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Old 07-18-15, 04:30 AM   #571
Trevally.
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Quote:
Originally Posted by gap View Post
@ sober

can you place a terrain object on an exact coordinate on the world map, or is there an high degree of approximation involved? Similarly, can you rotate terrain objects, making them to face a certain direction, or not? Do you get any information on height amsl from terrain editor, when placing an object on a certain spot?

each pair of leading lights require a wise placing and alignment, if we want them to bring us in the right direction rather than on land. Not the NASA level of accuracy indeed...
When you add an object (using object editor) it will add an entry into the ini file.
this can be edited to meters above or below sea level etc so you can fine tune them
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Old 07-18-15, 04:36 AM   #572
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Here is a church:-

[Object 5052]
File=data\Terrain\Locations\CustomAreas\germany\ch urch.GR2
Long=-193075.000000
Lat=5957084.000000
Height=1.884537
Rot=257.000000

so after placing by eye using the editor - you can now set exact height etc
This will allow you to match with other objects.

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Old 07-18-15, 04:48 AM   #573
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Nice to know thanks .
If I want to place DDS picture on the navmap do I have to put them in every campaign ? Here is lighthouse DDS .
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Old 07-18-15, 05:07 AM   #574
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Quote:
Originally Posted by sober View Post
Nice to know thanks .
If I want to place DDS picture on the navmap do I have to put them in every campaign ? Here is lighthouse DDS .
Yes, but keep "editor_locations" common so you can paste it into all campaigns.
Note: "editor_locations" is not required for each campaign as it is read from default unless it is set as a mission layer. Adding this as a layer for a campaign is only helpful for editing using ME2

here is the church again:-

[MapLocation 20]
Type=1
Priority=0
Category=-1
LayerOperation=0
Heading=257.000000
OnLand=true
ShowOnMap=true
FirstRenderStep=false
FileName2D=church.dds
MinObjTerrainHeight=0
MaxObjSlope=0.000000
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
Font=FPCond14
FontColor=37119
UseDetColor=false
ZoomStart=20
ZoomEnd=1
ScaleOnZoom=true
Scale1024=3.398400
ScaleX=1.000000
ScaleY=1.000000
IsVisibleOnTAI=true
Long=-193075.000000
Lat=5957084.000000
Height=1.884537

IsFromSingleMis=false

After placing church using editor - look up in the ini the exact locations etc and then us this to edit the placement of the dds.
This way you can make the map exact to the 3d world

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Old 07-18-15, 06:30 AM   #575
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Quote:
Originally Posted by Trevally. View Post
When you add an object (using object editor) it will add an entry into the ini file.
this can be edited to meters above or below sea level etc so you can fine tune them
Quote:
Originally Posted by Trevally. View Post
Here is a church:-

[Object 5052]
File=data\Terrain\Locations\CustomAreas\germany\ch urch.GR2
Long=-193075.000000
Lat=5957084.000000
Height=1.884537
Rot=257.000000

so after placing by eye using the editor - you can now set exact height etc
This will allow you to match with other objects.

Thank you Trevally, that's exactly what I needed to know!
Another question: if we set an height which is higher/lower than the height of the terrain below the object, will the object sink below/float over the soil or sea floor?
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Old 07-18-15, 06:54 AM   #576
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Thank you Trevally, that's exactly what I needed to know!
Another question: if we set an height which is higher/lower than the height of the terrain below the object, will the object sink below/float over the soil or sea floor?
Glad I can help after so long away from modding SH5
Yes - if set higher, it will float.

When making new ports for the game (over 30 mew ones in MonsunGruppe), I had to do this with each. Was very helpful for getting the piers just right above the water. Also when placing towns etc, adjusting this can save time than bringing the terrain up/down
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Old 07-18-15, 07:22 AM   #577
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Glad I can help after so long away from modding SH5
I hope to see you more often. I miss the good old times...

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Originally Posted by Trevally. View Post
Yes - if set higher, it will float.

When making new ports for the game (over 30 mew ones in MonsunGruppe), I had to do this with each. Was very helpful for getting the piers just right above the water. Also when placing towns etc, adjusting this can save time than bringing the terrain up/down
After fine-tuning object's height, can you raise/lower the terrain below them, to make things to look okay?
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Old 07-18-15, 07:32 AM   #578
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I hope to see you more often. I miss the good old times...
yes - me too

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After fine-tuning object's height, can you raise/lower the terrain below them, to make things to look okay?
Yes - the terrain editor is quite clunky, but you can adjust the amount for terrain effected so it can be fin tuned too.

I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again
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Old 07-18-15, 07:49 AM   #579
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yes - me too


Quote:
Originally Posted by Trevally. View Post
Yes - the terrain editor is quite clunky, but you can adjust the amount for terrain effected so it can be fin tuned too.

I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again
I leave this part to sober: I am sure he knows how to do a good job on Terran Editor.
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Old 07-18-15, 08:17 AM   #580
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Originally Posted by Trevally. View Post
yes - me too



Yes - the terrain editor is quite clunky, but you can adjust the amount for terrain effected so it can be fin tuned too.

I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again
Just a quick question..if you create a large flat area on a sea bottom with the terrain editor, would that prevent damage to a sub on a sea bottom?
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Old 07-18-15, 08:20 AM   #581
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Uploading the new terrain mod atm with all the new lighthouse map icons . 32 of them . A few in Baltic and the rest on the Norway coast .
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Old 07-18-15, 08:21 AM   #582
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Just a quick question..if you create a large flat area with the terrain editor, would that prevent damage to a sub on a sea bottom?
All terrain is a collisionable object . Terrain objects though are not so you can go straight thru them .
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Old 07-18-15, 08:36 AM   #583
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Originally Posted by sober View Post
All terrain is a collisionable object . Terrain objects though are not so you can go straight thru them .
There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to.
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Old 07-18-15, 09:35 AM   #584
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Quote:
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There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to.
Interesting
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Old 07-18-15, 04:13 PM   #585
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Quote:
Originally Posted by gap View Post
There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to.
That's the problem with not being a modder . What do you mean by "Mark this object to be static inside scene" ?
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