 blue 43 - 13 \ -186.83 blue 42(43) - 13 \ -186.58 blue 41 - 12 \ -193.83 blue 40(41) - 12 \ -194.31 blue 39 - 11 \ -200 brown-green 38(39) - 11 \ -200 brown-green 37(36) - 10 \ -200 brown-green 36 - 10 \ -200 brown-green 35(34) - 9 \ -200 brown-green 34 - 9 \ -200 brown-green 33(32) - 8 \ -200 brown-green 32 - 8 \ -200 brown-green ---------------------- 31(32) - 8 \ -200 brown-green 30(29) - 7 \ -200 brown-green 29 - 7 \ -200 brown-green 28(27) - 6\-200 brown-green 27(27) - 6\-200 brown-green 26(27) - 6\-200 brown-green 25(24) - 5\-200 red 24 - 5 \ -200 red --------------------- 23(24) - 5 \ -200 red 22(21) - 4\-200 red 21 - 4 \ -200 red 20(21) - 4\-200 red 19(18) - 3\-200 red 18(18) - 3\-200 red 17(18) - 3\-200 red 16(18) - 3\-200 red 15(18) - 2 \ -200 gray-transparent (dark gray + red) 14 - 2 \ -200 gray-transparent (dark gray + red) 13(14) - 2\-200 dark gray 12(14) - 2 \ -200 dark gray 11(9) - 1\-200 dark gray 10(9) - 1 \ -200 dark gray 9(9) - 1 \ -200 dark gray 8(9) - 1 \ -200 dark gray 7(14) - 2 \ -200 dark gray 6(9) - 1 \ -200 dark gray 5(9) - 1 \ -200 dark gray 4(9) - 1 \ -200 dark gray 3(0) - 0 \ -200 dark gray 2(0) - 0 \ -200 dark gray 1(0) - 0 \ -200 dark gray 0(0) - 0 \ -200 dark gray -------------------------------------------------- Decryption: The game has 48 depth colors in the Terrain.pal file 0 - maximum depth 47 - minimum depth -------------------------------------------------- - 92 - 47 \ -20 gray 92 - the color value of the minimum depth in Photoshop before indexing the file and converting it to .raw 47 is the real color of the minimum depth in the game after indexing and converting the file to . raw (that is, if you need this color in the game, then in Photoshop you need to choose color 92) -20 is the actual color depth of 47 in mission editor. Gray is the color of depth in the mission editor. -------------------------------------------------- -- -------------------------------------------------- -- 88(87) - 43 \ -23.5 red (87) - this value means that Photoshop does not read color 88 but replaces it with color 87. (and since the raw depth file we are working with was taken from the game, it means that the game does not see the color 88 a replaces it with a nearby one 87); -------------------------------------------------- - -------------------------------------------------- - 92 - 47 \ -20 gray 91 - 46 \ -20.86 gray -20.86 - a comma means that the depth of this color can range from -20.1 to -20.99. -------------------------------------------------- -- It follows from this that the game has depths of 300m, 1000m, but the game does not generate them graphically on the map, or depths below 200m are prescribed differently. And now the same table but with echo sounder readings. Photoshop: in the game: in redactor. : sonar readings. 92 - 47 \ -20 14-15 gray 91 - 46 \ -20.86 14-15 gray 90 - 45 \ -21 14-15 gray 89 - 44 \ -21.4 16-17 gray 88(87) - 43 \ -23.5 17-18 red 87 - 43 \ -23.5 16-17 red 86 - 42 \ -25.3 19-20 blue 85 - 41 \ -27.2 21-23 blue 84 - 40 \ -29.4 24-25 blue 83 - 39 \ -30.9 26-27 blue ----------------- ---------------------- 82(83) - 39 \ -30.9 26-27 blue 81 - 38 \ -33.8 28-30 blue 80 - 37 \ -36.7 31-32 blue 79 - 36 \ -39.9 34-35 brown-green 78(79) - 36 \ -39.7 34-35 brown-green 77 - 35 \ -44 38-40 brown-green 76 - 34 \ -48 43-45 brown-green 75 - 33 \ -52 46-47 brown-green 74(75) - 33 \ -52 47-48 brown-green 73 - 32 \ -56 52-53 brown-green 72 - 31 \ -60 55-57 brown-green ---------- ---------------------- 71(70) - 30 \ -64 57-60 red 70 - 30 \ -64 58-61 red 69 - 29 \ -68 61-63 blue 68 - 28 \ -72 64-70 blue 67(68) - 28 \ -72 67-70 blue 66 - 27 \ -76 71-72 blue 65 - 26 \ -80 74-77 blue 64(65) - 26 \ -80 74-78 blue 63 - 25 \ -85.48 78-81 blue 62 - 24 \ -90.5 84-90 brown-green ----------------------- 61(62) - 24 \ -90.5 84-90 brown-green 60 - 23 \ -98.4 89-94 brown-green --------- 59(58) - 22 \ -105.00 99-100 brown-green 58 - 22 \ -104.67 100-103 brown-green 57 - 21 \ -111.93 102-104 brown-green 56 (55) - 20 \ -121.10 115-121 brown-green 55 - 20 \ -121.12 115-121 brown-green 54 - 19 \ -128.32 118-128 brown-green 53 (54) - 19 \ -129.61 118-128 brown-green 52 - 18 \ -137.49 127-132 red 51(52) - 18 \ -138.34 128-137 red 50 - 17 \ -149.80 140-151 red 49(48) - 16 \ -159.77 145-156 red 48 - 16 \ -157.13 146-157 red ---------------------- 47(46) - 15 \ -167.81 153-168 blue 46 - 15 \ -168.36 156-168 blue 45 - 14 \ -177.92 167-174 blue 44(45) - 14 \ -175.27 168-178 blue 43 - 13 \ -186.83 178-186 blue 42(43) - 13 \ -186.58 179-188 blue 41 - 12 \ -193.83 184-193 blue 40(41) - 12 \ -194.31 185-195 blue 39 - 11 \ -200 193-208 brown-green 38(39) - 11 \ -200 193-206 brown-green 37(36) - 10 \ -200 196-212 brown-green 36 - 10 \ -200 197-216 brown-green 35(34) - 9 \ -200 207-226 brown-green 34 - 9 \ -200 207-228 brown-green 33(32) - 8 \ -200 225-238 brown-green 32 - 8 \ -200 226-245 brown-green ---------------------- 31(32) - 8 \ -200 233-246 brown-green 