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DivingDuck
11-24-06, 10:21 AM
Moin,

based on SergButoīs NationalityMod V3.0 Iīve made a new FlagS.dat, that provides small flags for all nations.
On suggestion/request of Carotio, who provided the *.tga files, Iīve implemented 3 new nations:
China (civil/military)
Uruguay
VenezuelaD/L: http://files.filefront.com/DD_FlagsV11rar/;6261626;;/fileinfo.html


Regards,
DD

AG124
11-24-06, 11:21 AM
Does this mod include flags for all of the nations in Sergbuto's Nationality Mod 3.0? Sometimes, people forget the smaller ones like the Red Cross or Croatia. Not that I am assuming that you did that - I'm just checking.:yep:

Anvart
11-24-06, 01:32 PM
Moin,

Iґve analyzed the flag.dat for weeks now. Although Iґm up to something else with that, Iґve made a new FlagS.dat (DD_FlagS.dat), that provides small flags for all nations. D/L it here: http://files.filefront.com/DD_FlagSrar/;6239506;;/fileinfo.html

You donґt have to rename it. Just remove the original FlagS.dat from the LIBRARY folder!!!

Regards,
DD
What difference of your file from a file flagS.dat (Nationality Mod 3.0)?
You have repeated all the nations presented in a file flag.dat (Nationality Mod 3.0)?
The size of an animated flag for example Russian same as in a file flagS.dat.
:hmm:

Carotio
11-24-06, 02:01 PM
Great! :up:

I have been trying to include three new countries to SH3 in my GW-UA mod, but I don't know about hex-editing, so would you help me add these three countries:
China, Uruguay and Venezuela

I have the flags as tga files ready to send you in a mail, if you wanna help?

I intend to add it both to GW-UA and to the World Map (campaign land layer) mod, and you'll be mentioned in the credit list of course! :yep:

You can PM your mail adress if you wanna do it!

DivingDuck
11-24-06, 02:23 PM
Moin,

Does this mod include flags for all of the nations in Sergbuto's Nationality Mod 3.0? Sometimes, people forget the smaller ones like the Red Cross or Croatia. Not that I am assuming that you did that - I'm just checking.:yep:

What difference of your file from a file flagS.dat (Nationality Mod 3.0)?
You have repeated all the nations presented in a file flag.dat (Nationality Mod 3.0)?
The size of an animated flag for example Russian same as in a file flagS.dat.
:hmm:

I donīt use SergButoīs NationalityMod. So I canīt tell.

Iīve 2 computers running SHIII.
#1 - NYGM2.2
#2 - GW1.1a
No other mods in use.

Iīve taken the Flag.dat from install #1 and inserted/converted the mesh animation of the FlagS.dat. So, all flags included in the clean SHIII/patched 1.4b/NYGM2.2-installation are present in a big and a small version.

But it will be no problem to insert any further flag, I think (hope).

@Carotio:
upload the files. Iīll see what I can do for you. ;)

Regards,
DD

sergbuto
11-24-06, 03:01 PM
NYGM 2.2 uses flag.dat from my Nationality mod v3.0. So, you basically took my work, inserted one 3d mesh from flagS.dat and distribute it without any credits.

DivingDuck
11-24-06, 03:29 PM
Moin,
NYGM 2.2 uses flag.dat from my Nationality mod v3.0. So, you basically took my work, inserted one 3d mesh from flagS.dat and distribute it without any credits.
sorry for that. I wasnīt aware that youīve altered the flag.dat already. I donīt take work of others and pretend itīs mine wittingly. I didnīt mean to steal from you. So, UFN I will delete the d/l link. If I knew, I would have credited you of course in the first place.
Please tell me under what circumstances you would give permission to release this *.dat.

Regards,
DD

sergbuto
11-24-06, 04:20 PM
Moin,
NYGM 2.2 uses flag.dat from my Nationality mod v3.0. So, you basically took my work, inserted one 3d mesh from flagS.dat and distribute it without any credits.
sorry for that. I wasnīt aware that youīve altered the flag.dat already. I donīt take work of others and pretend itīs mine wittingly. I didnīt mean to steal from you. So, UFN I will delete the d/l link. If I knew, I would have credited you of course in the first place.

Regards,
DD
I am sure that you did NOT mean to "steal" the work or did it on purpose. However, when taking a file from already modified installs one needs to make sure that the particular file was not re-worked by other modders before distributing it. Reading Readmes usually helps in this respect ;) (although I admit it is not very easy to get that from NYGM documentation because that is buried in enclosed RUB's Readme).

Please tell me under what circumstances you would give permission to release this *.dat.
Normal crediting with mentioning the original mod should be enough.

