Log in

View Full Version : SH3 Terrain editor


ref
02-17-06, 03:12 PM
[EDIT]

Just to make it easier here are the links to the up to date files:

Kiel Canal, Scapa Flow, Suez canal :

http://rapidshare.de/files/14120318/Kiel_Scapa_Suez_terrain_mod.zip.html

http://files.filefront.com/Kiel_Scapa_Suez_terrain_modzip/;4821003;;/fileinfo.html

Panama Canal :

http://rapidshare.de/files/14212138/Panama_Canal.zip.html

http://files.filefront.com/Suez_Canalzip/;4821034;;/fileinfo.html

Mod installing tutorial english/german by TigerKatziTatzi :

http://rapidshare.de/files/14273315/tut_TerrainMod_repacker_.rar.html

http://files.filefront.com/tut_TerrainMod_repacker_rar/;4820966;;/fileinfo.html

SH3 Terrain Extractor : [Updated march 1, 2006]

http://rapidshare.de/files/14433050/SH3TerrainExtractor_Beta021_Full.zip.html

http://files.filefront.com/SH3TerrainExtractor_Beta0_21_Fullzip/;4824163;;/fileinfo.html



Its`in beta stage, must do a lot of testing yet, but I couldn`t resist the temptation to tease you a little bit.

http://img329.imageshack.us/img329/9020/kiel12zf.jpg (http://imageshack.us)

http://img329.imageshack.us/img329/4494/kiel20xu.jpg (http://imageshack.us)

http://img329.imageshack.us/img329/5120/kiel33ys.jpg (http://imageshack.us)

http://img329.imageshack.us/img329/3177/kiel44kd.jpg (http://imageshack.us)

http://img329.imageshack.us/img329/1790/kiel54qe.jpg (http://imageshack.us)

I'll report when I reach the end of the canal.

Ref

VonHelsching
02-17-06, 03:20 PM
:o


...Does this mean that sometime in the near future we will enter Scapa Flow the way it was supposed to be done?

Church SUBSIM
02-17-06, 03:31 PM
Oh my ...... This is going to be be unbelieveable. Can not wait for a release!

What A?
02-17-06, 03:35 PM
Ohh!!! You have just dug a channel... :rock:

Now you must tell how this can be done. ????

Pdubya
02-17-06, 04:38 PM
Ref:

Sweet!! I did some preliminary research on the Kiel Canal a few months ago but I didn't get all that far with the idea. There are some good sites that you have probably already visited :hmm: that provide the width and depth of the canal in meters, etc.
If I remember correctly, the canal was dredged after WW2 to enable larger draft ships to navigate the passage.

Here's hoping that you can pull this minor miracle off and a wave of map tweaks will follow! :up:

Pdubya

CCIP
02-17-06, 04:53 PM
Bravo, fantastic!

Once it's done, if you need anyone to do some research and tweaking of the map - I'd volunteer.

There's countless results to be had out of this :)

ref
02-17-06, 05:06 PM
Once it's done, if you need anyone to do some research and tweaking of the map - I'd volunteer.


That's basically my idea, I'm most of the programmer type, although I work with graphics, I have a slow machine at home, so I can´t work with big graphic files, so far more than an editor it 's a decompressor/compressor, I've done the actual editing in photoshop, once I have the program more polished,(build more failsafe checks, etc) I'll make a tutorial on how to edit, the idea is to distribute only the changes made to the map to reduce download times and then recompress the terrain data with a little program I'm finishing.

Pdubya:
The Kiel canal that I made is for testing only, sketched from a little map I found on the net, the width is approx 400 mts, I've yet to try to make it narrow, the depth is the same as in the ports 12 mts.

As I told before it havent been tested all I've just navigate the first kilometers, so far the machine is still running :up:, when I finish the tour I`ll tell you how it went.

Ref

Dowly
02-17-06, 05:10 PM
Omg! Couple of months and we wont need the official SDK! :rotfl:

gdogghenrikson
02-17-06, 05:20 PM
Omg! Couple of months and we wont need the official SDK! :rotfl:

no kidding

sergbuto
02-17-06, 05:28 PM
Exellent. Should be very useful tool. Now it is left to figure out how to add the Kriegsmarine grid in areas where it is absent.

The Noob
02-17-06, 06:03 PM
Omg! Couple of months and we wont need the official SDK! :rotfl:

no kidding

I Hope So,because those A§§holes from ubisoft won't bring out a SDK!Because WE could make the game so good that we will never buy SH4!I dont buy it anyway,pacific scenario sucks!

