View Full Version : [REL] SH4 Terrain mod (canals and others)
This mod adds the kiel canal, scapa flow east entrance, suez canal, panama canal and helgoland (last one, original mod by TigerKatziKarzi adapted by me to sh4).
Some pics of the kiel canal transit:
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214012_218.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214018_906.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214051_421.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214102_312.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214141_687.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_213159_765.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214300_453.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214353_140.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214412_484.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214430_984.jpg
The mod only adds the terrain changes, harbours cities and other scenery must be added appart.
Also harbours of colon and balboa (panama canal) are slightly misplaced, as I don't know if any PTO modder has modified the location file,
I decided not to move them, easy change though. (see pic.)
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-20_011425_218.jpg
Enable with JSGME.
Mediafire : http://www.mediafire.com/?2y49n9vxrwi
Rapidshare : http://rapidshare.com/files/108886236/GWX_SH4_Terrain_mod.rar.html
For those interested here's the Terrain extractor/compressor and a small tutorial/manual included, check it for install instructions.
http://dodownload.filefront.com/10060182//7c5527a6ca143017d63866c00c653e3b0408d4bcc102decee4 f0b72135e78ea922dc825acfb93dd3
A note before I start getting a hundred posts and PMs :D, and risking to sound a bit harsh, but I know what will come after this by experience.
In the tutorial I used photoshop to edit the terrain, it's the only image editing program I use, so please don't start asking me how to do it with paint shop or other image programs, because I don't know, you'll have to figure it out between yourselves.
Any other question/bug reporting is welcome.
Ref
One note, I made a quick and dirty (emphasis on dirty) adaptation of my original terrain extractor for sh3, it has a couple of huge memory leak problems and other stuff, I don't think it's worth to debug and finish it, as with the original one on sh3 only one other modder (TigerKatziKatzi) used it besides me, if anyone wants it please send me a PM and I'll finish and upload it, or suggest any other terrain mod I'll be happy to make it and upload the files.
Ref
Captain von Keldunk
04-20-08, 12:38 AM
Hello
I have downloaded it.:D Many thanks
A must have mod.:yep: :yep:
About the terrain tool, i have never used it, but have tought of using it.
So if you have time, there are never too many tools for SH4.
Maybe making a harbor, etc.:up: :up:
Lagger123987
04-20-08, 12:41 AM
Oh Yeah! :rock: (sorry, too much Kool-Aid lately)
Captain von Keldunk
04-20-08, 01:59 AM
Hello
St Nazaire mod PLEASE PLEASE:D :D :D
St Nazaire at mouth of Loire river.:yep: :yep: :yep:
Also dry dock too, then you can have St Nazaire raid and all.
AOTD_MadMax
04-20-08, 05:35 AM
Great work ref ! :up:
May i use this for AOTD´s SH4 Modpack called " fall of the rising sun " ?
Greets
AOTD|MadMax
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214353_140.jpg
Lol, better watch out! I think you have sharks following your boat. :rotfl:
lurker_hlb3
04-20-08, 08:30 AM
This mod adds the kiel canal, scapa flow east entrance, suez canal, panama canal and helgoland (last one, original mod by TigerKatziKarzi adapted by me to sh4).
Ref
I noted that there was no readme with this mod. Since there is no “permissions” is it correct to assume a user / mod make can use your work without written permission?
Hello
I have downloaded it.:D Many thanks
A must have mod.:yep: :yep:
About the terrain tool, i have never used it, but have tought of using it.
So if you have time, there are never too many tools for SH4.
Maybe making a harbor, etc.:up: :up:
This is only for digging holes :D , I'm sorry but you have it mixed up, harbours are made of 3d objects, the only use for this tool is to extract sectors of de terrain files to allow editing them in a paint program, there's very little use for it besides the major landmarks I've already made (the only one I can thik of is a canal in Greece but's too narrow for navigation.
A harbour editor must edit the location files, not the terrain.
Ref
This mod adds the kiel canal, scapa flow east entrance, suez canal, panama canal and helgoland (last one, original mod by TigerKatziKarzi adapted by me to sh4).
Ref
I noted that there was no readme with this mod. Since there is no “permissions” is it correct to assume in user / mod make can use your work without written permission?
Yes, besides the Kiel canal and scapa, that are usefull for the ATO, I thought that the Panama canal could be usefull for the PTO, at least for some special missions, Suez is just eye candy as to my knoledge no sub used it.
Ref
FIREWALL
04-20-08, 09:51 AM
One note, I made a quick and dirty (emphasis on dirty) adaptation of my original terrain extractor for sh3, it has a couple of huge memory leak problems and other stuff, I don't think it's worth to debug and finish it, as with the original one on sh3 only one other modder (TigerKatziKatzi) used it besides me, if anyone wants it please send me a PM and I'll finish and upload it, or suggest any other terrain mod I'll be happy to make it and upload the files.
Ref
Hi Ref :D
I'd like to take you up on your offer.
Could you do Seattle , Washington.
They cotributed alot to the WWII war effort.
Wikipedia will surprise you about them.
I hope you'll find this worth your time and effort.
Thx FIREWALL
Captain von Keldunk
04-20-08, 10:00 AM
Hello:D
What i meant was, to use terrain editor to make Loire mouth larger,
more room to place ST Nazaire + dry dock, and have more searoom for
ships. I think that St Nazaire was placed in wrong place because Loire
mouth is too small. I think that loire shape is ok, but it should be larger.:hmm:
you need terrain editor for this ,right?:hmm:
:up: :up:
Hello:D
What i meant was, to use terrain editor to make Loire mouth larger,
more room to place ST Nazaire + dry dock, and have more searoom for
ships. I think that St Nazaire was placed in wrong place because Loire
mouth is too small. I think that loire shape is ok, but it should be larger.:hmm:
you need terrain editor for this ,right?:hmm:
:up: :up:
I misundertood you :oops: , I thought you're refering to the building layout, as apparently there's some interest I'll clean up the program and release it along with a tut on how to make the changes, give me a couple of days.
Ref
Could you do Seattle , Washington.
