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Old 04-21-22, 11:07 AM   #46
Jeff-Groves
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All the SH Games have a set water table. Sadly.
So one can not build a lake at the true height above Sea level.
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Old 04-26-22, 01:52 AM   #47
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An interesting anomaly has crept into square E009N057... I don't see the error, but the submarine can't enter this square...
Need advice on this... I could not resist the temptation to create a Gyota channel on the map... This link has a demo version of the Göta channel and Limmfjord files)

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https://drive.google.com/file/d/1bh0...ew?usp=sharing



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Old 04-26-22, 10:28 AM   #48
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... if you edited the 6-pixel overlap area in any of the surrounding squares, as well as the one you cannot enter, then you might have a "wall" issue. Have you looked externally from the bridge of your boat when you get to the border of that square? In SH4, if you edit that 6-pixel overlap area in any of the squares and do not match EXACTLY the bordering area of the next square, there will then be a pillar of "dirt" at each corner of the affected area, and usually a "wall" of "earth" between them, sometimes just below the surface of the water, and sometimes going up to the limit of the game's "height" , of roughly 2000 meters. I am 99.9% certain that SH3 does the same. Dependent upon your viewing angle, this "wall of earth" may or may not be visible, because of the sheer change in height associated with it... If you do not "see" anything, change the angle of your view, or use the external camera and move around more. Also, double-check the 6-pixel overlap area of all of the nine squares that border each other there.
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Old 04-26-22, 12:49 PM   #49
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The depth of the entire fjord is -14m. At the junction of the squares, the depth decreases to -1m. But I can't see the wall...
I don't see it underwater, above water, or on the map. The relief itself looks normal, but the stones and algae are
almost "above" the water. I understand what you mean when you write about the wall, I had similar cases.
This really happened in those places where there was a mismatch between the shade and the bordering area.
Square E009N057 does not have different shades like its neighbors. They are all the same color.

There is something different here... I liked the depth effect going up to -1 but it would be a pity if I had to refuse
away from Limfjord because of this problem...










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Old 04-26-22, 01:48 PM   #50
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Most interesting... Is your submarine taking damage while sitting in the "shallow" water there? How did you manage to get the "water" to be shallower than -4m? Hex editing? Using GWX Terrain Extractor? Usually, there is nothing between -4 and +4 for height that we can edit. I don't know if Ubi did that to keep players from running aground unless they had a definite landmass to see, or what the reason is. Perhaps Jeff-Groves or gap will come along and comment...
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Old 04-26-22, 02:53 PM   #51
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A -1 meter depth can only come from adjacent squares causing the slope I talked about earlier.

You can not 'Hex' the Raw files for any different depths other then what they would contain using the Palletes from SH3 or SH4.

Minimum depth from my information is -16
lowest land mass is +4
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Old 04-26-22, 03:24 PM   #52
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You REALLY need to look at your undersea.dat file!


Rocks are floating because of THAT file!
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Old 04-26-22, 03:41 PM   #53
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In SH3 I had similar problems. I remember the Rockall bank very well. When I took out two different squares standing side by side from the game, the Extractor gave me two absolutely identical squares. The problem was solved when I edited three squares that were nearby. But in strict sequence. Then I met a similar error near Italy and near Turkey

For modding, I use the SH4 1.5 stock game and a mod made of small stones and algae. After this error, I removed the algae mod with stones, but the error did not disappear. I'll do some magic on this square. If I can't solve the problem, I will continue my journey without the fjord) But with a clear conscience, high intentions and the realization that we did everything we could)))
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Old 04-26-22, 03:43 PM   #54
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Where did you get the undersea.dat file?
I looked at it and the rocks are NOT placed properly!!!!

They need to be moved DOWN!
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Old 04-26-22, 03:49 PM   #55
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I'll show you this mod tomorrow. I took it here on Subsim
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Old 04-26-22, 03:52 PM   #56
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Easy enuff to fix but who ever did it just placed things wrong.
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Old 04-26-22, 04:56 PM   #57
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It looks like his bottom screen grab is taken with the camera below the sea bed level - maybe... if the rocks are indeed "floating", then they might be getting the data from his edits, but the sea floor is not... ??
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Old 04-26-22, 05:18 PM   #58
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look at his undersea.dat.
rocks are above sea floor level in that!

I don't just make this crap up you know.
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Old 04-27-22, 02:52 AM   #59
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The problem has been fixed) These are different pixels in neighboring squares.
I figured out why they were there.
Let's say we are building a new lake on a piece of land that consists of three horizontal squares 1,2,3.

It is in this sequence that they should be inserted into the game. If you put them 1, 3 and then 2, then squares 1 and 3
copy into their data a section of square 2, which at that moment is still land. And because of this appears
this error.


In my case, I put 1 and 3 squares because 2 was not ready yet. Now it's fixed)

A classic mistake with a classic solution... I'm going to hang myself...)))

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Old 04-27-22, 11:46 AM   #60
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Quote:
Originally Posted by Jeff-Groves View Post
look at his undersea.dat.
rocks are above sea floor level in that!

I don't just make this crap up you know.
If you are referring to my comment on the screen grab, I was referring to the phenomenon where if the camera is below the floor, but looking across a "valley" at another stretch of sea floor, it can look like that. This is not the best screen grab for illustration, since I do not have a deep enough valley close enough to be fully visible, but you can somewhat see the sea floor a bit in the distance



That was grabbed while beneath the sea floor terrain line, of course. Moving up in "elevation" just a pinch, and it looks like



Too much murkiness in the PH harbor area...


Quote:
Originally Posted by astvitaliy1982 View Post
The problem has been fixed) These are different pixels in neighboring squares.
I figured out why they were there.
Let's say we are building a new lake on a piece of land that consists of three horizontal squares 1,2,3.

It is in this sequence that they should be inserted into the game. If you put them 1, 3 and then 2, then squares 1 and 3
copy into their data a section of square 2, which at that moment is still land. And because of this appears
this error.


In my case, I put 1 and 3 squares because 2 was not ready yet. Now it's fixed)

A classic mistake with a classic solution... I'm going to hang myself...)))
I do not understand where the problem comes in there with that work sequence astvitaliy1982, unless you are re-assembling the BFD/BFI yourself. If putting ZHF files and folders in the Terrain / Data folder, the game should re-assemble things properly, and only run into that issue if you edit within the 6-pixel border areas of adjacent squares, and don't match the edits in the neighboring square. ??
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