The Noob
02-17-06, 06:08 PM
I want to download the editing program!Without hacking your computer i mean!(Just kidding :lol: )

Der Teddy Bar
02-17-06, 07:26 PM
I Hope So,because those A§§holes from ubisoft won't bring out a SDK!Because WE could make the game so good that we will never buy SH4!
You really have no idea of what you speak about.

Kpt. Lehmann
02-17-06, 07:56 PM
Panama Canal anyone? :)

CCIP
02-17-06, 08:17 PM
Panama Canal anyone? :)

It has locks :hmm:

booger2005
02-17-06, 09:15 PM
Panama Canal anyone? :)

How 'bout the Suez?

The St. Lawrence Seaway and all the Great Lakes would be fun too

:rotfl:

After all, thats where they capture the 505, don't you know!

:rotfl:

The Noob
02-17-06, 09:36 PM
I Hope So,because those A§§holes from ubisoft won't bring out a SDK!Because WE could make the game so good that we will never buy SH4!
You really have no idea of what you speak about.

If you are knowing so much about the SDK thing,then tell it!Kruzetürken! :damn:

andy_311
02-17-06, 09:41 PM
Suez Canal at last short cut to the Indian ocean

booger2005
02-17-06, 09:43 PM
Suez Canal at last short cut to the Indian ocean

It was under British control though, right?

So there should be bunkers along the way?

perdu
02-18-06, 04:38 AM
will it allow to edit habor to???
correcting brest missing ilslands and other :p

Farside
02-18-06, 08:34 AM
yea the suez would be a great addition, what about the uber-secret-nazi gibralta bypass, you know, the canal that cuts through france. :P:P

tienman75
02-18-06, 09:30 AM
@ref

Great work!!!! :rock:

don't forget Scapa Flow!

Typ IX-C/40
02-18-06, 11:54 AM
Fantastic! Excellent! I can not believe it. Kaiser-Wilhelm-Kanal for SH3. *sniff*

:up: :up: :up:

pierreandre
02-18-06, 01:20 PM
@ ref

you are my hero!!! :rock: :rock: :rock:
great work! :up:

Sailor Steve
02-18-06, 01:47 PM
That is incredible! All this time wasted going around Denmark, and we might finally have the real deal? :cool: :cool: :cool:

I also agree with Scapa Flow: that would be nice.

ref
02-18-06, 05:40 PM
Ok, I need a brave Kaleun to test something, I've been testing the kiel canal in my machine without problems, but I can't cover all the posibilities, also I've the developing tools in my machine and I need someone to try the software in a machine that hasn't it installed to check if it doesn't require addicional dlls. the software id quite simple, just unzip it into any dir it should look like this :

http://img142.imageshack.us/img142/1662/explorer25kw.jpg (http://imageshack.us)

the program makes backup of your original files, but just to be on the safer side make a copy of them before running the program.
The two files you need to backup are Terraindata.BFD and Terraindata.BFI

As you can see it's designed to make incremental updates, so
the .00.ORIGINAL are the original sh3 files, the subsecuent numbered files stores the last modifications. (if you're running low on space any file with a number greater than 00 is safe to delete)



http://img142.imageshack.us/img142/5503/explorer8nl.jpg (http://imageshack.us)

Once made the backup copy click on repack.

http://img142.imageshack.us/img142/3324/explorer39bu.jpg (http://imageshack.us)

Select your original terrain file , should be in:
C:\program files\Ubisoft\SilentHunterIII\data\Terrain\Data

http://img101.imageshack.us/img101/9412/explorer45rp.jpg (http://imageshack.us)

when it finish proccesing you're done.

Notes on the updated terrain:

I've to make a compromise between real life an playability with
the dimensions of the canal, I'm sure someone will start taking measures :lol: , because of the way sh3 renders the terrain I have to make it a lot wider than the original (the shape of the canal is the actual one, wich I take from satellite photos from google earth so I don't know if its accurate for wwii, I think that they only widened it), take a look at this drawing :

http://img101.imageshack.us/img101/6349/width8dn.jpg (http://imageshack.us)

In the graphic file its only 3 pixels wide, If I make it smaller it would be impossible to navigate it, trust me I've run a lot of times into the ground when testing :rotfl:

Also ther are noticeable jaggs in the terrain, they are there all the time, but we usualy don't navigate 100 mts from ground .

http://img367.imageshack.us/img367/2153/jaggies10zd.jpg (http://imageshack.us)

http://img367.imageshack.us/img367/4039/jaggies4ln.jpg (http://imageshack.us)

The corners that you see are 1 pixel in the terrain file, wich corresponds to aprox. 200 mts in the game.