Firewall, can you tell me in detail what the problem is? I'm not that familiar with the geography of that area.
Ref
Captain von Keldunk
04-20-08, 10:46 AM
Hello:D
Thousand thanks :D :up: :up:
Hartmann
04-20-08, 11:30 AM
This mod adds the kiel canal, scapa flow east entrance, suez canal, panama canal and helgoland (last one, original mod by TigerKatziKarzi adapted by me to sh4).
Ref
I noted that there was no readme with this mod. Since there is no “permissions” is it correct to assume in user / mod make can use your work without written permission?
Yes, besides the Kiel canal and scapa, that are usefull for the ATO, I thought that the Panama canal could be usefull for the PTO, at least for some special missions, Suez is just eye candy as to my knoledge no sub used it.
Ref
Suez was used by british submarines in transfers from the Med to the pacific, so it could be useful for allied submarines :hmm:
Sailor Steve
04-20-08, 12:26 PM
Too bad the way the terrain works forces a Kiel Canal that is three times wider than the real one. At least that's true in SH3. It would be nice if it could be the correct width.
Too bad the way the terrain works forces a Kiel Canal that is three times wider than the real one. At least that's true in SH3. It would be nice if it could be the correct width.
Same size limit here 3 pixels = 600 meters.
Ref
gimpy117
04-20-08, 02:05 PM
does it work with 1.4???
does it work with 1.4???
Haven't tested, but should work ok, as the terrain files haven't changed.
Ref
skwasjer
04-20-08, 03:54 PM
Pretty cool ref, I only remember reading about the canals modded in SH3 (I haven't played it for a long time), so now we can enjoy this in SH4. :up:
nautilus42
04-20-08, 09:41 PM
Thank you Ref for the Canals!!!!! Now I can converted + Release my Locks for the Kiel_Canal in the next days, then also include: The Lock_Brunsbüttel
http://i198.photobucket.com/albums/aa272/trainer1942/Lock_Holtenau_SH4.jpg
greetz
nautilus42
gimpy117
04-20-08, 10:31 PM
does it work with 1.4???
Haven't tested, but should work ok, as the terrain files haven't changed.
Ref
lol me and my cheap butt...but i got prom to pay for and i can see the dollar bills flying out of my pocket already...
Mush Martin
04-20-08, 10:36 PM
:oWow!
Mav87th
04-21-08, 03:55 AM
Will Sofu Gan be a possibility ?
That was one Seriously importent landmark for all the Pears boats as well as aircrafts and other.
It was used not only as a landmark, but allso to calibrate the radar, as its height were known.
Finaly - i was going to post this witout this as its selfevident - This work here is awesome !
Will Sofu Gan be a possibility ?
That was one Seriously importent landmark for all the Pears boats as well as aircrafts and other.
It was used not only as a landmark, but allso to calibrate the radar, as its height were known.
Finaly - i was going to post this witout this as its selfevident - This work here is awesome !
You mean this ?
http://i137.photobucket.com/albums/q216/refsh3/qwv.jpg
Sorry, but it's not possible to be that detailed both in size and height with the game terrain engine, remember that the smallest area is 100x100 mts. Also it's not possible to make soneting that small have that height due too the game smoothing the height values bewtween points.
Ref
AVGWarhawk
04-21-08, 08:07 AM
Ref,
The Panama Canal:rock: Now I can take new construction from Conneticut to Pearl? Sure can!!!! Thanks a million Ref...this is very cool
AVGWarhawk
04-21-08, 10:27 AM
Bump!
Mav87th
04-21-08, 11:22 AM
Yea Ref i ment that. Crap that it can not be made. Perhaps someone can make a building that stands on the ocean buttom at the spot ?
M. Sarsfield
04-21-08, 11:41 AM
Float a light house there, but without the light. Give it a rocky texture.
Yea Ref i ment that. Crap that it can not be made. Perhaps someone can make a building that stands on the ocean buttom at the spot ?
It surelly can be done that way, I'm currently quite busy with GWX so I can't offer myself to do it, but I'm sure someone will came up with a good model.
Ref
Doolittle81
04-21-08, 01:32 PM
I'm confused by the earlier question about 1.4 compatability... I assume this MOD is compatible with both SH4 1.4 and the UBoat Mission Add-on SH4 1.5??
I'm confused by the earlier question about 1.4 compatability... I assume this MOD is compatible with both SH4 1.4 and the UBoat Mission Add-on SH4 1.5??
I haven't got 1.4 installed so I couldn't test it on it, if you wan't to test it do the following:
1) enable the mod with jsgme.
2) open the mission editor and create a new mission (any year/date)
3) zoom in and scroll the map over the panama canal area, zoom in untill you see the canal
If you don't get any error message then it's compatible, because the mission ed. uses the same files as the game engine.
If someone has 1.4 installed and can make the test it would be great to clarify any doubts.
Ref
This is only for digging holes , I'm sorry but you have it mixed up, harbours are made of 3d objects, the only use for this tool is to extract sectors of de terrain files to allow editing them in a paint program, there's very little use for it besides the major landmarks I've already made (the only one I can thik of is a canal in Greece but's too narrow for navigation...
Ref
You just made my day, or my week... month?? - anyway, Thank You! I've waited a year for this ;-)
Truk Lagoon was the largest Japanese base in the South Pacific and it really needs improvement in SH4. It should have higher reefs surrounding it and it needs to be deeper in some places.
In stock SH4 ver 1.5 Truk is at approx 7N, 152E:
http://i127.photobucket.com/albums/p157/ptcbupers/SH4Img_Truk_7N-152E.jpg
I wonder how hard Truk Lagoon would be to fix with your tool?
Thanks!
The Panama Canal Now I can take new construction from Conneticut to Pearl? Sure can!!!! Thanks a million Ref...this is very cool
Ditto, This is exactly what I will be doing with my next command.
Yea Ref i ment that. Crap that it can not be made. Perhaps someone can make a building that stands on the ocean buttom at the spot ?
I could make a building (mesh) as tall as Sofu Gan (easy) but it would be 3ds format and I don't know how it could be imported to SH4 or 'planted'. I've made planets, moons & asteroids, textured them etc. but this import problem has been frustrating for me.
