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Old 07-20-05, 03:53 PM   #46
Shadow9216
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Orzel, Chris, whatever you prefer- you rock
Thanks for the help on this. I've been working it for 8 hours now, and it's been frustrating- I'm sure it must've been frustrating for you to have to endure question after question from me on a subject you thought you had answered.

Okay, lemme see if I understand you.

To make a NEW model, with a NEW name, I need to use the process we've already done to create a clone (changing the id/txtref/3d/parent), AND I need timetraveller's tool to create a new tga to associate with it?

Do I need to change the references in the dat/dsd/sim/zon that say JU87, JU_87, JU87Stuka for example? That are on the right side in 010 editor (expressed as ascii value)?
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Old 07-20-05, 06:00 PM   #47
Shadow9216
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Orzel, can you send me the files for the Liberator? I'm sure I missed a couple. I got time traveler's dat extractor and will try to figure out how to do this. I think you're saying I need to change the ref in the dat file from liberator.tga to new_file.tga, using whatever my new tga will be?
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Old 07-20-05, 07:02 PM   #48
iambecomelife
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Hi Orzel - so far the main problem for me has simply been finding these unique id's for other units. I'm working with ships and it's been harder to find the data indicating that one of these id's is encoded. I looked at the stuka's dat file and could tell where one id was because it was "marked off" by blocks of 0's like this: 00 00 00. But for the ships the locations seem to be much less obvious, especially since there are so many big sections of 00's embedded throughout the file. Is there any easier way to find all the id's we need? Thanks.
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Old 07-20-05, 07:06 PM   #49
Shadow9216
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The tool lurbz posted in a link works pretty well- you can see most of the strings, but there seem to be a few lacking. On the Stuka there were 4 strings I was unable to locate using the tool.

Here's the link to the tool in question

http://cursos.usal.es/~felipe/dc/datconvert.zip
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Old 07-20-05, 07:38 PM   #50
Rubini
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Shadow,

This is my hour of revenge.

That nice hat, I knew that one day it would be your...

I think that Orzel have make a mistake, that IDs is not found in the default Stuka. Or perhaps I'm wrong!

Rubini
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Old 07-20-05, 10:32 PM   #51
THE_ORZEL
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Shadow,

Just to be safe, any changes that you've made to dat you should make to respective sim, zon, dsd , val etc if and when you change or rename names "textur ref" etc. Keep record of what you rename that way you can search for it in sim, zon, dsd , val.

I'll post the Liberator strings for you in a moment.

The tool lurbz made in combination with hex editor in my opinion can help you guys in next chapter of creating new objects using existing objects aka what Sergbuto did. In time I'll post new tutorial using Stuka or Swordfish as an example.

Iambecomelife,

Well I created certain tools to help me out; however there is a way using hex editor to find out exactly where all of the strings are located. I will try to explain it later in the future where they are located in dat file using hex editor. For example I remember that In CL Dido there is 171 id to be replaced. Ship model is more complex but the idea of hex-editing it is the same as working with aircraft.

Rubini,

I gave complete list of strings for Stuka no mistake there. Of course you can make a workable clone of stuka with replacing far less id but I don’t know what effect it will have in the long run. There is a place where dat file holds all id like database that each dat file has. I have my own tools that I’ve made and my understanding maybe different from what lurbz did with his tool?

Of course lurbz was still in development his tool so…………… So far my technique works, haven’t seen any problems yet with my clones. I believe not sure but lurbz tool shows all the id etc. you just have too look deeper

Chris a.k.a. Orzel
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Old 07-20-05, 11:19 PM   #52
THE_ORZEL
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Ok Shadow here is the complete list for the liberator. Now my work here is complete. You now know how to clone objects please teach and help others

I’m retiring to my Atlantis world, somewhere deep where I can relax and enjoy this beautiful life

I’ll be checking this forum and if you guys need more help I’ll try and help you as best as I can. I want SH3 community to grow and expand.

PS. Guys there is also possibility of doing SH3 to DC2 conversion. It kind of works I’ve tested it in limited way. What I mean you can pilot DC’s CL’s etc.



