The Battle of Leyte Gulf

The coastlines determine ocean water, major river water, and lakes. Ocean water and major river water are lumped together in a separate file in one of the command lines in make water.exe. Lake water is a separate command line in the make water.exe
Shoreline generation is made in the make shoreline.exe and traditionally all three coastlines have been combined and run as one in the make shoreline.exe. Shorelines and water only have one type of texture for each.

Vector line creation which includes different type of roads, and railroads. Each type has their own texture and command line. Each has the capability of changing the width of the feature.

Therefore it may be possible to take the lakes and major river shorelines and run it in the make vector line.exe and have a separate type of shoreline without surf. At some point I would like to try it with the lakes as a experiment. Will need a new texture without surf.

If unsuccessful will go with no shorelines at some locations.
 
Love to be able to use two types of shorelines but I have not been successful with it. I usually use a compromise of Dan's surf-less shoreline exported a bit thinner than default.

On my system, water without shoreline looks like its floating above he land a bit. You can create a visible shoreline in the vector mosaics like Dan has suggested but it will still be covered by the CFS3 water.
 
No the shp2pol>pol2tp>tp2mos>addmos>process to create the vectors not the mlgnd.exe ai pathing process.
 
Here may be a possibility.
Following pic is a screenshot of a portion of a lake shoreline with a buffer line created 4 meters away from the lake shoreline. In global mapper there is an option to create buffer areas adjacent to lines.. Created a buffer area and then converted it to a line.
Will give it a go when I redo the vectors to match the new coastline/water. Thanks to Dan for the suggestion.:)
Lake buffer line.jpg
 
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Will need a modified shore texture minus the surf from one of the texture guru's
 
Oops. Looks like I gave you a bad texture. Try this one instead.

@Admin, I'd like to delete the attachment I posted in my previous post, but I can't find where to do it.

edit: done
 

Attachments

  • shore_no_surf.zip
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Got it, thank you. The original may have worked, just a different type to be defined in the in the tex.cfg file
 
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The first one I uploaded had the alpha reversed somehow, so the actual shoreline was transparent, but it created a shoreline on each side of the line instead. With the experiment you're running, that could have gotten really confusing!
 
:redfire:

I need to do some tweaking.

My thanks to Dan and Steve for their input, sharing of ideas and knowledge which has helped make this possible. This was at 6 meters from waters edge. Which means I need to possibly go to 1 meter from waters edge. This is only lakes. Major river shorelines will take more effort interfacing with the ocean water shorelines.
Screenshot (84).png
 
I am at a bit of a roadblock right now. Can't seem to get valid inland shoreline at less than 6 meters away from waterline. I am also questioning whether we will have a straight line at the water's edge because of the effect the water has on textures.
 
I don't play WOTR or WOFF, even though I have them, but as a matter of interest, did they ever look at this river/inland water issue?
 
I don't have WOFF or WOTR so I couldn't say.

I am calling this a failed attempt on my part. I have reverted to having the traditional shorelines installed. Sometimes you win some times CFS3 gets the best of ya.:)

Sorry to get folks excited about this but not able to pull it off.
 
I am calling this a failed attempt on my part. I have reverted to having the traditional shorelines installed. Sometimes you win some times CFS3 gets the best of ya.:)

were you making shorelines from vector mosaics in your example?
 
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