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Ahoy map maker9/16/2023 ![]() ![]() The living area boasts a 75” smart TV with Spectrum digital access, and you can use the streaming apps as well. ![]() You will enjoy the community pool, tennis courts, and ocean and sound access nearby. Ship's Ahoy is conveniently located in the Kinnakeet Shores subdivision and is within walking distance to local shops, restaurants, and Hatteras Islands' only full-service grocery store. Enjoy the sunset views during certain times of the year. The problem at my side, anyway, is not how to get the map model into the game (I worked that out) but getting the elevation data into a plausible model with minimal manual interference.Set Sail for Ship's Ahoy! This lovely home offers amazing Pamlico sound views. PB, a pity, does not have a depth sounding mechanism, so it relies exclusively on graphics to determine and avoid grounding. Oh, and remember the whole game is in 1:100 scale, that is 1 unit = 100 m. These objects are turned by the converter to sequence of coordinates written in. The only thing I am not sure is whether there is any support for shoals within shoals. In the same manner "anchor" and "shoal" marks places where anchor can be dropped and shoals that can have assigned depth in the scenario editor. The path should be a collection of faces, or it will not convert. If the map contains islands, all their polygons go to the same object. To make the land "solid" you have to make a simple flat polygon (do not forget to triangulate it on export) on 0-z coordinate, and name it " path". Now, both of these objects do not have any collision maps. Similarily all the underwater terrain goes to "uw". The map has to contain several objects to work correctly, and they have to be named under certain convention.įirst, all the land goes to object named " poly". I can't remember if I ever tried specifying shoals and anchor contours with that map and no uw mesh and texture specified. The sea map in ASO2 (AOS2 PB doesn't have one but accepts the ASO2 sea map) didn't specify any mesh for land or underwater. And no data for them in the scenario file. The anchor data is similar except you can't edit those depths - they are 100. But I'll have to go back and review some old notes and run some test to see how that was treated. Probably can't exceed the number of shoals defined in the. The scenario file indicates the number of shoal depths specified in the scenario file and in the shoal section, pairs of shoal id number and depth for the number of shoals specified. Max number of shoals you can define is not specified anywhere. ![]() You can take soundings in the game and that probably uses the texture file to generate the data but then why the shoal data in the. I haven't checked to see how the contours in the. That implies they normally define non intersecting or non interior contours. They have a default value of 100 but can be changed in the scenario editor. Shoals are underwater contours that define depth profiles. map files have path, shoal and anchor data that are closed polylines plus data for construction of towns and forts. IIRC in ASO2 PB most if not all were just like AOS2 with no 3-d underwater meshĪlso the. There were a couple in the pak files with 3-d underwater terrain but they weren't playable at least out of the box. They all used flat planes for the uw mesh with a texture that looks like a depth map and many just used a rectangular plane. Martes, when I looked at all the maps in AOS2 - all the ones that were include in the list of playable ones - none had any underwater 3-d terrain modeled. ![]()
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