Art
akdavis
04-21-08, 02:38 PM
This is only for digging holes , I'm sorry but you have it mixed up, harbours are made of 3d objects, the only use for this tool is to extract sectors of de terrain files to allow editing them in a paint program, there's very little use for it besides the major landmarks I've already made (the only one I can thik of is a canal in Greece but's too narrow for navigation...
Ref
You just made my day, or my week... month?? - anyway, Thank You! I've waited a year for this ;-)
Truk Lagoon was the largest Japanese base in the South Pacific and it really needs improvement in SH4. It should have higher reefs surrounding it and it needs to be deeper in some places.
In stock SH4 ver 1.5 Truk is at approx 7N, 152E:
http://i127.photobucket.com/albums/p157/ptcbupers/SH4Img_Truk_7N-152E.jpg
I wonder how hard Truk Lagoon would be to fix with your tool?
Well, of course the entire world lacks reefs in SH4, but I think the max terrain resolution kills any chance of handling them with the terrain engine. Perhaps they could be added as objects somehow, but I can only imagine the problems that might entail.
nautilus42
04-21-08, 03:03 PM
Will Sofu Gan be a possibility ?
That was one Seriously importent landmark for all the Pears boats as well as aircrafts and other.
It was used not only as a landmark, but allso to calibrate the radar, as its height were known.
Finaly - i was going to post this witout this as its selfevident - This work here is awesome !
You mean this ?
http://i137.photobucket.com/albums/q216/refsh3/qwv.jpg
Sorry, but it's not possible to be that detailed both in size and height with the game terrain engine, remember that the smallest area is 100x100 mts. Also it's not possible to make soneting that small have that height due too the game smoothing the height values bewtween points.
Ref
Or maybe this? It`s just for fun!http://i198.photobucket.com/albums/aa272/trainer1942/Sea_Rock.jpg
M. Sarsfield
04-21-08, 03:07 PM
That works. :up:
Carotio
04-21-08, 03:43 PM
Thank you, much appreciated.
Could anyone tell me, in which file to add new locations?
The Locations.cfg file , which SH3 used, is in SH4 as empty as the church on sundays.
I have been looking in the upc files, but I'm not really sure, what to alter, as they don't seem to use the same parameters as SH3. I had added hundreds of new locations in SH3, which I would like to transfer, if possible...
Fincuan
04-21-08, 03:50 PM
US: Data/Campaigns/Campaign/Campaign_LOC.mis
German: Data/Campaigns/CampaignGE/CampaignData/Campaign_LOC.mis
Alternatively you could probably make the game load any file you want via Campaign.cfg
AOTD_MadMax
04-21-08, 03:54 PM
Hallo Carotio,
Du kannst neue Locations mit dem Missioneditor hinzufügen !
Lade die Campaign_Loc.mis und dann gehe im Missionenditor auf "Tools" und dann in den "Map Location Editor"
Dann kannst Du Hafenanlagen sowie Häfen an sich editieren und neu einbauen.
Es werden da dann mehere 3D Modelle zur Auswahl gestellt sowie die dazugehörigen 2 D Hafengrafiken um den Hafenverkehr auch gestallten zu können.
Hoffe geholfen zu haben.
Gruß
MadMax
Carotio
04-21-08, 04:06 PM
US: Data/Campaigns/Campaign/Campaign_LOC.mis
German: Data/Campaigns/CampaignGE/CampaignData/Campaign_LOC.mis
Alternatively you could probably make the game load any file you want via Campaign.cfg
Thank you, I see what you mean...
Except the German folder hasn't got its own campaign_LOC file, so I guess the two campaigns share locations.
I also see that the campaign_LOC uses a lot of more info for each harbour/city, than SH3 did. To transfer will be a long copy+paste work, if that even works.
Thanks anyway :up:
Carotio
04-21-08, 04:14 PM
Hallo Carotio,
Du kannst neue Locations mit dem Missioneditor hinzufügen !
Lade die Campaign_Loc.mis und dann gehe im Missionenditor auf "Tools" und dann in den "Map Location Editor"
Dann kannst Du Hafenanlagen sowie Häfen an sich editieren und neu einbauen.
Es werden da dann mehere 3D Modelle zur Auswahl gestellt sowie die dazugehörigen 2 D Hafengrafiken um den Hafenverkehr auch gestallten zu können.
Hoffe geholfen zu haben.
Gruß
MadMax
Hallo Maddy,
vielen Dank! :up: Ja, natürlich hast Du geholfen. Mit dem Mission Editor zu arbeiten ist ja viel, viel leichter, als mit dem Notepad Text zu überführen... :rock:
Man fühlt sich wie ein Dummkopf, wenn man sowas nicht zuerst probiert habe. Irgendwie bin ich immernoch an dem System von SH3 sehr angewöhnt...
Werde jetzt damit ein bisschen herum spielen :lol:
Fincuan
04-21-08, 04:19 PM
..
Except the German folder hasn't got its own campaign_LOC file, so I guess the two campaigns share locations.
You're right, the stock game doesn't have it. I forgot it's added by RSRDC.
Carotio
04-21-08, 04:49 PM
@ref
sorry for hijacking your thread a little...
Hehe, I just tried playing with the mission editor as suggested, and I started out with Truk, which for some reason haven't made it into the stock game. I don't know, if anybody else has messed with creating this harbour, but just wanted to hear if any of you approve of this temporary solution for Truk:
http://i7.photobucket.com/albums/y288/Carotio/Truk.jpg
Rockin Robbins
04-21-08, 05:22 PM
I apologize for the feeding frenzy!:doh: Seeing Kiel canal brought back fond memories of SH3. I can't wait to bring boats through it and the Panama Canal. You are an asset to the community. Thanks for being here.
@ref
sorry for hijacking your thread a little...