30(29) - 7 \ -200 255-246 brown-green 29 - 7 \ -200 255-270 brown-green 28(27) - 6 \ -200 285-306 brown-green 27(27) - 6 \ -200 292-309 brown-green 26(27) - 6 \ -200 297-311 brown-green 25(24) - 5 \ -200 315-342 red 24 - 5 \ -200 315-333 red --------------------- 23(24) - 5 \ -200 319-331 red 22(21) - 4 \ -200 341-359 red 21 - 4 \ -200 347-367 red 20(21) - 4 \ -200 347-367 red 19(18) - 3 \ -200 374-395 red 18(18) - 3 \ -200 374 395 red 17(18) - 3 \ -200 374-395 red 16(18) - 3\-200 374-398 red 15(18) - 2 \ -200 375-400 gray-transparent (dark gray + red) 14 - 2 \ -200 405-430 transparent gray (dark gray + red) 13(14) - 2 \ -200 400-427 dark gray 12(14) - 2 \ -200 410-425 dark gray 11(9) - 1 \ -200 446-452 dark gray 10(9) - 1 \ -200 438-460 dark gray 9(9) - 1 \ -200 439-469 dark gray 8(9) - 1 \ -200 445-466 dark gray 7(14) - 2 \ -200 446-472 dark gray 6(9) - 1 \ -200 439-469 dark gray 5(9) - 1 \ -200 over 1000 dark gray 4(9) - 1 \ -200 over 1000 dark gray 3(0) - 0 \ -200 over 1000 dark gray 2(0) - 0 \ -200 over 1000 dark gray 1(0) - 0 \ -200 over 1000 dark gray 0(0) - 0 \ -200 over 1000 dark gray ------------------------------------ |
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#26 |
GLOBAL MODDING TERRORIST
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I don't doubt other depths show when you echo sound them.
Any transition from one depth height to another has a slope to it. The greater the difference, the greater the slope. Each pixel is about 1000 meters square. My understanding is, the depths listed are in feet in the table I provided, not meters. Now I'll show you how the RAW files actually work as seen in hex. You can not change how the files work! Last edited by Jeff-Groves; 04-19-22 at 03:35 PM. |
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#27 |
GLOBAL MODDING TERRORIST
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Each RAW file is a 601 x 601 square with 6 pixel over lap at each side.
So that is a 589 x 589 active square with the others being a transitional, possibly, read ahead render, type deal. 6 pixels will give the Game Engine 6000 meters to swap renders and such. Now. Let's look at the RAW file in detail. The RAW file can ONLY detail the numbers 0 to 255 in Hex. That's 256. The RAW file does NOT contain COLORS! It contains a number. That number is HARD CODED to equal a depth. Nothing more. Now given you have a difference in depth from one pixel to the next? You get a slope and not a sharp drop. Haven't figured out the slope distance but it can be seen in Game. Here is an example from in Game of said slope. Notice the shape angle leading to a DIFFERENCE from Above water to below Water! Now if one steps the depths down nicely? You'll ping a crap load of different depths as you traverse that difference. Given I get a hair up my Arse? I could translate SH4 depths from the exported RAW files to a 3D model. Already done that for SH5 so the very basic code is done and proven. Last edited by Jeff-Groves; 04-19-22 at 04:17 PM. |
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#28 |
GLOBAL MODDING TERRORIST
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Transitional code from an SH4 RAW to a 3D model object How to.
Given we know the depth settings and transitions to a 256 table depth? It's a simple codeing job to assign 0 to -1500 or such. Doing a transitional table allows a RAW file to be converted to a 3D model. That model, converted back to RAW format would do the exact same thing as using paint programs but give you a perfect visual in 3 dimensions. Infact? It would also allow one to see the sloping effect in the Game. I was told once it could not be done. Yet here I am trying to decide if I should prove a Dev wrong! |
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#29 |
中国水兵
![]() Join Date: Jun 2019
Posts: 277
Downloads: 558
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I want to clarify one nuance with the construction of squares. In SH3 I made a 6 pixel overlay, but in SH4 this is not necessary.
(I mean the process when building squares in Photoshop.) ![]() Last edited by astvitaliy1982; 04-20-22 at 04:00 AM. |
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#30 |
中国水兵
![]() Join Date: Jun 2019
Posts: 277
Downloads: 558
Uploads: 0
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1) This would be great and would make it a little easier to work on depth editing. Considering that the terrain in CX4 is quite detailed and you literally have to manually redo some areas.
2) If I understand correctly, the depths in the game are hard-coded and there is no way we can change them. 3) Is it possible to change the navigation map filter settings in the game or disable it altogether. In my Terrain.act file, all depth shades are different, but I don't see it on the map... I only see colors within a certain range (30-60-90-150-200-300). ![]() |
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