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Old 02-18-06, 08:24 PM   #31
ref
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Quote:
Originally Posted by CCIP
Uh... trade you for the latest version of the terrain editor
Just give me a couple of days
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Old 02-18-06, 08:30 PM   #32
CCIP
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Meanwhile, for those who know how to merge these things, here is the Locations.cfg additions that will have to be made and properly numbered: (needs Sergbuto's lighthouse.dat from the lighthouse mod for lighthouses to work)

Quote:

[Location ] ; Kiel Canal
Long=9.731711
Lat=54.348785
Heading=125
OnLand=false
ShowOnMap=true
FileName=Djakarta


[Location ]
Long=9.668546
Lat=54.295956
Heading=0
OnLand=true
ShowOnMap=true
FileName=Muslim_City

[Location ]
Long=9.518629
Lat=54.196785
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location ]
Long=9.163964
Lat=53.897373
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.344380
Lat=54.130539
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.120715
Lat=53.8929
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang

[Location ]
Long=9.149465
Lat=53.89304
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.534129
Lat=54.205704
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=10.150210
Lat=54.366870
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse

[Location ]
Long=9.774879
Lat=54.374496
Heading=135
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr

[Location ]
Long=9.746878
Lat=54.356659
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.9722
Lat=54.363705
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.836753
Lat=54.380787
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
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
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Old 02-18-06, 08:34 PM   #33
WolfyBrandon
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Awesome,

Would be neat to have more more realistic terrain in the game! Looking forward to the progress of this mod.

Wolfy
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Old 02-19-06, 04:06 PM   #34
Scire
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Tested!
The channel working at the best and flawless!

Awesome work!
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Old 02-19-06, 06:51 PM   #35
Pdubya
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Ref and CCIP:

All I can say is WOW!!

This community is by FAR the best I have ever come across in all my gaming travels. Keep up the outstanding work and look forward to seeing the fruits of both of your labors guys... KUDOS! :|\

Pdubya
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Old 02-19-06, 06:54 PM   #36
booger2005
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Quote:
Originally Posted by CCIP
Meanwhile, for those who know how to merge these things, here is the Locations.cfg additions that will have to be made and properly numbered: (needs Sergbuto's lighthouse.dat from the lighthouse mod for lighthouses to work)

Quote:

[Location ] ; Kiel Canal
Long=9.731711
Lat=54.348785
Heading=125
OnLand=false
ShowOnMap=true
FileName=Djakarta


[Location ]
Long=9.668546
Lat=54.295956
Heading=0
OnLand=true
ShowOnMap=true
FileName=Muslim_City

[Location ]
Long=9.518629
Lat=54.196785
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location ]
Long=9.163964
Lat=53.897373
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.344380
Lat=54.130539
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.120715
Lat=53.8929
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang

[Location ]
Long=9.149465
Lat=53.89304
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.534129
Lat=54.205704
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=10.150210
Lat=54.366870
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location ]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse

[Location ]
Long=9.774879
Lat=54.374496
Heading=135
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr

[Location ]
Long=9.746878
Lat=54.356659
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location ]
Long=9.9722
Lat=54.363705
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location ]
Long=9.836753
Lat=54.380787
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
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
Does the locatins file include the Black Sea ports?
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Old 02-19-06, 08:05 PM   #37
CCIP
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The locations file includes all the locations that your version of SHIII has - the default ports and cities, those added by RUb/Ops (if you have it), or those from Serg's lighthouse mod (if you have it), or any others. They have to be numbered in order from 0 to (whatever the last number is) in order to work correctly. You should add these to the end of your file and give them proper numbers.
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Old 02-19-06, 09:55 PM   #38
The Noob
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Could i please have a "For noobs" turtorial how to install the kiel canal?It's just stupid to go the whole way over dänemark!
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Old 02-20-06, 02:34 AM   #39
Venatore
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I would not have have a clue what you modders are talking about :hmm: , will this come in an easy all in one installment , or will I have to go to learn :hmm:

I hope a Jedi Sith Lord Modder can make it a simple mod ,

I wish I had the experince to add my bit to this most excellent game

Keep up the excellent work , you people just amaze me .

Venatore
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Old 02-20-06, 02:59 AM   #40
Tikigod
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Do any of you use KASHMIR 3D? I notice when I open alot of Ubi's files they have a header that they are compiled or edited with Kashmir 3D. Is there anyway to import realworld data like they do in FS9 for elevations using this program? Maybe we can edit the underwater terrain and landscapes with it. I found it at this site:
http://www.kashmir3d.com/index-e.html
I just don't know how to use it yet. But, it looks pretty cool. Looks alot like Arcview GIS stuff. I just wanna see if we can make natural terrains using nasa lod data like they do for meshes in FS9 (fsglobal, fsgenesis, etc)
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Old 02-20-06, 06:49 AM   #41
ref
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Quote:
Originally Posted by Tikigod
Do any of you use KASHMIR 3D? I notice when I open alot of Ubi's files they have a header that they are compiled or edited with Kashmir 3D.
I'm checking it now, but I think that the Kashmir that appears in SH3 files has nothing to do with a 3d program, there are a number of files that aren't 3d that have Kashmir in the header.

Quote:
Originally Posted by Tikigod
Is there anyway to import realworld data like they do in FS9 for elevations using this program? Maybe we can edit the underwater terrain and landscapes with it.
The terraindata is based on real world data, but at a very low resolution, however when I finish my tool you'll be able to edit the submarine terrain, within the limitations of SH3. (minimum size of a terrain feature is about 2000 meters, so you can't add reefs or stuff with many detail).

Quote:
Originally Posted by Tikigod
I just wanna see if we can make natural terrains using nasa lod data like they do for meshes in FS9 (fsglobal, fsgenesis, etc)
Same as above ,the terrain height file is 43200*12600 pixels for the hole world, and the size is hardcoded, so we can´t change it

Ref
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Old 02-20-06, 06:55 AM   #42
ref
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Quote:
Originally Posted by Venatore
Iwill this come in an easy all in one installment , or will I have to go to learn :hmm:
Quote:
Originally Posted by The Noob
Could i please have a "For noobs" turtorial how to install the kiel canal?
The terrain part of the install is very simple, just download this:
http://rapidshare.de/files/13578704/...edist.zip.html
unzip to any folder run de exe and point it to the terrain file to update, as for the features part that CCIP made I'm still trying to make it work for me.
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Old 02-20-06, 08:23 AM   #43
The Noob
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What i have to do with CCIP's .mis file?The rest i understand!The first turtorial was just hard to read,my english is not so good!
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Old 02-20-06, 08:35 AM   #44
ref
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Quote:
Originally Posted by The Noob
What i have to do with CCIP's .mis file?The rest i understand!The first turtorial was just hard to read,my english is not so good!
Use google language tools to translate from english to moonish .
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Old 02-20-06, 08:44 AM   #45
slipper
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is there any chance someone could post me the two files by Ref and CCIP:, for the Kiel Canal, I'm having problems trying to access rapidshare.

thanks in advance

michael.dibble@ntlworld.com
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