Hehe, I just tried playing with the mission editor as suggested, and I started out with Truk, which for some reason haven't made it into the stock game. I don't know, if anybody else has messed with creating this harbour, but just wanted to hear if any of you approve of this temporary solution for Truk:
I don't have a clue how Truk could be left out of SH4 either and am happy to finally see some interest in it.... lol
I thought the airstrip and main activity was on the big Eastern Island (placenames) "Moen" - "Weno" (approx 30 km - 20 mi E of where you are however) although this harbor/base on the West side of that Island Moen was huge.
The Yamato was even there for awhile if I remember right.
Yes reefs are probably impossible to get (??) but inside those reefs it gets as deep as 200' in places... 100' in others. This terrain editor - digger woud be great to try.
I'm sorry........ but this is exciting!
Art
As it seems to be some interest I've started to polish the extractor/repacker, I'll be uploading it in a couple of days when I catch all the bugs and a small tutorial on how to use it. (The program is quite straight forward, the import/export from photoshop is the complicated part)
Ref
AVGWarhawk
04-21-08, 08:30 PM
Seems to be A LOT of interest:D Good stuff here.
akdavis
04-21-08, 08:58 PM
@ref
sorry for hijacking your thread a little...
Hehe, I just tried playing with the mission editor as suggested, and I started out with Truk, which for some reason haven't made it into the stock game. I don't know, if anybody else has messed with creating this harbour, but just wanted to hear if any of you approve of this temporary solution for Truk:
I don't have a clue how Truk could be left out of SH4 either and am happy to finally see some interest in it.... lol
I thought the airstrip and main activity was on the big Eastern Island (placenames) "Moen" - "Weno" (approx 30 km - 20 mi E of where you are however) although this harbor/base on the West side of that Island Moen was huge.
The Yamato was even there for awhile if I remember right.
Yes reefs are probably impossible to get (??) but inside those reefs it gets as deep as 200' in places... 100' in others. This terrain editor - digger woud be great to try.
I'm sorry........ but this is exciting!
Art
Dublon Island was the main naval base, with primary airfields on Eten Island and Moen Island. The island above, Tol, had little more than a torpedo boat base. I don't think any of the port facilities at Truk were that extensive, but the anchorage was huge.
Thanks for these names i.e. "Dublon Island, Chuuk" (Truk). Just made my searching about 10 times easier. Sometimes it is difficult to track some of these locations down because as most of us know 'placenames' change... for example in Oregon, US, "Cock Rock" was changed to "Rooster Rock" many years ago for obvious reasons.
Here are about 13 aerial photos from the attack on Truk:
http://ww2db.com/battle_spec.php?battle_id=14
Finding a whole lot of stuff now!
Thanks, Art
akdavis
04-22-08, 01:17 PM
Thanks for these names i.e. "Dublon Island, Chuuk" (Truk). Just made my searching about 10 times easier. Sometimes it is difficult to track some of these locations down because as most of us know 'placenames' change... for example in Oregon, US, "Cock Rock" was changed to "Rooster Rock" many years ago for obvious reasons.
Here are about 13 aerial photos from the attack on Truk:
http://ww2db.com/battle_spec.php?battle_id=14
Finding a whole lot of stuff now!
Thanks, Art
Please compare the following:
http://www.pacificwrecks.com/reviews/covers/trukmap.jpg
http://img218.imageshack.us/img218/6936/trukthennowpm9.jpg
And explore here:
http://maps.google.com/maps?hl=en&ie=UTF8&ll=7.370894,151.883926&spn=0.030601,0.057163&t=h&z=15
capt_frank
04-22-08, 01:27 PM
Nevermind...
M. Sarsfield
04-22-08, 01:51 PM
It looks like the current inhabitants of Truk have let the jungle overtake a lot of the Japanese installations and facilities along the water. I guess there wasn't much left of the place after we got done with it.
akdavis
04-22-08, 01:55 PM
Wow, look at this awesomeness:
http://www.shutter.fi/truk/index2.htm
http://www.shutter.fi/images/virtual_truk_big.jpg
haegemon
04-22-08, 03:22 PM
Too bad the way the terrain works forces a Kiel Canal that is three times wider than the real one. At least that's true in SH3. It would be nice if it could be the correct width.
Same size limit here 3 pixels = 600 meters.
Ref
So isn't posible to work with less pixels, I mean 2 or 1. Is it? then what a shame :damn:
haegemon
04-22-08, 03:25 PM
Will Sofu Gan be a possibility ?
That was one Seriously importent landmark for all the Pears boats as well as aircrafts and other.
It was used not only as a landmark, but allso to calibrate the radar, as its height were known.
Finaly - i was going to post this witout this as its selfevident - This work here is awesome !
You mean this ?
http://i137.photobucket.com/albums/q216/refsh3/qwv.jpg
Sorry, but it's not possible to be that detailed both in size and height with the game terrain engine, remember that the smallest area is 100x100 mts. Also it's not possible to make soneting that small have that height due too the game smoothing the height values bewtween points.
Ref
You can add this as a 3d object and place it like we place buildings and harbours.
Too bad the way the terrain works forces a Kiel Canal that is three times wider than the real one. At least that's true in SH3. It would be nice if it could be the correct width.
Same size limit here 3 pixels = 600 meters.
Ref
So isn't posible to work with less pixels, I mean 2 or 1. Is it? then what a shame :damn:
It is possible, but unless what you're editing is in a perfect horizontal or vertical line it won't be possible to navigate it (The fake locks I placed in the entrance of the panama canal are 2 px wide.
Ref
Carotio
04-22-08, 04:39 PM
It is possible, but unless what you're editing is in a perfect horizontal or vertical line it won't be possible to navigate it (The fake locks I placed in the entrance of the panama canal are 2 px wide.
Ref
Fake locks - this make me think: would it be possible to remove those and replace with the lock mods of Trainer1942?
At best it would be if he will model the Panema canal locks too, but otherwise his Kieler Kanal locks wouldn't be bad either...
Ok, here it is:
http://dodownload.filefront.com/10060182//7c5527a6ca143017d63866c00c653e3b0408d4bcc102decee4 f0b72135e78ea922dc825acfb93dd3
Terrain extractor/compressor and a small tutorial/manual included, check it for install instructions.
