Log in

View Full Version : Adding map details


Ash
04-19-08, 06:26 PM
There is a way to add details to navigation map (buoys, depths marks ect.)

I want to Thank to creator of lighthouse.dat file from Lighthouse Mod

Using S3D and Lighthouse.dat I made ,,empty" port file KielNavI.dat and placed it in SlentHunterIII\data\Terrain\Locations
In the same directory i placed KielNavI.tga with a grid picture.

After adding at the end of SilentHunterIII\data\Terrain\Locations.cfg

XX is last number in file

[Location XX]
Long=10.165377
Lat=54.381538
Heading=0
OnLand=false
ShowOnMap=true
FileName=KielNavI
LocationName=

Game create ,,empty virtual port '' port and assign KielNavI.tga to it so the grid is visible on the map.
Using grid I find positions of buoys. I place pictures on proper places in KielNav.tga and deleted the grid.

The efect:
http://img89.imageshack.us/my.php?image=sh3img20420081920609bj1.png

If you want to add something to your map
download files:
http://files.filefront.com/Maprar/;10040153;/fileinfo.html

and:

1 Place KielNavI.dat in SlentHunterIII\data\Terrain\Locations
2 Copy and rename NavI.tga to KielNavI.tga, place it in the same directory -SlentHunterIII\data\Terrain\Locations
(NavI.tga contains grid picture)
You can also use my KielNavI.tga file if you want to see my work.

3 add

[Location XXX]
Long=10.165377
Lat=54.381538
Heading=0
OnLand=false
ShowOnMap=true
FileName=KielNavI
LocationName=

(Where XXX is your last number in Locations.dat file)
at the end of SilentHunterIII\data\Terrain\Locations.cfg

If you start the Game now, You should see grid over the Kiell port. (If you used KielNavI.tga you will see buoys bridge and cities symbols on the map.)

Note locations of ojects you want to add to map from the grid.

After leaving game start any .tga editor (I use freeware GIMP) and place symbols or pictures or notes or enything in correct places using the grid.

Delete grid and save file. Place new file in SilentHunterIII\data\Terrain\Locations

Start game. You should see effects of your work on the map.


If you want create new detailed part of map you need:

A. Copy and rename KielNavI.dat to - Somthing else for example NewNav.dat
B. Use S3D to change Id in the second part of file called
2:Node-Large_type3_harbor_Dummy
there is a Id generator in Tools menu - generate new and replace old one.
Save changes
C. Copy NavI.tga and rename it the same as your .dat file (example NewNav.tga)
D. Place :

[Location XXX]
Long=AA.AAAAAA
Lat=BB.BBBBBB
Heading=0
OnLand=false
ShowOnMap=true
FileName=KielNavI
LocationName=

(Where XXX is your last number in Locations.dat file)
AA.AAAAAA and BB.BBBBBB are location of the center of the new grid - you can find them using Sh3MissionEditor.

This should create new grid on map in place of your choosing.

Note locations of objects on the grid, reedit your new .tga file and remove grid from the picture.

Remember:
Your .dat and .tga file must have the same name
You need to change .dat file Id number to create another ,,virtual port location''


If you want lghthouses to be visible on the map copy lighthouse.tga file (from map.rar)to SilentHunterIII\data\Terrain\Locations

Sorry for bad English I hope you understand me.

Have Fun

Ash

Venatore
04-19-08, 11:51 PM
It would have been great to have a similar thing like fog on the maps, but when you are in the area the map fog lifts to reveal what is there. This would simulate you conducting recons of harbours etc.

Rubini
03-28-10, 12:24 PM
This was one of that great mods that some (or much) of us just missed it.
I downloaded the Ash´s Kiel nav map and it´s just awesome, really a great missed mod.:o:damn::yep:

Seems that here in this thread Ash uploaded some tools to we make the same for others harbours. I´m a candidate to make them...but the tool files link is broken...perhaps someone have this file and could upload it again?

We need it for our community SH3 must have tools...for sure!:up:

(I tried to PM him but yet withou reply)