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Old 01-26-19, 09:50 AM   #13
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by Seaowl View Post
Small update for my part: Have localized lighthouses for regions where the first campaign takes place.
The coordinates match not to 100% the real world coordinates.
Thats not possible, because the SH5 world differs from the real world.
Can you please make a quick list of the lighthouses whose real location didn't find an exact match in the SH5 world?

Quote:
Originally Posted by Seaowl View Post
I tried to find the most plausible spot for lighthouses on the SH5 map near their real-world-locations.
As source I used mainly wikipedia. The lighthouses names are their present-days names (consistently without diacritical signs).
Don't always trust wikipedia: I don't say that its information is wrong, but more often than not the coordinates it offers are an approximation of the real locations. For still existing lighthouses, I always check them with Google Earth.

On a side note: the best all-around website on lighthouses that I have found so far is the lighthouse directory. Other websites with nautical charts that I like checking for minor and lesser known lights and beacons not listed elsewhere, are the following:

http://map.openseamap.org/
http://fishing-app.gpsnauticalcharts...avigation.html

Quote:
Originally Posted by Seaowl View Post
Reading Gap´s last information about his Ecomod, it seems to be best to wait with any further work on placing lighthouses until Gap proceeds.
I wasn´t able to place important lighthouses, because rocks and islands are missing.
Perhaps I will compile a list of those around Great-Britain, Ireland, Sweden, Norway.
Yes please!

Quote:
Originally Posted by Seaowl View Post
Problem until now is:
Some .dat files appear in SH5, others don´t, even though I do exactly the same things, when importing them.
Will search through the TDW-unit-import-thread to find a solution.
That's weird. Check if their 3D coordinates don't place them below the terrain/seabed level. Did you set them as terrain objects or as land units?

Quote:
Originally Posted by Seaowl View Post
The next step will be to import the lighthouse into a .GR2 file, namely the „church“ file.
To begin with I will do it without AO- or Normalmaps, because I had troubles with flickering.
Will follow TDW´s instructions and cry for help.
If someone knows some coprehensible tutorial, I would be grateful.
Always make sure that the GR2 file you start from, fits your present and future needs.

Most stock terrain objects lack 'bump' and 'additional bumpmap' (i.e. normal map) support. In addition to that, the model you have chosen also lacks "self-illumination" (i.e. ambient occlusion map) support. That is okay, because you said that you don't want your model to feature those maps, but if in future you will decide to add them, you might be forced to re-import your model in another GR2 file with a better texture support; in theory, on loading any GR2 file the latest GR2 Editor versions let you choose whether you want to add the missing strings to the file, but that never actually worked for me.

Something else you should look, is the number of meshes of the base_GR2 file, because you can't add new meshes. Church.GR2 has only two meshes, one for the visible model and one for the collision model. That's okay if you want to import you lighthouse as one mesh, but if you wanted to split it in one or more parts, or if you wanted it to use a lowpoly water reflection model you might better pick some other GR2 file with more than two meshes.

Lastly, I have recently discovered that the HarborObjectCtrl, used in SH5 for the rendering of snowy textures during winter and of windows lights at night, doesn't work on my pinnacle rock texture, probably because - looking for normal map support - I imported it the GR2 file of one of the icebergs which obviously don't need that controller. As you see, it is a matter of compromises, and often you will have to trade off some features for some other features
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