Practical tip, plot your course at least 150 mts from the shore

http://img367.imageshack.us/img367/7867/nav1mtr1gd.jpg (http://imageshack.us)

http://img367.imageshack.us/img367/7117/out1mtr5jk.jpg (http://imageshack.us)

As you see the deep decreases rapidly near the borders.

The view is preety poor , perhaps someone with more experience in cloning objects can add some buildings, etc.

http://img367.imageshack.us/img367/5268/docks6ud.jpg (http://imageshack.us)

http://img367.imageshack.us/img367/5118/elba14zi.jpg (http://imageshack.us)


Her Kaleun we've reached the Elba river :up:

http://img367.imageshack.us/img367/1452/elba7jj.jpg (http://imageshack.us)



Here is the file :

http://rapidshare.de/files/13578704/Kiel_Canal_Redist.zip.html

The extractor part of the program is almost finished, It will take me a few more days to make it bulletproff, it is functional, but its to easy to make errors , also I need to make a turorial on how to use it, I.m sure that when It's finished the more talented people of this forum will make wonderfull things with it.

Any problems please post here or mail me :

roberto_fernandez@datafull.com

CCIP
02-18-06, 06:26 PM
:up:

Give me an hour, and I'll have you a canal with docks and ships to boot! :know:

kenijaru
02-18-06, 06:37 PM
lindo ref, muy lindo programa!!!!!!!
se puede hacer Buenos Aires o Montevideo? :hmm:

ref
02-18-06, 06:46 PM
lindo ref, muy lindo programa!!!!!!!
se puede hacer Buenos Aires o Montevideo? :hmm:

Lo unico que hice fue modificar el terreno, los puertos son objetos 3d, supongo que seria relativamente facil clonar uno de los ya existentes y reubicarlo en el rio de la plata, sin embargo no es mi fuerte.

CCIP
02-18-06, 08:11 PM
Alright, I did it! :D

I combined a set of new locations and a set of scripted static ships (canal is too small for moving traffic) to create a situation where sailing the canal, you will always be within sight of ships, towns and lighthouses, making it easily the most scenic ride in the SHIII world! :)

http://img100.imageshack.us/img100/5571/canal16jx.th.jpg (http://img100.imageshack.us/my.php?image=canal16jx.jpg)http://img98.imageshack.us/img98/8260/canal28ht.th.jpg (http://img98.imageshack.us/my.php?image=canal28ht.jpg)http://img100.imageshack.us/img100/4879/canal33sl.th.jpg (http://img100.imageshack.us/my.php?image=canal33sl.jpg)http://img100.imageshack.us/img100/6324/canal45gq.th.jpg (http://img100.imageshack.us/my.php?image=canal45gq.jpg)
http://img100.imageshack.us/img100/3158/canal57mt.th.jpg (http://img100.imageshack.us/my.php?image=canal57mt.jpg)http://img100.imageshack.us/img100/1201/canal66ha.th.jpg (http://img100.imageshack.us/my.php?image=canal66ha.jpg)http://img100.imageshack.us/img100/2656/canal76li.th.jpg (http://img100.imageshack.us/my.php?image=canal76li.jpg)http://img98.imageshack.us/img98/1985/canal80fc.th.jpg (http://img98.imageshack.us/my.php?image=canal80fc.jpg)

Uh... trade you for the latest version of the terrain editor :88)

(or I'll maybe just post the files here in a bit...)

***

Needless to say, the canal works flawlessly.

ref
02-18-06, 08:24 PM
Uh... trade you for the latest version of the terrain editor

Just give me a couple of days :up:

CCIP
02-18-06, 08:30 PM
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)


[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 :)

WolfyBrandon
02-18-06, 08:34 PM
:o Awesome,

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

Wolfy

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

Awesome work! :up:

Pdubya
02-19-06, 06:51 PM
Ref and CCIP:

All I can say is WOW!! :cool:

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

booger2005
02-19-06, 06:54 PM
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)


[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?

CCIP
02-19-06, 08:05 PM
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.

The Noob
02-19-06, 09:55 PM
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!
:damn: :damn: :damn:

Venatore
02-20-06, 02:34 AM
I would not have have a clue what you modders are talking about :hmm: , will this come in an easy all in one installment :rock: , or will I have to go to learn :hmm:

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

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

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

Venatore ;)

Tikigod
02-20-06, 02:59 AM
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)

ref
02-20-06, 06:49 AM
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.

