Bee,
In what section of the load.ini do I use the suggested "Wood0 = forest/summer/JungleKTABurma.tga,-2" - [WOOD], [FIELDS], or both? Not as fluent as you in load.ini 8)
LOL, yeah I agree with ya' spud, but I was actually referring to how it must be constructed within the limits of the sim's graphics engine :wink:
The "reef" connecting the two islets in the upper, center portion of your last photo is a good example of what we should shoot for here. One or two of the objects in the sim's version of a "reef" could be very small islets, so that waves can be included, but in the "reef" surrounding Tulagi, all of the objects should be submerged. In this case waves are not really an option, unless I'm wrong about how the sim's engine works.
Hopefully I'm making sense here. :roll:
I actually found a spot in the current Slot map where a thin hairline of "reef" made it to the surface, so there were waves.
Imagine you made a mountain such that just the crest of the ridge broke sea level. It would have zero width, but the game sees it as "beach" and makes waves. I swear I saw this on the coast someplace.
Well "hush my mouth"...see if ya' can find it tater. It would be awesome if it really works that way
wow. awesome job. if I wasn't typing on my phone, i'd say more....
Posts: 703
Threads: 9
Joined: Nov 2007
Right now its just experimenting...but yes, there are some spots where there are reefs breaking water on this map.
I have to fiddle around with gray values to see what happens. Because land is white and water is black on map_c, basically anything in between will come out as shallows in the water, to a certain point. Now the point where gray is almost becoming white and coming out as land is what I have to determine.
TEAM PACIFIC
Posts: 703
Threads: 9
Joined: Nov 2007
Actually what I think I will do is create more shallows around the smaller islands, to get a feeling that they are actually all interconnected. Hopefully get something like this:
...within the limits of the game engine, of course. I'm hoping to get larger rings of shallows. And off larger islands, line them with a larger area of shallows off their coasts. It should help to get that tropical island feel a little better.
TEAM PACIFIC
~S~Skunk,
Based on the limitations of the sim's graphics engine, that sounds like an excellent plan. I haven't looked closely at the Tarawa map in awhile, but it might give you some ideas.
What's the size (in meters) of a single pixel on map_c, BTW?
Posts: 703
Threads: 9
Joined: Nov 2007
1 pixel on map_c equates to 50m. All the other maps its 1 pixel = 200m, which is the main reason for all these limitations.
TEAM PACIFIC
Posts: 703
Threads: 9
Joined: Nov 2007
Hawk, I know how much you really want this map and that you want it to be as accurate as possible, and I will give you these words:
I have myself and 3 people who are very passionate and very knowledgeable of this area who are working on this, and I assure you, nothing will be overlooked.
TEAM PACIFIC
lol, ok I am sorry. I am just so very excited...heheh
I got a lot of downloads to get so I will leave you guys at rest :twisted: