Steve is there a reason not to use Google Earth for the landclass tiles?
It just didn't occur to me to do it that way
I used Modis landcover data from Earth Explorer instead
Steve is there a reason not to use Google Earth for the landclass tiles?
I replicated the original CFS3 theater.
- I first made a bil file in GM with the original lat/long 55N 7W, 40N 14W. as you see it is not square at all.
- I then opened it up and using the projection feature of GM, click on the wrench icon, I then looked at the options in the top drop down and selected Mercator. In the options box that appears there is an option to enter the original latitude ( may have the name incorrect) I enter 48, since this is the mid-way between 55 and 40.
- Saved a workspace file.
- unloaded all data. Then opened the saved workspace and made new bil. The data in now in meters not degrees.
- Opened up both ers files that were made. Took the data from the first ers file and replaced the data in the new ers and saved. This tells the tools we use form MS that all the dimensions are in degrees. The pixels were not square or the same they were 2536 and 2524, just made then both 2560 in the revised ers file. I figured that this slight difference would not matter in a test.
- Made the msh files using the data from the spread sheet, I chose 6 by 6 to make 36 tiff files. This yielded me the same exact number of msh files MS had.
- Made a new landclass file in photoshop by resizing the 2560 by 2560 from the bmp file we need to make, small resizing if you think about it about a 1% resizing from 2530 to 2560 and 1.4% for the other. We can fix this as we fiddle with the map selection in the first step.
- zipped the files for the msh (keep the original shorelines and water as a test) Fired up the sim and flew in southern France to the coast and reached the shoreline exactly as the map in the game indicated. The elevation is off for the airbases and stuff but to be expected.
So all in all a success so far. This showed to my simple mind that we can select non-square maps areas, use GM to make them square, fiddle with the data in the ers files and boom - it works. I need to put this aside for a few days as my paint shop appears to be reopened so I need to finish a few small bits and pieces with some planes.
It just didn't occur to me to do it that way
I used Modis landcover data from Earth Explorer instead
Two questions Ted,
1. Were you able to do this with 3 arc second data?
2. Can you post the instructions you fed to the ers2tiff tool?
It just didn't occur to me to do it that way
I used Modis landcover data from Earth Explorer instead
sorry, I not aware if the tools can make different types of water?? I know Dan has created different water colors for the defualt map but I have no clue how he did it.
I did not know you could use multiple pol files in the command line. That is good to know
I did once try a 30 by 30 put the computer (very fast one) made over 10k files and I stopped it since this seemed unusual. I am not sure what these numbers have to do with detail and what the texture ultimately looks like, but I suspect to capitalize on the 3arc files larger numbers will be needed.
Ted
I am presently running 30x30 srtm files creating mesh files. 17920 columns and rows/pixel dimension. 1720 km theater.
Chose not to run make mesh on my tower computer.
108 hours so far on a desktop, which I would consider slow. Averaging 2 files created per minute. Presently about halfway through 512. Have 256 and 128 files to go having already created 4096, 2048, and 1024.
Or are you suggesting that it might be possible to get CFS3 to recognize more than one texture each covering a section of the map.
The 16 h2od_XX.dds files are not used for color anymore, but now are used only for creating the bump map for the waves.
What files did you download?
I am at a loss when it comes to landclass, it was a dead stop for me when doing RS as I do not have adobe photoshop, but have coral. I am hoping in the future someone will come to my rescue on png redux when the time comes to put together the lcf.
Yes Dan my thought is that there may be a method to have separate dds files for ocean, coral ocean, and lakes. Presently we process the lake and ocean water as two pol files as they are areas and at the same time. I think they use the same dds file.
Rivers being vectors are processed with railroads and roads.
Rivers have their own separate texture sheet from ocean water.
Do you know specifically which dds file is for the ocean? Update figured it was the h2o.dds.
What are the 16 h20d_xx files you mention?
Thank you for the info.
In further thinking I have not tried running an area vector in the the vector data process normally used for line type vectors. hmmm maybe maybe not.
*** 5. Water Mods ***
CFS3 default water animation files are located in the effects\fxtextures folder and are named h2od_01.dds through h2od_16.dds
With AnKors shaders the color for these files is rendered using the cfs3h2o.dds file for the local water color information. The cfs3h2o.dds file is a vertically inverted rendering of the entire theater so each pixel's tint covers a fairly large area of sea surface shading. Edits to cfs3h2o.dds can create local effects like muddy river water exiting a delta into the sea, sandy shoals and coral reefs.
The BaseOpacity parameter controls how easily you can see through the water animation to the texture underneath. This can easily go wrong if the underlying textures don't look like a sea bed.
The reflectiveness of the clouds and sky on the surface is controlled by the ReflectLevel parameter. The sun sparkle on the surface is controlled by the SpecularPower and SpecilarNormDivisor parameters.
The AddFoam parameter in SeaWater.fx is used to determine the grey scale level that will be interpreted as foam. The animations files need to have their brightness level distribution adjusted to provide discrete areas for foam patches to appear and dissapear as the wave crest passes by. The boundry of the textures need to wrap the opposide edges to avoid having seams appear. A somewhat randomized pattern of foam patches helps hide repeating patterns as the sea surface is tiled with these textures. Using low numbers creates an interesting effet that will make the sea surface appear to be covered in sea ice, high numbers will remove all of the foam patterns.
An optional set of water animation files set up to display the sea foam are provided with this package, but you may use the game's originals if you prefer without any conflict other than the difference in wave pattern and foam appearance.
It turns out that the alpha channel in the effects\fxtextures\h20d_##.dds files has to be pretty finely textured, and the color variations have to be subtle (no harsh shade transitions) for it to bump map realistically.
The CFS3 Default Water Detail Texture Size is 5 and the SeaWater.fx settings in this package are preset to match. Using a different texture size will change the appearance of the wave dimensions unless you adjust the WaveBump and WaveScale values in SeaWater.fx to match.