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).

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

ref
02-20-06, 06:55 AM
Iwill this come in an easy all in one installment :rock: , or will I have to go to learn :hmm:

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/Kiel_Canal_Redist.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.

The Noob
02-20-06, 08:23 AM
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! ;)

ref
02-20-06, 08:35 AM
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 :lol: .

slipper
02-20-06, 08:44 AM
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

Pdubya
02-20-06, 09:06 AM
After some re-checking of the internet, I discovered that my earlier guess about the Kiel canal being widened was off by one world war! :oops:

It was widened to approximately 100m at the end of WW1 and today is anywhere from 100 to 200m wide in places. Unfortunately, the german website for the canal is down at the moment, so all I could get was limited information. Looks like the basic depth is 10m.

IMO CCIP, the width is more important than the depth in SH3, if only for the reason that you don't want to be running aground if you don't plot an exact centerline course.

Good luck and let us know how things are progressing! :yep:

Thanks
Pdubya

ref
02-20-06, 09:46 AM
Canal Test on different PC's as per request.

System :

Dual PIII - SM
2G DDR 333Mhz
FX 5950 VidCard
SB Audigy2 Soundcard
RAID 0 - 4 x 250GM HDD ATA 133

Canal works fine - Includes CCIP's Location an Mis file merged with HT1.47

Transit time of canal - 05:43Hours @ Flank. No collisions with the canal sides or shiping.

FPS 24-32 (at ports 24).
:up:

HanSolo78
02-20-06, 09:58 AM
It´s really great!! Just added the canal to my mod :D
I`ll test it in a few minutes...

slipper
02-20-06, 10:32 AM
Thanks Ref recieved,

gdogghenrikson
02-21-06, 01:49 AM
also I need to make a turorial on how to use it,

you sure do!

ref
02-21-06, 10:02 AM
First beta of the extractor/packer, emphasis on beta, If you make things right all goes smothly, otherwise who knows, please report any bugs or modifications you want to me here or at my mail, there is a brief tutorial included, any questions are welcome :yep:

the file is here: [EDIT] new file version

http://rapidshare.de/files/14101039/SH3TerrainExtractor_Full_Beta_02.zip.html

once it's more tested I'll upload it to terrapin's site.

Ref

TigerKatziTatzi
02-21-06, 11:37 AM
Feedback...........


System:

- P4 2,6
- 2gig ram
- ATI 9700 128mb
- Win2k sp4

I created frist a working directory for TerrainExtractor, copied *.bfi, *.bfd, *.act into it.

Started prg. dialog for project dir popup and i seleted created working dir.
first quit was couldn'T find terrain.act -> solved it by renaming the file from Terrain.act to terrain.act . deleted *.ini file started it again.
Next error msg was 'couldn't find 4320_2160.jpg'. Only file in Terrain folder is 4320_2160.raw. I do have Photoshop 6.0 only, loaded this raw copied it, and created new rgb file, so i was able to save it as *.jpg .
deleted *.ini file again -> restart -> seletected open index -> selected *.bfi file -> hit ok button -> crash ->

http://sh3.mindforge.biz/forum/Aacc_vio.jpg

If u like i can run it again and doing full screen shots for all error msg's and sending it to u per email.



Greetz TKT

ref
02-21-06, 12:11 PM
Feedback...........


System:

- P4 2,6
- 2gig ram
- ATI 9700 128mb
- Win2k sp4

I created frist a working directory for TerrainExtractor, copied *.bfi, *.bfd, *.act into it.

Started prg. dialog for project dir popup and i seleted created working dir.
first quit was couldn'T find terrain.act -> solved it by renaming the file from Terrain.act to terrain.act . deleted *.ini file started it again.
Next error msg was 'couldn't find 4320_2160.jpg'. Only file in Terrain folder is 4320_2160.raw. I do have Photoshop 6.0 only, loaded this raw copied it, and created new rgb file, so i was able to save it as *.jpg .
deleted *.ini file again -> restart -> seletected open index -> selected *.bfi file -> hit ok button -> crash ->

http://sh3.mindforge.biz/forum/Aacc_vio.jpg

If u like i can run it again and doing full screen shots for all error msg's and sending it to u per email.