A note before I start getting a hundred posts and PMs :D, and risking to sound a bit harsh, but I know what will come after this by experience.
In the tutorial I used photoshop to edit the terrain, it's the only image editing program I use, so please don't start asking me how to do it with paint shop or other image programs, because I don't know, you'll have to figure it out between yourselves.
Any other question/bug reporting is welcome.
Ref
Mush Martin
04-22-08, 04:42 PM
Nice Thank's for all the effort. :up::up:
modisch
04-22-08, 04:45 PM
I'm guessing it's a weakness of the engine/terrain editor that makes the shoreline of the canals sawtoothed?
-m
I'm guessing it's a weakness of the engine/terrain editor that makes the shoreline of the canals sawtoothed?
-m
Each "tooth" is one pixel in the terrain file, 200 meters, the drawing unit to call it some way, is the same as opening a bitmap file and start zooming on it, eventually you'll see only big square blocs, it's unfortunate that the terrain engine doesn't smooth or interpolate values, I guess that it'll be too computational intensive to be viable.
Ref
Carotio
04-22-08, 06:02 PM
@ref
Thank you, have read your tutorial and played a bit. It seems okay to handle. :yep:
I hope it's okay that I edited your fake locks of the panama canal out ?
Hoping to see the canals from Trainer1942 soon to put in their place.
@aanker and akdavis
Thanks for the info about Truk :up:
If not anyone else is up for it (having a secret desire which almost burns up their heart), I would like to try add the corals around Truk after having compared with Google maps.
Though Truk is mostly on one RAW file, a little part of it is more or less extended to three opposing RAWs. Will try to play around with it, and if it's okay, I may call for help... ;)
If not anyone else is up for it (having a secret desire which almost burns up their heart), I would like to try add the corals around Truk after having compared with Google maps.
If you have any luck with those corals that would be Outstanding! Off the top of my head I think there were about 8 passages in and out of there.... (not sure)
Thank you ref !! ... Thank you ALL
Art
Carotio
04-22-08, 06:44 PM
If you have any luck with those corals that would be Outstanding! Off the top of my head I think there were about 8 passages in and out of there.... (not sure)
Art
According to Google maps, there are more than 8:
http://i7.photobucket.com/albums/y288/Carotio/Truk2.jpg
It seems using Google maps and regarding the info in this thread that Dublon and especially Moen should be given harbour and city facilities:
West-side of Dublon?
http://i7.photobucket.com/albums/y288/Carotio/Truk3.jpg
North-East side of Moen?
http://i7.photobucket.com/albums/y288/Carotio/Truk4.jpg
http://i7.photobucket.com/albums/y288/Carotio/Truk5.jpg
akdavis
04-22-08, 09:06 PM
If you have any luck with those corals that would be Outstanding! Off the top of my head I think there were about 8 passages in and out of there.... (not sure)
Art
According to Google maps, there are more than 8:
Looks like there were 4 primary passages utilized by shipping:
http://www.lib.utexas.edu/maps/historical/pacific_islands_1943_1945/truk.jpg
It seems using Google maps and regarding the info in this thread that Dublon and especially Moen should be given harbour and city facilities:
West-side of Dublon?
http://i7.photobucket.com/albums/y288/Carotio/Truk3.jpg
That is not Dublon Island, but Param. The Japanese placed a hasty airfield here, but not much else. Don't trust Google Map labels.
http://www.lib.utexas.edu/maps/historical/pacific_islands_1943_1945/dublon_truk.jpg
History
Prior to the war, Japan developed the island into a Navy base begining in November 1940, that including a HQ building, eight barracks, five garages, and sick bay. The island was built up as a naval base, supported by a large Japanese community complete with trade stores, restaurants, geisha houses.
Fourth Fleet HQ was built in November 1943 a large central concrete building, three others large and nine smaller buildings. Facilities were manned by the 41st Naval Guard Unit. Forth Fleet Hospital could care for 850 patients in 5 wards and 24 other smaller buildings. 12 Concrete water reservoirs, an ice house, dental clinic, pharmacy, three warehouses and research lab existed. Naval Construction Department included 10,000 men at its peak.
The main radio station of the five in the islands was located at Dublon, where several concrete receivers shelters and buildings were constructed. Forth Harbor Department was located on the southeastern part of the island near Doblon Town. It was 22 wooden buildings including repair shops, warehouses and barracks.
South Seas Development Company had docking facilities on the southwestern tip of the island. Its supply storage and fish cannery were commandeered by the Navy, and it became the Fourth Naval Dockyard. It was the main receiving area for the military. More warehouses and a refrigeration building, HQ, and a two story barracks were constructed. A thousand men worked here on ship repairs, mostly damage sustained to ships from American submarine attacks. The facility also had a 30 ton floating crane and 2,500 ton dry dock. Nearby was a sawmill, and small rail cars connected most of the buildings.
The Truk Transportation department loaded and unloaded supplies from ships. Since there were no docks for the larger ships, supplies needed to be ferried to the bigger ships. Truk's marine infrastructure was second rate, and was capable of properly servicing a modern Naval fleet. A derrick, carts, 40 trucks, barges, harbor craft, tugs and sampans were used for these purposes.
85th Submarine Base
On the western shore was the 85th Submarine base, constructed in May 1942. It serviced, supplied and did minor repairs to subs. Torpedoes were stored in caves and transported by rail car to the shore. Many different repair and barracks existed specific to submarines.
Japanese Army's 52nd "Oak" Division
The Army's 52nd Division arrived in Truk from November 1943 to January 1944. There were not enough buildings for the troops and they were forced to camp in tents, and in civilian houses and schools. These Army troops were cut off from supply after they arrived and had to rely on the Navy for supplies and equipment. They built most of the land based defenses on the islands, most were based on Dublon.
Today
Today, the island is known as Tonoas Island. The jungle has swallowed up the remains of these places. The hospital are easy to locate, as are water and fuel storage tanks, and signposts written in Japanese. Caves and tunnels are rumored to exist in the cliffs filled with supplies, war materials and ammunition. Others contain hidden coastal defenses and AA guns.