DivingDuck
11-24-06, 09:42 PM
Moin,

I am sure that you did NOT mean to "steal" the work or did it on purpose. However, when taking a file from already modified installs one needs to make sure that the particular file was not re-worked by other modders before distributing it. Reading Readmes usually helps in this respect ;) (although I admit it is not very easy to get that from NYGM documentation because that is buried in enclosed RUB's Readme). well, Iīll keep that in mind for the future. I might have known if Iīd taken a closer look.

Normal crediting with mentioning the original mod should be enough. Itīs done now.



The file is available for d/l again: http://files.filefront.com/DD_FlagSrar/;6242383;;/fileinfo.html
(now with enclosed InstallationInstructions.pdf containing the credits)


Regards,
DD

AG124
11-24-06, 11:16 PM
Good work Diving Duck - I'm glad that you and Sergbuto worked out this mistake to mutual satisfaction and to the benefit of the community.:up: Your combined work is and will be an essential mod to pretty much all SHIII players.:yep:

DivingDuck
11-28-06, 09:08 AM
Moin,

updated version is available for d/l: http://files.filefront.com/DD_FlagsV11rar/;6261626;;/fileinfo.html
3 new nations have been added. The older version has been removed. Credits go to SergButo and Carotio. Youīll find further information in the installation instructions included.

BTW, does anyone know how to change the thread title? Allthough Iīve installed the newest Java version I canīt change it.

Regards,
DD

Filax
11-29-06, 11:59 AM
Hello,

3 new nations have been added. The older version has been removed.
I checked the MUSEUM, but I canīt find the 3 new nations. Where are they?

Filax

bigboywooly
11-29-06, 01:12 PM
Hello,

3 new nations have been added. The older version has been removed.
I checked the MUSEUM, but I canīt find the 3 new nations. Where are they?

Filax

Hi and welcome aboard

Its not enough just to add new flags to the dat to create new nations

They also have to be added to Defside.cfg and Roster folders created for them

Carotio
11-29-06, 02:55 PM
Hello,

3 new nations have been added. The older version has been removed.
I checked the MUSEUM, but I canīt find the 3 new nations. Where are they?

Filax

Well, he added the three flags on my request!
If you go to my site, look under GW-UA, you'll see three screencaps of an ongoing project, which is soon to be finished!
And to the campaign land layer, I have added China, Venezuela and Uruguay. But if it should be perfect, there should be room for adding units too, and then the flags were needed!
But if you wait, I'll soon release it as an independant mod...

Filax
12-01-06, 10:52 AM
Hello,


They also have to be added to Defside.cfg and Roster folders created for them I added them to DefSide.cfg and created Roster folders. But no ships.

But if you wait, I'll soon release it as an independant mod... Waiting impatiently. ;)

Filax

AG124
12-03-06, 05:55 PM
@ Filax - did you place .cfg files for ships in each nation's roster folder? If there are no ships in the roster folders, then the nations will not show up in the museum.

DivingDuck
12-04-06, 01:30 AM
Moin Anvart,
Hi, DD.
Today I have looked your mod and I have to you one question why do you not apply
MeshAnimation controller (Sergbuto too)?
Without this controller we can see artefacts in flags animations on close distance.
We see these artefacts and in a Dolphin mod (by Rubini, Sergbuto) too.
Application of MeshAnimation controller eliminates this problem.
:o
Iīm up to something else with that bloody flag.dat. But while studying the file it came to my attention that it wouldnīt be too much work to implement the flags.dat animation into the flag.dat. I didnīt think of the MeshAnimation controller in the first place. In fact Iīm not yet familiar with this controller. I was focussed on identifying the seperate frames and vertices within the animation. I succeeded so far, its 25 frames at 70 vertices, 35 per side at a very strange order. But presently Iīm stuck with getting my own animation into the *.dat. I donīt want to change (hex edit) all the vertices by hand. I would be an old man when finished. ;)

Regards,
DD

Werewolf
12-04-06, 10:23 PM
:hmm: this seems to be a thread with a lot of people knowing a lot about flags so sorry to interfere, but noone has been able to help me. If I want to replace a flag in SHIII what do I do then? I have the small programm called DattexExtract, but every time I want to replace a flag with a more detailed one, it refuses to do so because of difference in size. Any ideas?

DivingDuck
12-05-06, 01:20 AM
Moin,
If I want to replace a flag in SHIII what do I do then? I have the small programm called DattexExtract, but every time I want to replace a flag with a more detailed one, it refuses to do so because of difference in size. Any ideas?
Do you want to replace the mesh itself or just the flagīs texture?
I assume you want to import higher detailed textures, so...
get Pack3D first (all versions)
open the flag.dat / flagS.dat
youīll find all the flagīs textures in the TEXTURES folder
highlight the texture you want to replace
click IMPORT
choose your new texture file
ready to goClicking EXPORT ALL creates a new subfolder (3D) that includes all used *.tga files. Keep in mind that the texture must be in *.tga file format. As I canīt tell you anything about the *.tgaīs size I suggest to open an existing flag texture, copy and paste your new texture into it and resave as new flag.

