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Nicholas Bell

Sea level differs between bulldozer/in game

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I really hate working on coastlines! Or should I say attempting to represent an actual coastline which matches a map of the location.

Any idea why the sea level is higher in ArmA than in Bulldozer? looks to be 1/2 to 1 meter higher. Is there something I'm missing in the config.cpp file that controls this? Any known modifiers to reduce the sea state/wave action? TIA!

(next map will be all land!wink_o.gif

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Probably something date related. Find out the date in buldozerand set it in the editor and the coastlines should be similar.

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No help with the dates - guess the tides are not a factor.

Been doing some tedious experimenting making changes in Visitor and then checking them in game (as opposed to Bulldozer). Appears the wave wash about 2.5 meters above sea level.

So I'm redoing the river and coast elevations! crazy_o.gif

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Can you post your island config please.

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#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class Bluefields {

units[] = {};

worlds[] = {Bluefields};

requiredVersion = 0.1;

};

};

class DefaultLighting; // External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds {

class DefaultClutter {

scaleMin = 0.9;

scaleMax = 1.4;

};

class DefaultWorld; // External class reference

class Intro : DefaultWorld {};

class Bluefields : Intro {

access = 3;

cutscenes[] = {"DesertIntro1"};

description = "Bluefields";

icon = "";

worldName = "\Bluefields\Bluefields.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -83; // positive is east

latitude = -12; // positive is south

class Grid //OFP style Aa00 - JJ99

{

//colorGrid[]={0,0,1,1};

//colorGridMap[]={0,0,1,1};

offsetX=0;

offsetY=0;

class Zoom0

{

zoomMax=0.2;

format="XY";

formatX="Aa";

formatY="00";

stepX=256;

stepY=256;

};

class Zoom1

{

zoomMax=1.0;

format="XY";

formatX="A-";

formatY="0-";

stepX=2560;

stepY=2560;

};

}

startTime = 11:30;

startDate = 07/06/2007;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {1272.84, 150.0, 14035};

centerPosition[] = {2500, 2500, 300};

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

fullDetailDist = 5;

minTreesInForestSquare = 3;

minRocksInRockSquare = 4;

class clutter {

class GrassGeneral : DefaultClutter {

model = "ca\plants\clutter_grass_general.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class GrassFlowers : GrassGeneral {

model = "ca\plants\clutter_grass_flowers.p3d";

};

class GrassLong : GrassGeneral {

model = "ca\plants\clutter_grass_long.p3d";

affectedByWind = 0.6;

scaleMin = 0.6;

scaleMax = 1.1;

};

class GrassSevenbeauty : GrassGeneral {

model = "ca\plants\clutter_grass_sevenbaeuty.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassYellow : GrassGeneral {

model = "ca\plants\clutter_grass_yellow.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassDesert : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

};

class ForestFern : GrassGeneral {

model = "ca\plants\clutter_forest_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class SmallRocks : GrassGeneral {

model = "ca\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

class FlowersColor : GrassGeneral {

model = "ca\plants\clutter_smetanka.p3d";

};

class FlowersWhite : GrassGeneral {

model = "ca\plants\clutter_white_flower.p3d";

};

class MushroomsHorcak : GrassGeneral {

model = "ca\plants\clutter_horcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class MushroomsPrasivka : MushroomsHorcak {

model = "ca\plants\clutter_prasivky.p3d";

};

class MushroomsBabka : MushroomsHorcak {

model = "ca\plants\clutter_babka.p3d";

};

class MushroomsMuchomurka : MushroomsHorcak {

model = "ca\plants\clutter_muchomurka.p3d";

};

};

class Subdivision {

class Fractal {

rougness = 5;

maxRoad = 0.02;

maxTrack = 0.5;

maxSlopeFactor = 0.05;

};

class WhiteNoise {

rougness = 2;

maxRoad = 0.01;

maxTrack = 0.05;

maxSlopeFactor = 0.0025;

};

minY = 0.0;

minSlope = 0.02;

};

class Ambient {

class BigBirds {

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 0.2;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {

class Seagull {

probability = 0.2;

cost = 1;