Greetz TKT

My mistake, I forget to put a couple of files in the package I'll correct it and repost it.

ref
02-21-06, 12:52 PM
Sorry for the problems for those who downloaded from the previous post, I've corrected a few things, here is the new link


http://rapidshare.de/files/14101039/SH3TerrainExtractor_Full_Beta_02.zip.html

ReF

[EDIT] new file version

MLF
02-21-06, 03:04 PM
Downloaded. Will try tonight. Kiel Canal was brilliant, thanks. :cool:

MLF

ref
02-21-06, 03:21 PM
Small exe update, correct some bug with certain zones on the map

Only the exe :
http://rapidshare.de/files/14100140/SH3TerrainExtractor_Beta_0_2.zip.html

Full package

http://rapidshare.de/files/14101039/SH3TerrainExtractor_Full_Beta_02.zip.html

[EDIT] new file version

Sailor Steve
02-21-06, 08:48 PM
Download Session Invalid
Download Session Invalid
Download Session Invalid









I HATE Rapidshare! :hulk:

gdogghenrikson
02-21-06, 10:47 PM
http://www.git.com.au/~voyager_tek/Beta_011.zip

?? what is that

Sailor Steve
02-22-06, 12:25 PM
Thanks, Cdre Gibs. Actually what I had was incompatability between Rapidshare and AOL (which my friend's computer uses and which I also hate). I probably could have used Rapidshare from the library, but I used your mirror anyway.

Hunterbear
02-23-06, 04:35 AM
Awesome work ref!

I tried to dabble with the Kiel Canal a long time ago with no luck. Glad to see you succeeded.

Just one question while I'm downloading the beta mod, besides being able to cut/add underwater details can you raise the land up as well to form better hills or small mountains within visual range of land? Primarily to add something to the anemic islands that are almost flat in some locations.

Once again, congrats!!! I tip my hat to you.
:up:

ref
02-23-06, 06:17 AM
Awesome work ref!

I tried to dabble with the Kiel Canal a long time ago with no luck. Glad to see you succeeded.

Just one question while I'm downloading the beta mod, besides being able to cut/add underwater details can you raise the land up as well to form better hills or small mountains within visual range of land? Primarily to add something to the anemic islands that are almost flat in some locations.

Once again, congrats!!! I tip my hat to you.
:up:

If the island is small (up to 2000 meters) it's near imposible, but I'm working on Scapa Flow now, and trying to make it look less flatter.

TigerKatziTatzi
02-23-06, 07:20 AM
here some screenies on increasing height of a small isle named Helgoland Northsea.

http://sh3.mindforge.biz/forum/helg_steil1.jpg

http://sh3.mindforge.biz/forum/helg_steil2.jpg

Rotary Crewman
02-23-06, 12:30 PM
This will certainly help my travelling from Kiel to the hunting grounds :up: :up: :up: :up:

THE_MASK
02-24-06, 05:06 PM
Could someone please do the suez canal for me so i can finish my devious little mission i am working on . Thanks

ref
02-24-06, 05:51 PM
Could someone please do the suez canal for me so i can finish my devious little mission i am working on . Thanks
I'm reinstalling my machine right now, when I finish I'll make it for you.

Ref

redbrow
02-24-06, 06:21 PM
wow, if i can use the canal i might start using the subs at Kiel! there was nothing i hated more than getting stuck with a type II at Kiel, in IuB

ref
02-24-06, 08:08 PM
wow, if i can use the canal i might start using the subs at Kiel! there was nothing i hated more than getting stuck with a type II at Kiel, in IuB

Feel free to use it, link on page two of this thread, first post, also you may want to implement CCIP's mod to the locations file, it's cool :up:

THE_MASK
02-24-06, 09:21 PM
Thanks Ref , you are the man .

booger2005
02-24-06, 11:35 PM
So how does this work here? I want the Kiel Canal, the Scapa Flow fix, Helgoland Blight, and has anyone done Rockall? Do I d/l them individually, or is one file being changed and I need to wait for all of these to come out together?

@ CCIP:

Does your location file include the lighthouse mod and the Black Sea Ports? What was the basis? The pictures looked cool, good job.

Rubini
02-24-06, 11:42 PM
Ref wrote:
I'm reinstalling my machine right now, when I finish I'll make it for you.
Thanks for this great tool! :know:
I'm also looking for Panama Canal.

Greetings,

Rubini.

Boris
02-25-06, 06:28 AM
Fantastic! Excellent! I can not believe it. Kaiser-Wilhelm-Kanal for SH3. *sniff*

:up: :up: :up:

Hehe, awesome, you actually live there!
I motored through there on a sailboat last year... would it be possible to model the schleusen at either end though... I doubt it, but it would be pretty cool.

ref
02-25-06, 08:25 AM
So how does this work here? I want the Kiel Canal, the Scapa Flow fix, Helgoland Blight, and has anyone done Rockall? Do I d/l them individually, or is one file being changed and I need to wait for all of these to come out together?