If you change the flag mesh itself it has no influence on the animation as it is hardcoded in the Flag.dat/FlagS.dat. Youīll have to edit 25 frames containing 70 vertices, each coded by 6 bytes. Thatīs 10500 bytes to change. :88)

Regards,
DD

Werewolf
12-05-06, 09:41 AM
@DivingDuck:

Okay, thanks very much for the detailed information :D

bigboywooly
12-05-06, 01:41 PM
IIRC the flags are 128x64 size

ref
12-05-06, 01:49 PM
Moin Anvart,
Iīm up to something else with that bloody flag.dat. But while studying the file it came to my attention that it wouldnīt be too much work to implement the flags.dat animation into the flag.dat. I didnīt think of the MeshAnimation controller in the first place. In fact Iīm not yet familiar with this controller. I was focussed on identifying the seperate frames and vertices within the animation. I succeeded so far, its 25 frames at 70 vertices, 35 per side at a very strange order. But presently Iīm stuck with getting my own animation into the *.dat. I donīt want to change (hex edit) all the vertices by hand. I would be an old man when finished. ;)

Regards,
DD

Hi DD, I'm very interested in the animation format, trying to implement it in a tool I'm writing, can you share what you've discovered?, I've managed to figure out the keyframes and the times for them, but not the vertex data.

Ref

DivingDuck
12-06-06, 07:28 AM
Moin,

Hi DD, I'm very interested in the animation format, trying to implement it in a tool I'm writing, can you share what you've discovered?, I've managed to figure out the keyframes and the times for them, but not the vertex data.

Ref It would be a relief if you could write a tool to convert animation. I appreciate that very much.

Hereīs what Iīve found out:

http://www.a7700.de/extern/Flag_ani.png

http://www.a7700.de/extern/Flag_Vert_001.jpg



Hope thatīs of any use for you.

Regards,
DD

ref
12-06-06, 08:37 AM
http://www.a7700.de/extern/Flag_Vert_001.jpg


Whow! , That's crazy, I'l have to figure out a logic for that ordering before starting to write anything, I'll check other commonly used animation formats (quake, etc.) to see if they are similar, I doubt they wrote a new system, it's more likelly they used an existing one, if we can figure out the format we can add new animated models :rock:

Ref

Werewolf
12-06-06, 11:04 AM
Please, could someone tell me where it's possible to download Pack3D? :-?

Werewolf
12-06-06, 11:33 AM
@Bigboywooley:

I know exactly what is wrong now! :D it's the colour depth! The colour depth of the flag I want to replace is 16 bit and the colour depth of the flag I want to insert is 24 bit. Any idea how to crack that one? DattexExtract will not accept to insert a flag into the .DAT file if it's not exactly the same colour depth

bigboywooly
12-06-06, 11:40 AM
@Bigboywooley:

I know exactly what is wrong now! :D it's the colour depth! The colour depth of the flag I want to replace is 16 bit and the colour depth of the flag I want to insert is 24 bit. Any idea how to crack that one? DattexExtract will not accept to insert a flag into the .DAT file if it's not exactly the same colour depth

Well when you save the flag you should be able to set the colour depth in your paint program

I could never get on with the data extract

Use pack3d

http://ultrashare.net/hosting/fl/30077313a7/ (http://ultrashare.net/hosting/fl/30077313a7/)

U-snafu
12-06-06, 01:14 PM
Whow! , That's crazy, I'l have to figure out a logic for that ordering before starting to write anything, I'll check other commonly used animation formats (quake, etc.) to see if they are similar, I doubt they wrote a new system, it's more likelly they used an existing one, if we can figure out the format we can add new animated models :rock:

Ref

What's crazy is that I would guess 99% of us forum members have no clue what you two are talking about:doh: :lol:

I'm just glad that you guys with the knowledge, skill, and talent keep turning out your magic for this sim:sunny:

DivingDuck
12-07-06, 04:19 AM
Moin,

@U-snafu:
Someone must do it, right? ;)

@ref:
I forgot to mention some additional information.

...I'l have to figure out a logic for that ordering before starting to write anything, I'll check other commonly used animation formats (quake, etc.) to see if they are similar, ...
Itīs an issue of the 3d graphics program. The logic your searching for will be found in the *.obj file. Open the COUNTRY_FLS.obj with any hex editor and youīll see that the vertices are stored in this order. I assume that the COUNTRY_FLS.obj file (Type 1/101, size 2389) tells SHIII the texture coordinates and determines the verticesī order. My problem is that the vertices in the *.obj file are described by 24 bytes (8 bytes per axis). But the frames use 6 bytes only at 2 bytes per axis.


