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Old 04-18-22, 12:00 PM   #16
Jeff-Groves
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Any information can only help better understand the way the Game actually works.
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Old 04-18-22, 01:25 PM   #17
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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... - a skipper would have to really pay close attention to their route as they travel in the South China Sea, or in your case, certain areas of the Baltic while enroute to the North Sea...

- 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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Old 04-18-22, 04:40 PM   #18
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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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Old 04-18-22, 04:45 PM   #19
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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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Old 04-18-22, 06:43 PM   #20
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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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Old 04-18-22, 11:43 PM   #21
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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... ( - surely not! ) All have now been converted back and then Saved with a zero header (as Jeff-Groves mentions in the first post), and then converted back to ZHF files. I have pictures of the 601x601 pixel "tiles" from "Before" and "After" the proper Saves, as well as several screen shots of Pearl Harbor, and I do not see any obvious differences, though my mind does see a slight color shift in the color palette when looking at zoomed images. To say for certain if there is any differences between the files, I will have to find something prominent in one of the files, and try to compare that are fully zoomed-in. I do still have all of the "old" files, so I'll keep looking to see if I can find any discernible differences... other than the "error" I was getting when first attempting to open the RAW files in Photoshop...
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Old 04-19-22, 01:02 AM   #22
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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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Old 04-19-22, 02:58 AM   #23
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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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Old 04-19-22, 03:59 AM   #24
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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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Old 04-19-22, 05:37 AM   #25
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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.

upload photo

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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Old 04-19-22, 03:27 PM   #26
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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!
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Old 04-19-22, 03:56 PM   #27
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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.
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Old 04-19-22, 08:16 PM   #28
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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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Old 04-20-22, 01:20 AM   #29
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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.)


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Old 04-20-22, 02:03 AM   #30
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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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