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#406 | |||
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![]() By the way, this is strange : look at the Helgoland island, and you will see that the height map is relatively precise : Quote:
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![]() Moreover, I think my last proposition is more looking natural as your last proposition. Last edited by Kendras; 07-28-17 at 07:23 AM. |
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#407 | ||||
Navy Seal
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Location: CJ8937
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A visual example of that follows. Not only it can... it is ![]() You said you based the proportions of your island drawing drawing on the following picture below that you have (not enough) expanded horizontally, don't you? ![]() Well, for the island to be in scale with the coordinate system used in game, the grid on the map you use as template should be square, not rectangular. If you follow the correct method (I invite you to give it a try!), the result wont be too dissimilar from what I already got ![]() Quote:
![]() Changing of topic... when you finish drawing that island in a proper way, what do you think about tweaking a bit the light flash effect, so that it resambles more the light of a carbide lamp? Here's a video: Imo, the outer border of the light should be red-violet towards its outer border, not blue as it is now. What do you think? ![]() EDIT: found a decent picture ![]() The flame looks bluer near the center of combustion, and it becomes red-violet as it moves away from the center. After all, the current effect color might be compatible with the blue seen in the picture above ![]() Last edited by gap; 07-28-17 at 10:27 AM. |
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#408 | |||
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![]() This one ![]() ![]() Quote:
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#409 | |
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I like it, but I had to change a bit the port area, otherwise the local lighthouse would have been in the water... unless we want to create a simple port model for the island, of course
![]() ![]() In the meanwhile I had been working on something similar, but smaller: ![]() I like more your version, but I thought I would share that layout too, in case you want to take inspiration from it for some last minute changes (before I create the new mask/elevation files) ![]() Quote:
![]() P.S: I have removed the RayTracedHalo controller from the light effect (seemingly without any loss of quality), and replaced it with the WaterReflection controller. Light reflections on the water look so cool ![]() Last edited by gap; 07-28-17 at 11:56 AM. |
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#410 |
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#411 | |
Navy Seal
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...why should you mind sailing around an island like this? ![]() |
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#412 |
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#413 | |
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If on the contrary we decide to model it as a 3D mesh, what will come next? The Orkneys? What about the Norwegian Fjords? And why not Helgoland, the Azores, or the Canary Islands? And I don't want to imagine what will happen when it will be the time of the Greek Islands ![]() ![]() I don't want to sound too categoric: if need be, I am okay to quickly model some rocks which are not even the size of a single pixel on the SHIII terrain map, but anything bigger than that should be made of the same matter as the rest of SHIII's land IMHO ![]() |
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#414 | |
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Yes, why not ?
![]() http://www.subsim.com/radioroom/show...79#post2490379 Quote:
![]() You will come again to this one day ! ![]() |
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#415 |
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Now, as we are working on the terrain, we have to find a solution to extract height maps from google earth, in order to correct the sea depth ...
![]() About new halo effect, don't you have a more explicit picture ? Is it the kind of halo when can see from lighthouses ? |
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#416 | ||
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![]() You are a natural born poker player obviously: I make my bet and rather than calling it or folding, you make an higher bid ![]() Quote:
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#417 | ||
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I think the less ugly version is yours + one square :
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#418 |
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You know, I think the best way to add better looking halos (with different colors, etc.) is too create new halos for Materials.dat
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#419 |
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I've found interesting maps :
Last edited by Kendras; 07-29-17 at 06:55 AM. |
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#420 | |||
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I thought you were sponsoring the below version, but that's okay
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![]() Red: quays/seawalls Blue: jetties Yellow: Men-Brial lighthouse Black: warehouses Quote:
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As I said yesterday, I have managed making the light effect on our lighthouse to have water reflections (RayTracedHalo controller replaced with WaterReflection controller), but I have noticed a weird glitch: when seen from a distance, the smooth borders of the light particle become partly opaque, and I see a semi-transparent square with the light flash painted on it, where I should se a totally smooth transition from full light to the sky color. I will investigate if this error is caused by my changes but I doubt that. It might also be my NVidia gfx card, or some graphic setting, but I was also wondering if the FastParticleGenerator wouldn't be more appropriate for our quick flashing light ![]() Very nice (!) but we need to clean them up and to resize them to the same scale and lat/long proportions as SHIII ![]() On a side note: you cannot imagine how much progress I made with our current model, and guess what? Don't ask me how, the specular mask doensn't cause any longer black textures, though it still seems to do nothing. More on that later ![]() |
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