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Old 08-03-05, 06:23 AM   #1
btaft
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Default RAW File Viewer

What would be a decent program for opening and editing RAW files in SH3. Any help is appreciated.

Thanks,

BT
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Old 08-03-05, 11:25 AM   #2
Canaris
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Maybe you can use your paintprogram. But you have to know the specs of that rawfile, because their is no header that contains imageinformation.


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Old 08-03-05, 02:49 PM   #3
btaft
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Bump,

Isn't there anyone that does graphic work for these mods know of a recommended program. Any help is appreciated.

Thanks,

BT
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Old 08-03-05, 05:08 PM   #4
timetraveller
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Paint Shop Pro will open them. You must supply the width, height, and color (RGB) format information.

TT
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Old 08-03-05, 07:29 PM   #5
btaft
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Thanks
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Old 08-04-05, 05:13 AM   #6
oRGy
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Uh, one second Canaris. What is that image you posted?
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Old 08-04-05, 05:58 AM   #7
Canaris
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That is 21600_10800.raw from SH3/data/Terrain/Maps/Maps2 folder.
btaft, Its opend with Paint Shop Pro.

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Old 08-04-05, 06:27 AM   #8
btaft
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Thanks again. Looks like I will be getting Paint Shop Pro. Does it have good editing tools?
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Old 08-04-05, 07:19 AM   #9
oRGy
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Canaris;

It is my suspicion that that file is the heightmap information for the terrain engine. Can you confirm this? If true, this is a great find at it means that the game reads terrain info from a moddable file. This means we can do the following:

1) Create the Kiel Canal

2) Get rid of the Churchill Barriers in Scapa Flow, for the early war period at least, thus enabling a proper recreation of Priens incursion

3) Change the coastline of the Netherlands to what it was in the 1940's

They're the ones of the top of my head. I suspect you could even integrate those changes with SH3 commander so the churchill barriers would be up by late war, or the flooding of parts of the Netherlands when the Germans were retreating could be simulated.
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Old 08-04-05, 07:59 AM   #10
btaft
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Quote:
It is my suspicion that that file is the heightmap information for the terrain engine. Can you confirm this? If true, this is a great find at it means that the game reads terrain info from a moddable file. This means we can do the following:
This is an interesting thought, though I suspect the height data is in a data file. My suspicion about this file was that it was purely a graphic file over which different shades were overlayed depending if it was land or water.

I was hoping to use it in order to place a couple of bathymetric contours based on the height data used. But if it is the other way around then looks like you will be able to do some interesting things.
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Old 08-04-05, 11:19 AM   #11
Seeadler
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Quote:
Originally Posted by oRGy
Canaris;
It is my suspicion that that file is the heightmap information for the terrain engine.
Yes but only for certain zoom-levels on the F5 map!

Levels 40000,20000,10000 meters per pixel use 4320_2160.raw
Levels 4000,2000,1000,500 meters per pixel use 21600_10800.raw

Levels 200,100,50,20,10,5,2,1 meters per pixel use tiles from this hightmap which are stored in run-length encoded files. To edit them you need the algorithm the dev's use to RLE encode them.

For example, you can cut off England with PaitShopPro or Photoshop from the two RAW files. In the higher zoom levels on the map, England is gone but if you zoom in, the land is still there until you also edit the tile files.

But this is only for the F5 map, if you want edit the 3D geo data you must edit the tiles stored in TerrainData.BFD ( the 240 MB file ). To do this you need also the algorithm the dev's used to store the data.
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