I don't believe Moen (Weno) was as heavily developed then as it is today. It underwent development by the U.S. after the war. Pacificwrecks.com describes gives the following description:
During the war, the Japanese built two airfields Moen 1 and Moen 2, and many supply dumps, stores and other facilities on on the island.
Today
Postwar American forces built concrete structures and restored Japanese houses are along the exist on the southern coast. The island has since been renamed Weno, and it serves as the capital of Chuuk.
Moen 1 (Harushma, Chuuk Airport) (http://www.pacificwrecks.com/airfields/fed_states/moen/index.html)
Built by the Japanese and used until the end of the war. Today stll in use.
Moen Seaplane Base (http://www.pacificwrecks.com/airfields/fed_states/moen_seaplane/index.html)
Japanese built seaplane base used until the end of the war. Disused today.
Moen 2 (Airfield No. 2)
(http://www.pacificwrecks.com/airfields/fed_states/moen2/index.html)Built by the Japanese in February 1944 as a fighter strip. Disused since the war.
Japanese Communications Center
The Xavier High School was used as a Japanese communication center during the war.
modisch
04-22-08, 10:00 PM
I'm guessing it's a weakness of the engine/terrain editor that makes the shoreline of the canals sawtoothed?
-m
Each "tooth" is one pixel in the terrain file, 200 meters, the drawing unit to call it some way, is the same as opening a bitmap file and start zooming on it, eventually you'll see only big square blocs, it's unfortunate that the terrain engine doesn't smooth or interpolate values, I guess that it'll be too computational intensive to be viable.
Ref
I figured. Wanted to check anyways. Glad to see the canals nonetheless. *shakes fist at the Engine Gods*
-m
Looks like there were 4 primary passages utilized by shipping:
http://www.lib.utexas.edu/maps/historical/pacific_islands_1943_1945/truk.jpg
Excellent information and great sources up there AKDavis.
Whish I had Photoshop for this editor.
Art
I think most image editors have the same functionality as PS, as what I used is standard features, what I ment was that I don't know the procedure on other editors, not that they aren't capable of performing the same tasks, you'll just have to experiment a bit to get the wanted results.
Ref
I think most image editors have the same functionality as PS, as what I used is standard features, what I ment was that I don't know the procedure on other editors, not that they aren't capable of performing the same tasks, you'll just have to experiment a bit to get the wanted results.
Ref
Yep... I have the Gimp and it should work fine.
I was reading the development of your SH3 map tool:
http://www.subsim.com/radioroom/showthread.php?t=89658 ... Great read
Well - I'm off to play with this and Thank You again Sir!
Art
The scale of the 3d terrain is probably dependent on what digital elevation maps were used. The highest res ones are for the US. The rest of the world is fairly low res.
Otherwise you have to convert topo maps into a 3D file or a DEM that can then be converted.
Ref is most likely very familiar with this, but for others, go here for more info.
http://www.agu.org/eos_elec/97260e.html
We used some of the available sat data (DEM or GEOTOPO) for Fighter Squadron terrain mods.
The page below lists a lot of free terrain related stuff (maps, images, contours, DEMS). Free 3D terrain programs are listed at the bottom of the page.
http://www.terrainmap.com/rm39.html
Captain von Keldunk
04-26-08, 05:41 AM
Hello:D
Works OK with photoshop elements 2.
:o :o
PS Maybe you like to put downloadlink for extractor to your first post.
I found it today. (I know read all posts etc.):up: :up:
1000 000 THANKS:arrgh!:
PS This is how my St Nazaire looks now Dry Dock and all. as you can see
Terrain tool is useful also in harbor.
http://www.pix8.net/pro/pic/22671f80ce/1101291.jpg
bigboywooly
04-26-08, 02:35 PM
Wheres the link for th ealtered St Naz files then ?
No point everyone doing them if someone already has
Captain von Keldunk
04-26-08, 04:22 PM
Hello
I have now released St Nazaire in Loire river + dry dock.
Started a new tread for it. Download link is on my sign
I have given up with the Gimp for now unless someone comes up with a procedure.
My computer came with JASC Paint Shop Pro 8 installed and I have never touched it however much to my surprise the ZON file opened with Paint Shop Pro but I don't have a clue what I am doing. Anyone else have Paint Shop Pro? The instructions written by ref for Photoshop look easy enough to follow.
Two questions if anyone knows.
1.) I could follow instructions for Paint Shop Pro if anyone wants to write some notes.
Just to be clear I'm not asking ref how to do it because of the warning... lol
The Panama Canal installed great in my SH4 and works as advertised. I really want to work on Truk Lagoon.
What I eventually want to do is take a new command from CT, or New Orleans - the mouth of the Mississippi where the Manitowoc boats were off-loaded after coming down the river on barges - refuel at the Panama Canal and on to Pearl etc.
2.) What files turn these locations into Naval Bases where I could refuel?
Next I'll probably be getting into the campaign layers....... I can see it coming. This is fun.
Art
Carotio
04-26-08, 08:00 PM
Looks like there were 4 primary passages utilized by shipping:
http://www.lib.utexas.edu/maps/historical/pacific_islands_1943_1945/truk.jpg
Thanks for this map.
I tried to create Truk from your map using free hand drawing!!!
It could be better and need rework and testing, but looking at it in ME, it looks "okay" so far, not good, but okay...
http://i7.photobucket.com/albums/y288/Carotio/Truk7_FreeHand.jpg
akdavis
04-26-08, 09:49 PM
Looks like there were 4 primary passages utilized by shipping:
http://www.lib.utexas.edu/maps/historical/pacific_islands_1943_1945/truk.jpg
Thanks for this map.
I tried to create Truk from your map using free hand drawing!!!
It could be better and need rework and testing, but looking at it in ME, it looks "okay" so far, not good, but okay...
http://i7.photobucket.com/albums/y288/Carotio/Truk7_FreeHand.jpg
Just to be clear, the areas on the map with "saw-tooth" edges are reefs, not land. Land is shaded slightly. Of course, the practical outcome of a reef versus a narrow island is much the same.