You can download it one by one, because the terrain file is 250mb in size I made a program to redistribute only the modified parts, it replaces only the changed parts in the terrain, so the downloads are small and they don't overwrite modifications on other parts of the map.

Kiel Canal:

http://rapidshare.de/files/13578704/Kiel_Canal_Redist.zip.html

Download the file, instructions inside, later I'll post Scapa Flow and
Suez Canal

ref
02-25-06, 08:41 AM
New beta release, corrects an offset in the height map, thanks to TigerKatziTatzi for picking it up and for his feedback.
Also included is a translation of the tutorial to german made by Jörg Ot thanks to him also.

exe only for those who have already downloaded the full version:

http://rapidshare.de/files/14100140/SH3TerrainExtractor_Beta_0_2.zip.html

Full package:

http://rapidshare.de/files/14101039/SH3TerrainExtractor_Full_Beta_02.zip.html

Ref

ref
02-25-06, 01:04 PM
For those who don't like the editing part of the mod, here is my version of the Kiel Canal, Scapa Flow Estern entrance and the Suez canal. Install instructions are inside the zip file.

Feel free to use them as a starting point to make your own versions, the only request is that ant mod you make based on mine or with my software MUST be freely distributed.

Ref

http://rapidshare.de/files/14120318/Kiel_Scapa_Suez_terrain_mod.zip.html

I've tried to upload them to u-boot.realsimulation but I couldnt so Terrapin if by any chance you read this please be so kind to do it.

TigerKatziTatzi
02-25-06, 01:12 PM
Good job ref :up:

the Helgoland mod will take couple more days, cause i started to modify TerrainTypes as well and used a new texture for Helgoland. In origin Helgoland is a red cliff isle. Needs still some debugging on it.
Thats a first sample.

http://sh3.mindforge.biz/forum/hl_tex.jpg

Church SUBSIM
02-25-06, 01:13 PM
Thanks Ref .... this is huge!

Gizzmoe
02-25-06, 01:22 PM
Mirror:
http://home.arcor.de/gizzmoe/files/Kiel_Scapa_Suez_terrain_mod.zip

ref
02-25-06, 01:25 PM
Exellent. Should be very useful tool. Now it is left to figure out how to add the Kriegsmarine grid in areas where it is absent.

By the way Serg you don't know where they are stored? I've been looking thru the dat files but I couldn't find them, but I doubt they are hard coded, if anyone finds out where they are let me know.

sergbuto
02-25-06, 03:58 PM
If I new that I would probably tweak it by now. Can files in the Map2 folder be related to grid squares?

ref
02-25-06, 04:28 PM
If I new that I would probably tweak it by now. Can files in the Map2 folder be related to grid squares?

I imagine that, silly question :oops: , as for the files they are just rle compressed bitmaps used on the nav screen,the strange thing is that I've scanned all the data files for the strings of the grid AM,AN , etc and found nothing, then I give it a try to the exe and dll's to check if they are defined as constants and nothing either, the only thing that I can think about is that they are encoded as binary data and they make a loop to read them, somthing like this

from AA to AZ
read grid;

The only tip I have is in one of the executables where I find a string called something like big squares and another small squares, I can not remember exactly. I`ll give it another try.

Ref

Rubini
02-25-06, 08:56 PM
ref,

Any possibility to make Panama Canal?:hmm:


Rubini.

ref
02-25-06, 09:03 PM
ref,

Any possibility to make Panama Canal?:hmm:


Rubini.

If You make the locks I'll make tha canal :roll:

Already looking at it.

Rubini
02-25-06, 10:23 PM
If You make the locks I'll make tha canal

Already looking at it.

Sorry for the dumb question...
But "locks" means the Panama Canal gates?
If so, then I'm not able to do them... :cry:

Another dumb question:
Suez canal don't have gates too? :hmm:

Rubini.

Salvadoreno
02-25-06, 11:43 PM
dude what is going on here. wHEN THE full version comes out is it going to be jsgme ready or am i going to have to install manually?? THis looks like a great mod but complicated to say... How about an simpliar explination??

TigerKatziTatzi
02-26-06, 03:36 AM
dude what is going on here. wHEN THE full version comes out is it going to be jsgme ready or am i going to have to install manually?? THis looks like a great mod but complicated to say... How about an simpliar explination??


