

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.
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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. iCarMode uses an interface with larger app icons which are easier to see, open and switch between while on the go.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. Organizing your home screen may help on a day-to-day basis, but the tiny folders and app icons are useless when you’re driving. The app informs you where the nearest charging station is, lets you plan longer trips around charge points on the way, and can link up to your bank account so you can pay for the charge instantly.
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