I'm trying to find a clearer version of map that shows what areas inside the barrier reef should be deeper, but not having any luck.
Sailor Steve
04-26-08, 10:32 PM
Unfortunately, as I understand it, the game currently doesn't have anything that will double for coral. I think Carotio has shown himself to be a major-league artist.
akdavis
04-26-08, 11:59 PM
Yeah, didn't know if the posted map made it clear that those were mostly reefs, not barrier islands, but they are pretty much one in the same for our purposes.
Wish I could find a larger version, but I believe this illustrates the deep water passages inside the lagoon:
http://www.northvalleydiver.com/images/Truk_Map.gif
Carotio
04-27-08, 06:03 AM
Just to be clear, the areas on the map with "saw-tooth" edges are reefs, not land. Land is shaded slightly. Of course, the practical outcome of a reef versus a narrow island is much the same.
I'm trying to find a clearer version of map that shows what areas inside the barrier reef should be deeper, but not having any luck.
I'm aware of the difference, but using a narrow island is only option within the game limits. As I said, this was first attempt using free-hand drawing. Will try zoom in and make the "islands" thinner, maybe two squares, except for the far eastern part, which is at the border of the RAW.
I see in your second post, you had half the luck and found an image for the deepest part of the water within Truk. It seems that that could be attempted adjusted too.
To be continued...
......I see in your second post, you had half the luck and found an image for the deepest part of the water within Truk. It seems that that could be attempted adjusted too.... Looking good :-) I have tried to find accurate charts (without paying $$) - that could be used to correct the depths and I'll keep looking. There should be 200' curves around the inside of the Northern half surrounding shallow areas in the middle and 100' curves surrounding the islands.
Edit: I was looking at the wreck locations for diving and these could indirectly be used for the real depths in the lagoon... I still can't find a chart.
Not that I ever want to go in there and get sunk but it would be nice to get it looking close to reality. lol
Art
Carotio
04-29-08, 02:35 PM
So I have now created a singlemission to see the first result ingame. Mind you, I have not touched the mod, since I first created the "islands", so I wanted to see it, if and how it worked. So I share the result with you. I made 12 screencaps to show the good and bad sides...
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-01.jpg
One zoom level, one can see all land. One can also see that something is missing from the southern coral reef...
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-02.jpg
Next zoom level, it looks like the islands are gone.
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-03.jpg
Ever closer to northern passage
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-04.jpg
West island at northern passage, close up
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-05.jpg
And with my sub sailing by.
I see that the "islands" need to be shrinked in size, but sofar it's okay.
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-06.jpg
Harbour and jungle city at Moens north-western part.
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-09.jpg
Dublon, on map seems harbour and city to fit, but when looking ingame -->
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-07.jpg
Dublon ingame
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-08.jpg
Closer look on Dublon city. Hmmm... Atlantis?
Around Tol, it seemed that there was plenty of small corals/islands, so I created one pixel only on the map, it then this is how it looks ingame in 3D:
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-10.jpg
From above
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-11.jpg
With binoculars
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-12.jpg
Close up
So now that I have seen the one pixel only "islands". Isn't this what should be made as simulated coral reefs, or what do you think? To simply narrow the existing islands in my mod to a size of one pixel wide?
akdavis
04-29-08, 02:43 PM
So I have now created a singlemission to see the first result ingame. Mind you, I have not touched the mod, since I first created the "islands", so I wanted to see it, if and how it worked. So I share the result with you. I made 12 screencaps to show the good and bad sides...
Around Tol, it seemed that there was plenty of small corals/islands, so I created one pixel only on the map, it then this is how it looks ingame in 3D:
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-10.jpg
From above
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-11.jpg
With binoculars
http://i7.photobucket.com/albums/y288/Carotio/SH4-Truk-12.jpg
Close up
So now that I have seen the one pixel only "islands". Isn't this what should be made as simulated coral reefs, or what do you think? To simply narrow the existing islands in my mod to a size of one pixel wide?
If there is one pixel of water between the one pixel "islands," what depth is the water? If essentially unpassable, then I would say that chain of such "islands" might be the ideal solution for a reef (ala the 3 in a row in the above screenshots). Might also make turns in the reef less obvious.
Carotio
04-29-08, 02:53 PM
If there is one pixel of water between the one pixel "islands," what depth is the water? If essentially unpassable, then I would say that chain of such "islands" might be the ideal solution for a reef (ala the 3 in a row in the above screenshots). Might also make turns in the reef less obvious.
There's more than one pixel between these one pixel islands AFAIR, but I think I know exactly what you mean. Yeah, one pixel water, one pixel land etc etc, would probably make it close to reality...
I'll have this in mind, when editing next time...
Thanks for the idea :up:
Mav87th
04-30-08, 09:27 AM
I think i have a good map of the approaches - ill check for it in an hour
akdavis
04-30-08, 09:38 AM
All I've found is a larger version of the same posted above:
http://img219.imageshack.us/img219/7540/truksl4.jpg
The deepest wreck bottoms at 60m, so I assume that would be the max depth at any one point.
Very cool. How did I miss this.
I agree with the reefs. The major benefit being that the AI will now see them.
Regarding port facilities on Truk, dump most of them. They are grossly too big based on all the photos I have. Even the smallest pacific harbor facility is grossly overlarge. No need for cranes, etc, better to just have jungle city there. The extent is OK, but the size of the facilities themselves is what I am getting at.
Course it doesn't matter because if a sub can get in there anyway, something is wrong ;)
fitzcarraldo
08-25-10, 04:34 PM
The links for the mod are death...Where can I download the mod? :wah:
I want to apply it in TMO 2.0.
Many thanks!
Fitzcarraldo :salute:
Admiral Von Gerlach
12-03-10, 01:20 AM
I too would like to get working links for the Landscape mod with Kiel etc...can anyone help out?
Dig in the downloads section:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1351
That's Truk.
"GWX SH4TerrainEX.exe" tool must be what I used to get Kiel many moons ago.
Happy Hunting!