You need to add them manually by urself. Theres no way to use jsgme, only if u would host a 232mb file each time when been modified.
Just read the Install Instructions.txt which comes with the package. If a new package comes out u can add it same way to ur system.

Tazzie
02-26-06, 07:53 AM
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 :)

Is there any documentation on how to merge layers? :hmm:

TigerKatziTatzi
02-26-06, 08:20 AM
dunno if jsgme is doing it. just copy paste them into the campaign_scr.mis at the end of file and change the [unit xxxx]number in following order of ur campaign_scr.mis of last unit, no double numbers or skips are allowed. this counts for all files which contains units with sorted numbers.

ref
02-26-06, 08:39 AM
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref

ref
02-26-06, 08:51 AM
If You make the locks I'll make tha canal

Already looking at it.

Sorry for the dumb question...
But "locks" means the Panama Canal gates?
If so, then I'm not able to do them... :cry:

Another dumb question:
Suez canal don't have gates too? :hmm:

Rubini.

Jus't kidding :-j I'll do it this afternoon, first I was going to make it and release it with the other canals mod ,but I didn't because of the canal gates (I didn't know how they where called in english, sorry about the locks thing :oops: ), about the suez canal I don't think it has gates, at least they aren't visible in the satellite pictures of google earth, but the mediterranean entrance is near port said, I'm pretty sure they have it well covered.

When I was trying the mod (HT campaign) I place a sub in the surface near the canal ,the first thing that I hear is "we are under attack", a destroyer shelling the sub from 5000 meters, flank speed into the canal to see what happens and the (not very much) AI runs into ground at full speed 500 mts off the canal entrance. :rotfl:

Tazzie
02-26-06, 09:16 AM
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref

Thanks Ref for the above. Its how I thought it should be done but I wasn't sure.

Rubini
02-26-06, 09:33 AM
Jus't kidding I'll do it this afternoon, first I was going to make it and release it with the other canals mod ,but I didn't because of the canal gates (I didn't know how they where called in english, sorry about the locks thing ), about the suez canal I don't think it has gates, at least they aren't visible in the satellite pictures of google earth, but the mediterranean entrance is near port said, I'm pretty sure they have it well covered.

Great ref!
And about the AI...these behaviours don't let that we do a really interesting traffic. It's a pity! :cry:


Rubini.

Hitch
02-26-06, 10:06 AM
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref

Ref,
I tried the above but when I try to save I get the following error: "Error found when validating mission. Please see the mission validation window and solve them before saving."

Any ideas?

Thanks,
Hitch

Nedlam
02-26-06, 10:11 AM
This is for those who know how to do it - and you may feel free to use it in any (free) mod :)

Darn, the campaign files are a set of files that still elude me. Even with the program TT created.

EDIT: Disregard. It magically worked for me today and I could actually access and understand the files. Go figure?!?!

:sunny: Light dawns on Marblehead...

ref
02-26-06, 10:57 AM
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref

Ref,
I tried the above but when I try to save I get the following error: "Error found when validating mission. Please see the mission validation window and solve them before saving."

Any ideas?

Thanks,
Hitch
I'm not into the mission editor myself, the one time i use it was to incorporate CCIP's mod, and to put a sub near the canal to test it, the error you're having happens to my when I try to save the campaign as a normal mission, are you sure you are saving it as a scripted layer ?
Anyway you should ask to someone better qualified than me (CCIP itself or Rubini).

Ref

ref
02-26-06, 03:16 PM
ref,
Any possibility to make Panama Canal?:hmm:

Rubini.

Here It is :

http://rapidshare.de/files/14212138/Panama_Canal.zip.html

Now you have to populate it :up:

Ref

booger2005
02-26-06, 05:03 PM
Does anyone else think this mod is important enough to be stickied?

Hitch
02-26-06, 05:57 PM
[/quote]
I'm not into the mission editor myself, the one time i use it was to incorporate CCIP's mod, and to put a sub near the canal to test it, the error you're having happens to my when I try to save the campaign as a normal mission, are you sure you are saving it as a scripted layer ?
Anyway you should ask to someone better qualified than me (CCIP itself or Rubini).

Ref[/quote]

Ref,
Working great now!

