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Old 02-25-06, 01:13 PM   #76
Church SUBSIM
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Thanks Ref .... this is huge!
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Old 02-25-06, 01:22 PM   #77
Gizzmoe
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Mirror:
http://home.arcor.de/gizzmoe/files/K...errain_mod.zip
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Old 02-25-06, 01:25 PM   #78
ref
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Quote:
Originally Posted by sergbuto
Exellent. Should be very useful tool. Now it is left to figure out how to add the Kriegsmarine grid in areas where it is absent.
By the way Serg you don't know where they are stored? I've been looking thru the dat files but I couldn't find them, but I doubt they are hard coded, if anyone finds out where they are let me know.
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Old 02-25-06, 03:58 PM   #79
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If I new that I would probably tweak it by now. Can files in the Map2 folder be related to grid squares?
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Old 02-25-06, 04:28 PM   #80
ref
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Quote:
Originally Posted by sergbuto
If I new that I would probably tweak it by now. Can files in the Map2 folder be related to grid squares?
I imagine that, silly question , as for the files they are just rle compressed bitmaps used on the nav screen,the strange thing is that I've scanned all the data files for the strings of the grid AM,AN , etc and found nothing, then I give it a try to the exe and dll's to check if they are defined as constants and nothing either, the only thing that I can think about is that they are encoded as binary data and they make a loop to read them, somthing like this

from AA to AZ
read grid;

The only tip I have is in one of the executables where I find a string called something like big squares and another small squares, I can not remember exactly. I`ll give it another try.

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Old 02-25-06, 08:56 PM   #81
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ref,

Any possibility to make Panama Canal?:hmm:


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Old 02-25-06, 09:03 PM   #82
ref
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Quote:
Originally Posted by Rubini
ref,

Any possibility to make Panama Canal?:hmm:


Rubini.
If You make the locks I'll make tha canal

Already looking at it.
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Old 02-25-06, 10:23 PM   #83
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Quote:
If You make the locks I'll make tha canal

Already looking at it.
Sorry for the dumb question...
But "locks" means the Panama Canal gates?
If so, then I'm not able to do them...

Another dumb question:
Suez canal don't have gates too? :hmm:

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Old 02-25-06, 11:43 PM   #84
Salvadoreno
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dude what is going on here. wHEN THE full version comes out is it going to be jsgme ready or am i going to have to install manually?? THis looks like a great mod but complicated to say... How about an simpliar explination??
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Old 02-26-06, 03:36 AM   #85
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Quote:
Originally Posted by Salvadoreno
dude what is going on here. wHEN THE full version comes out is it going to be jsgme ready or am i going to have to install manually?? THis looks like a great mod but complicated to say... How about an simpliar explination??

You need to add them manually by urself. Theres no way to use jsgme, only if u would host a 232mb file each time when been modified.
Just read the Install Instructions.txt which comes with the package. If a new package comes out u can add it same way to ur system.
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Old 02-26-06, 07:53 AM   #86
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Quote:
Originally Posted by CCIP
And here is a .mis file that to be merged with the game's SCR units layer:
http://rapidshare.de/files/13591448/canal.mis.html

And you'll have a populated Kiel canal!

This is for those who know how to do it - and you may feel free to use it in any (free) mod
Is there any documentation on how to merge layers? :hmm:
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Old 02-26-06, 08:20 AM   #87
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dunno if jsgme is doing it. just copy paste them into the campaign_scr.mis at the end of file and change the [unit xxxx]number in following order of ur campaign_scr.mis of last unit, no double numbers or skips are allowed. this counts for all files which contains units with sorted numbers.
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Old 02-26-06, 08:39 AM   #88
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The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

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Old 02-26-06, 08:51 AM   #89
ref
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Quote:
Originally Posted by Rubini
Quote:
If You make the locks I'll make tha canal

Already looking at it.
Sorry for the dumb question...
But "locks" means the Panama Canal gates?
If so, then I'm not able to do them...

Another dumb question:
Suez canal don't have gates too? :hmm:

Rubini.
Jus't kidding I'll do it this afternoon, first I was going to make it and release it with the other canals mod ,but I didn't because of the canal gates (I didn't know how they where called in english, sorry about the locks thing ), about the suez canal I don't think it has gates, at least they aren't visible in the satellite pictures of google earth, but the mediterranean entrance is near port said, I'm pretty sure they have it well covered.

When I was trying the mod (HT campaign) I place a sub in the surface near the canal ,the first thing that I hear is "we are under attack", a destroyer shelling the sub from 5000 meters, flank speed into the canal to see what happens and the (not very much) AI runs into ground at full speed 500 mts off the canal entrance. :rotfl:
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Old 02-26-06, 09:16 AM   #90
Tazzie
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Quote:
Originally Posted by ref
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref
Thanks Ref for the above. Its how I thought it should be done but I wasn't sure.
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