1. 710A0E70E7A07B62

2. 4A36FAC3AE1D1DD2

3. 80066C164540A480

4. E2C3915816D92FE0

5. E1C3915816D92FE0

6. 94C0976426216BA2

7. E143965816D92FE0

8. 8869450B8E80A380

9. E243965816D92FE0

10. 143AE22DD495EF83

11. 62C434CF4DB94F33

12. 62C4E4CE4DB94F33

13. 62C4F4CF4DB94F33

14. 4A36FAC3AE1F1CD2

15. 74DAD33F5B206BA2

16. 0A0957916AE18A7F

17. FCBFB6D11BA1EC9C

18. 4A36FAC3AE1F1DD2

19. 7066869AE0C18A7F

20. ADCCF93147A2CAF7

21. DAC1F0B09EE18A7F

22. BA27A6BC5841A480

23. ECE7859AE1C18A7F

24. CE9824BC5841A480

25. 6064859AE1C18A7F

26. A2CD9A9425917BF2

27. AA9CD00798800281

28. 8448889AE2C18A7F

29. 4A36FAC3AE111CD2

30. 40A767164940A480

31. D0F5B6D11DA1EC9C

32. E89E18225FAD4F86

33. ADF94BBB73ABCE39

34. 3CF3889AE3C18A7F

35. 4A36FAC3AE111DD2

36. 88486C164A40A480

37. 83BC2D7C49BBEABF

38. E5D6FCA5DDA145FC

39. 4A36FAC3AE131CD2

40. 9E1926BC5B41A480

41. 7871569ECA80B081

42. 3448849AE4C18A7F

43. 7C9B896F3034200B

44. 4A36FAC3AE131DD2

45. 7E9B896F3034200B

46. 92BCA6BC5C41A480

47. 1C02BB3FAD800281

48. 7D9B896F3034200B

49. 0CD4420B8480A380

50. 14B8167419B6E62F

51. FBD6FBA7DDB955E7

52. 2ADB78BB4C41A480

53. 10716C164D40A480

54. A4FEB93DAE800281

55. D423899AE7C18A7F

56. 4A36FAC3AE151DD2

57. 4A36FAC3AE051CD2

58. F458C6A6C8216BA2

59. 0855899AE8C18A7F

60. 4A36FAC3AE171CD2

61. 265178BB4E41A480

62. DA2AC398CE80B081

63. 4A36FAC3AE071CD2

64. 4A36FAC3AE171DD2

65. 2CB43140A0800281

66. E08D0B3FA0800281

67. 40AA6EA2BA206BA2

68. E3177934F6ED5B86

69. FBD6FBA71DA95963

70. 4A36FAC3AE191CD2

71. 8C3A869AEAC18A7F

72. C806B5D114A1EC9C

73. F8876C164040A480

74. 2474480E91AFD627

75. A4A6849AEAC18A7F

76. 4A36FAC3AE191DD2

77. FA4000E556A95B6D

78. F94000E556A95B6D

79. 1011869AEBC18A7F

80. 5408B7D115A1EC9C

81. F9C007E556A95B6D

82. FAC007E556A95B6D

83. 5098202E9B018B7F

84. 4A36FAC3AE1B1CD2

85. 719B467B7B87D623

86. 729B467B7B87D623

87. EE6777BB4141A480

88. 721B417B7B87D623

89. 9C28470B8B80A380

90. 711B417B7B87D623

91. B2D15652ED808481

92. 3C56C209CF018B7F

93. 817C8CDE8B43E8AC

94. E50D3936E7697768

95. 2481E8B33F6563E4

96. 2781E8B33F6563E4

97. 2092859AEDC18A7F

98. D40530A1C380B081

99. 30744F0CA1B3D639

100. 4A36FAC3AE1D1CD2

101. D239A5BC5441A480

102. 7E7F25BC5441A480

103. 4C48B6D118A1EC9C

Chris a.k.a. Orzel
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Old 07-20-05, 11:19 PM   #53
Rubini
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Orzel,

Thanks for the reply. I thought that you made a mistake because in the first post I find all that Ids whit lurbz's dat tool. But, thanks to explain all this stuff to us. We need a dat tool to speed up the work with the clone units. It's very hard- if not almost impossible - to do this without a tool. If you finish your dat tool please post to us. :hmm:

Thanks again,

Rubini.
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Old 07-20-05, 11:22 PM   #54
THE_ORZEL
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Thanks Rubini,

Sure thing..................

Chris a.k.a. Orzel
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Old 07-21-05, 09:55 AM   #55
Shadow9216
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@Orzel- thanks a heap dude! If I get the clone working, I'll let you know.

@Rubini- yeah, I've got the lame hat now. My turn in the barrel :P
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Old 07-21-05, 11:22 AM   #56
Shadow9216
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@Orzel- thanks a heap dude! If I get the clone working, I'll let you know.

@Rubini- yeah, I've got the lame hat now. My turn in the barrel :P
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Old 07-21-05, 03:23 PM   #57
iambecomelife
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Quote:
Originally Posted by Shadow9216
The tool lurbz posted in a link works pretty well- you can see most of the strings, but there seem to be a few lacking. On the Stuka there were 4 strings I was unable to locate using the tool.

Here's the link to the tool in question

http://cursos.usal.es/~felipe/dc/datconvert.zip
I hope the missing ones are easy to find without the tool. I've started using it to make a clone for the T-3, and there seem to be 40-plus ID's. It's easy enough with the data converter but I would probably have no idea where to look without it.
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Old 07-22-05, 01:51 PM   #58
iambecomelife
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BUMP
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Old 07-22-05, 02:47 PM   #59
CCIP
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Hmm, sorry for not following this thread as most of what's said here is far out of my areas of modding expertise, but...

I wonder if by cloning and somewhat modifying certain equipment and weapons files we could mod, say, Squid and Fido into the game (by putting a T-V on planes, and modifying the performance of a K-gun and putting it in forward position.)

Hmm... :hmm:
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Old 07-22-05, 03:17 PM   #60
Jace11
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Yeah, this cloning thing is a bit beyond me too. I had great plans for it aswell. The tutorial is bit hit and miss. The most difficult bit is finding the IDs. The tool apparently doesn't find them all and we really need to know how to find the rest of them. Unfortunatly only a few people know how to find them all and that isn't explained very well in the tutorial so you have to ask them to find them for you, as seen in the list above.

I think that defeats the object of a tutorial, if you can't do it all yourself with only half the instructions.

The moving of objects around a boat may be explained sometime in the future I hope.

A fully functioning tool would be the ultimate goal but I have given up on this for now.
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