};

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";

cost = 1;

};

class ButterFly {

probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";

cost = 1;

};

};

};

class BigInsectsAquatic {

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {

class DragonFly {

probability = 1;

cost = 1;

};

};

};

class WindClutter {

radius = 10;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.4 * hills";

cost = 1;

};

class FxWindLeaf1 {

probability = "0.2 * trees";

cost = 1;

};

class FxWindLeaf2 {

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxWindLeaf3 {

probability = "0.1 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 15;

cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {

class FxWindPollen1 {

probability = 1;

cost = 1;

};

};

};

class SmallInsects {

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class HouseFly {

probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

cost = 1;

};

class HoneyBee {

probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

cost = 1;

};

class Mosquito {

probability = "(1 - deadBody) * (0.2 * forest)";

cost = 1;

};

};

};

class NightInsects {

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 1;

cost = 1;

};

};

};

};

class Names {

class Veg_1 {

name = "";

position[] = {2713.62, 2140.92};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_2 {

name = "";

position[] = {2446.09, 3038.29};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_3 {

name = "";

position[] = {2940.52, 2923.19};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

};

};

};

class CfgWorldList {

class Bluefields {};

};

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Well your Lat and Long are much different from all other configs I've seen ... that may be a factor.

Try -40 and -40 like other configs.

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They were -40, -40 initially and the problem was there. Figured I'd set them to the actual long/lat. Seems the sun is higher and brighter as it ought to be.

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You talk about 1/2 a meter or maybe 1 meter.

I noticed in bulldozer that the water at the coast line is not level, it seems the water is crawling against the land(coast), just view the beach from a side and you see the water climbing the slope of the coast.

I think this is what you talk about, again have good look (zoom in well) and you see the level sea is about 1/2 or 1 meter lower then the acctual coast line.

So i dont think you did anything wrong, its just so.

I always thought that this might be the size of the amplitude of the tide.

You know i thought that bulldozer gives you only LOW Tide, and ingame you have low and hight tides.

Later,

Allie

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Not sure now, but I think the sea levels are changed in some

addons config of ArmA.

Bulldozer might use the value from dta\bin.pb/config.

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Speaking of tides, is there documentation (or does somebody know) the max high and low tide water levels (in relation to 0m as defined in the pbl file)?

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Speaking of tides, is there documentation (or does somebody know) the max high and low tide water levels (in relation to 0m as defined in the pbl file)?

I'd like confirmation that there is in fact tidal simulation.

In attempting to fix my problem (which is to recreate a river that doesn't have waves lapping on supposed dry land) I've discovered that you can affect the sea level height by changing the minimum level in the PBL.

Of course, don't rely on what it looks like in Bulldozer (ie the thread topic) biggrin_o.gif

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I'd like confirmation that there is in fact tidal simulation.

I wanted to do that, but now I want to know, too.

Is there tidal simulation in ArmA?

check this pic (location Harbour in Corazol, date 18.12.2007, between 6am and 5pm). I don't see any significant difference (pics taken when waves reached max)

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There is a tide in Arma rangin from 0 to +1 m above sea level. This feature is hardcoded and should not be influenced by a config. What you see is the mirror-like surface which actually is not water but is meant to simulate the wet sand, I guess this makes the sea level higher than in really is.

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Tide action or not, there still is a difference in the sea level between Bulldozer and ArmA. Should have posted these early. Not looking for an answer anymore - just want to make others aware. I just need to adjust my terrain elevations knowing I have to add elevation to account for the different rendering of sea level in game.

What is intended - as seem in Bulldozer:

Bulldozer.jpg

In game the river floods over the banks and the coastline on the right is inudated:

ArmA.jpg

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Did you see the same issue on close range? It is possible to see some Z-fight when viewing coastal areas from greater distance, especially when terrain is flat around the costline.

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Yes, it's there when close up on foot. I used the air shot to better show how the land is under water. The land elevation has to be at least 2.5 meters above sea level to remain dry. This may well be what is intended in the game engine to produce wave action. The fact that the same effect is not visible in Bulldozer is what causes me a headache.

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