EA 93 B1 36 46 7E 71 3D controls the size. Iīve managed to resize the flag but unfortunately not to the exact size I wanted to. Setting the first 3 bytes to FF results in a smaller flag, setting them to 00 results in a bigger flag. Changing the fourth byte (36) to values lesser than 35 or higher 37 results in disappearance of the flag. I think itīs getting to small/big to see when exceeding 35/37. Note that the flagīs position changes when altering these values. The highlighted values (.. .. .. 36 .. .. .. 3D) are the same at the beginning of each frame. So I assume that the first three bytes define the position of the "basic" vertex. And that would be vertex #6/25, I guess. All three values (X,Y,Z) are the same (7CD4 7CD4 7CD4). 36 seems to be some kind of multiplier. The following three bytes possibly define the last vertex in the row. But Iīve no idea about the last byte (3D) then!??? I canīt imagine they use four bytes to define the position. :88)

I would be content with a tool that converts all vertices to the 6 bytes format. Hope you manage to write your tool asap.

Regards,
DD

bigboywooly
12-07-06, 11:29 AM
Moin,

@ref:
I forgot to mention some additional information.

...I'l have to figure out a logic for that ordering before starting to write anything, I'll check other commonly used animation formats (quake, etc.) to see if they are similar, ...
Itīs an issue of the 3d graphics program. The logic your searching for will be found in the *.obj file. Open the COUNTRY_FLS.obj with any hex editor and youīll see that the vertices are stored in this order. I assume that the COUNTRY_FLS.obj file (Type 1/101, size 2389) tells SHIII the texture coordinates and determines the verticesī order. My problem is that the vertices in the *.obj file are described by 24 bytes (8 bytes per axis). But the frames use 6 bytes only at 2 bytes per axis.


EA 93 B1 36 46 7E 71 3D controls the size. Iīve managed to resize the flag but unfortunately not to the exact size I wanted to. Setting the first 3 bytes to FF results in a smaller flag, setting them to 00 results in a bigger flag. Changing the fourth byte (36) to values lesser than 35 or higher 37 results in disappearance of the flag. I think itīs getting to small/big to see when exceeding 35/37. Note that the flagīs position changes when altering these values. The highlighted values (.. .. .. 36 .. .. .. 3D) are the same at the beginning of each frame. So I assume that the first three bytes define the position of the "basic" vertex. And that would be vertex #6/25, I guess. All three values (X,Y,Z) are the same (7CD4 7CD4 7CD4). 36 seems to be some kind of multiplier. The following three bytes possibly define the last vertex in the row. But Iīve no idea about the last byte (3D) then!??? I canīt imagine they use four bytes to define the position. :88)

Regards,
DD

Does anyone have a link to a translator :o

I so have no idea what you are talking about DD

Good job Ref does I suppose :up:

Werewolf
12-07-06, 12:09 PM
@Bigboywooley:

Great, thanks :up:

bigboywooly
12-07-06, 12:25 PM
@Bigboywooley:

Great, thanks :up:

No problem
Glad to help

DivingDuck
12-07-06, 01:28 PM
Moin,

Does anyone have a link to a translator :o

I so have no idea what you are talking about DD

Good job Ref does I suppose :up: I hope itīs the topic/kind of information and not my English that makes you need a translator. :p

Regards,
DD

bigboywooly
12-07-06, 01:33 PM
No its the topic DD

Your English is fine mate :up:

Better than my German :nope:

padmack
01-20-10, 04:47 PM
Ok so im guessing that there is NO WAY of adding the nations, China, Venezuela and Uruguay into this mod WAC4.1_SH4StyleFlags by Anvart.

He says this in Readme : "This mod is not compatible with other flags mods ..."

However im wondering if there is a way now, although im beginning to think after some trial and error in s3D that the translation form sh4 to sh3 has made this impossible...

Any suggestions?

Anvart
01-20-10, 05:01 PM
Ok so im guessing that there is NO WAY of adding the nations, China, Venezuela and Uruguay into this mod WAC4.1_SH4StyleFlags by Anvart.

He says this in Readme : "This mod is not compatible with other flags mods ..."

However im wondering if there is a way now, although im beginning to think after some trial and error in s3D that the translation form sh4 to sh3 has made this impossible...

Any suggestions?
:haha:
"Те же яйца... только в профиль..."
Use SH4StyleFlags_GWX !!!
http://www.subsim.com/radioroom/showthread.php?t=156503