Art
Admiral Von Gerlach
12-07-10, 01:22 AM
Thank you for a reply. I am not interested in the incomplete Truk effort, what i was seeking is the Kiel mod....
is that what you call "GWX SH4TerrainEX.exe"? thank you for any info on that.
Thank you for a reply. I am not interested in the incomplete Truk effort, what i was seeking is the Kiel mod....
is that what you call "GWX SH4TerrainEX.exe"? thank you for any info on that.
After much digging I found it. I installed it back then - for my Gato on a World Tour.....
http://www.subsim.com/radioroom/showthread.php?t=135442
Can you get the mod is the question? Using search terms if the link doesn't work maybe.
Ref deserves a whole lot of credit. I can't upload it because I have no right to do so.
Happy Hunting!
Art
------------------
Edit - THIS IS the topic. All that searching for this! When I downloaded it, it had Refs European canals.
fitzcarraldo
12-13-10, 01:26 PM
After much digging I found it. I installed it back then - for my Gato on a World Tour.....
http://www.subsim.com/radioroom/showthread.php?t=135442
Can you get the mod is the question? Using search terms if the link doesn't work maybe.
Ref deserves a whole lot of credit. I can't upload it because I have no right to do so.
Happy Hunting!
Art
------------------
Edit - THIS IS the topic. All that searching for this! When I downloaded it, it had Refs European canals.
If you have FOTRS, replace the "terrain" file of this mod in your installation of SH4. This adds the canals, and work fine (I use that in my SH4 plus TMO 2 plus RSRDC).
Regards.
Fitzcarraldo :salute:
Ducimus
02-22-11, 08:12 PM
Blatant necro.
Considering this post (http://www.subsim.com/radioroom/showpost.php?p=843565&postcount=10), I have to ask if there's any working D/L links anywhere? I'd really prefer not to D/L someone else's work, just to use someone else's work. :doh:
Last Fri my computer died but the HD's still have data. I bought a new computer and copied the contents of the old HD's to the new computer.
Looking on one of those drive folders I found this:
Terrain_SH4.
Terrain_SH4.... Inside that is the Data folder (listed below) and the small map used for editing: 4320_2160 - it is a jpg file, then GWX SH4TerrainEX - the program, and GWX Terrain Extracter PDF document describing the procedure.
Data folder, inside that is:
Terrain folder, inside that are:
Data and Pal folders.
In Data are these folders with a same-nammed file with the extensions listed.
In Pal are 5 files: Color.dds, dirt.tga, gradient.tga, gradient3.tga, and Terrain.act all dated 10/2006
In Data:
E007N055 4/20/2008 E007N055.ZHF
E009N054 ZHF
E009N055 ZHF
E010N055 ZHF
E032N030 ZHF
E032N031 ZHF
E032N032 ZHF
E152N007 4/23/2008 E152N007.RAW
E152N008 RAW
E152N009 RAW
W003N059 ZHF
W080N009 ZHF
W080N010 ZHF
W158N022 ZHF
W178N029 ZHF
TerrainData.BFD 9/17/2006
TerrainData.BFI 9/17/2006
OK, so that's one of 1000's of folders, zips & rar's I have saved from my old computer.
I haven't installed SH4 yet, barely have email working, and I need to learn a whole new OS.
If this looks like what you're looking for...... well, let's find that out first.
Happy Hunting! <--- (has a whole new meaning :)
Art
Ducimus
02-28-11, 04:48 PM
Don't worry about it. I already found the files i needed.
Madox58
02-28-11, 05:54 PM
Ducimus,
Do you have Ref's original release of the Keil and such?
I have the editor and files but not the other stuff.
Badger6052
04-05-11, 04:18 PM
This mod adds the kiel canal, scapa flow east entrance, suez canal, panama canal and helgoland (last one, original mod by TigerKatziKarzi adapted by me to sh4).
Some pics of the kiel canal transit:
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214012_218.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214018_906.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214051_421.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214102_312.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214141_687.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_213159_765.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214300_453.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214353_140.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214412_484.jpg
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-19_214430_984.jpg
The mod only adds the terrain changes, harbours cities and other scenery must be added appart.
Also harbours of colon and balboa (panama canal) are slightly misplaced, as I don't know if any PTO modder has modified the location file,
I decided not to move them, easy change though. (see pic.)
http://i137.photobucket.com/albums/q216/refsh3/SH4Img2008-04-20_011425_218.jpg
Enable with JSGME.
Mediafire : http://www.mediafire.com/?2y49n9vxrwi
Rapidshare : http://rapidshare.com/files/108886236/GWX_SH4_Terrain_mod.rar.html
For those interested here's the Terrain extractor/compressor and a small tutorial/manual included, check it for install instructions.
http://dodownload.filefront.com/10060182//7c5527a6ca143017d63866c00c653e3b0408d4bcc102decee4 f0b72135e78ea922dc825acfb93dd3
A note before I start getting a hundred posts and PMs :D, and risking to sound a bit harsh, but I know what will come after this by experience.
In the tutorial I used photoshop to edit the terrain, it's the only image editing program I use, so please don't start asking me how to do it with paint shop or other image programs, because I don't know, you'll have to figure it out between yourselves.
Any other question/bug reporting is welcome.
Ref Where are these files now, they are not on MediaFire or RapidShare? Where can I find them? What a great idea, particularly for the Panama Canal!!!
fitzcarraldo
04-05-11, 06:59 PM
Where are these files now, they are not on MediaFire or RapidShare? Where can I find them? What a great idea, particularly for the Panama Canal!!!
Same request, I like to try this mod.
Please, upload it!
Many thanks.
Fitzcarraldo :salute:
fred8615
04-06-11, 08:19 AM
The Kiel, Suez, and Panama canals are included as part of the Navigation Map Make-Over Mod here:
http://www.subsim.com/radioroom/showthread.php?t=166264
fitzcarraldo
04-06-11, 11:09 AM
The Kiel, Suez, and Panama canals are included as part of the Navigation Map Make-Over Mod here:
http://www.subsim.com/radioroom/showthread.php?t=166264
Thanks, Fred. Is this mod compatible with Operation Monsun mod?
Best regards.
Fitzcarraldo :salute:
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