Danke!!!
Hitch

Tazzie
02-27-06, 01:37 AM
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref

I did all that and have now lost all of my harbour traffic. Anybody got any suggestions? :hmm:

TigerKatziTatzi
02-27-06, 03:47 AM
The locations file must be edited manually, the mission file can be merged with the mission editor that cames with SH3, file->open scripted layer open campaign_SCR.mis in Campaigns\campaign folder and then file->merge and point it to CCIP's .mis file,
then file->Save Scripted Layer as and overwrite campaign_SCR.mis.

REMEMBER TO DO A BACKUP FIRST

Ref

I did all that and have now lost all of my harbour traffic. Anybody got any suggestions? :hmm:


hope u did a backup of ur original campaign_scr.mis.

After clicking on 'merge' there comes a dialog, u have to check the box.

http://sh3.mindforge.biz/forum/MergeConf.jpg

Tazzie
02-27-06, 05:50 AM
I did all that and have now lost all of my harbour traffic. Anybody got any suggestions? :hmm:

What version of HT are you using? The reason I ask is I'm willing to upload the SCR MIS + Location.cfg file's to my FTP for those using HTv1.47, if ppl want it. Its been merged with CCIP's lil added traffic an locations so its good to go.

That would be great Commander Gibbs. I'm using HT 1.47.

KarlSteiner
02-27-06, 06:34 AM
Hi ref,

thanks for your efforts to bring us a terrain editor. I am an old mariner and uboat-hardliner. Many thanks for your work. I have seen your Kauser_Wilhelm_Kanal (new name Nordostseekanal).
I have made some Lighthouses like Fastnet_Rock, but nobody can help me to bring a utility foward to import them into SH3 with new 3D-Objects.

I hope I can use your utility very soon, because I have many locations in SH3-world like Cape_Hoorn to corrugate.

Best regards

Karl

Tazzie
02-27-06, 06:41 AM
For those in a pickel. This is NOT a mod, its a service. All credit go's to ref an CCIP. I'm just the delivery boy.

Link:
http://www.git.com.au/~voyager_tek/HT+CCIP_merge.zip


PS: Umm btw, Cdre = Commodore. And its Gibs with 1 b :know: :lol:
Thanks Cdre Gibs. Thats what I get for siting in front of my pc without my glasses on.

MLF
02-27-06, 07:49 AM
Does anyone else think this mod is important enough to be stickied?

There seems to be a lot of useful info in this topic that is in danger of getting lost. I would agree that it should be "stickied" for a while :yep:

MLF

perdu
02-27-06, 10:07 AM
I was tring to correct a part of land into the brest harbour and i have a problem of relief.
all what the land i added is only la few cm above du sea level..

where can i change it?

ref
02-27-06, 11:01 AM
I was tring to correct a part of land into the brest harbour and i have a problem of relief.
all what the land i added is only la few cm above du sea level..

where can i change it?

You change it in the RL.raw file,darker brown color means higher altitude, be sure to use only the colors in sh3 palette (use the color picker tool).

you don´t need to be extremely accurate in the height file, It's impossible due to the size diferences with the mask file (remember that the mask file defines what is land and what is water), so unless you need the water near land to be a certain deep, it's not even necesary to draw it blue in the height map.

If you can't figure it out post an image of the cuadrant you're trying to modify, so I can see what you're doing wrong.

Ref

ref
02-27-06, 11:15 AM
For those who are having trouble installing the terrain mods and CCIP's kiel canal mod here's a great tutorial made by TigerKatziTatzi in english and german :up:
(he actually explained it a lot better than I do. :oops:, I'd better stick with programming)

http://rapidshare.de/files/14273315/tut_TerrainMod_repacker_.rar.html

perdu
02-27-06, 11:56 AM
thx ref,
that what i supposed but hadn't time to test it

TigerKatziTatzi
02-28-06, 03:28 AM
For those who are having trouble installing the terrain mods and CCIP's kiel canal mod here's a great tutorial made by TigerKatziTatzi in english and german :up:
(he actually explained it a lot better than I do. :oops:, I'd better stick with programming)

http://rapidshare.de/files/14273315/tut_TerrainMod_repacker_.rar.html

Thx for the honor ref, but I know how it is when releasing a prg. with a 'short' explanation. :)

You did the great work with this tool and open a wide field for new modifications. :up: :up: :up:

Church SUBSIM
02-28-06, 03:36 AM
Thank you! I have no problems getting the terrain in, it's just the adding the candy that has been a problem. Thanks for putting this together.

Question for you all ....

does that res dll play havoc with the Mission Editor? Best to remove that prior to working with it?

TigerKatziTatzi
02-28-06, 03:48 AM
Thank you! I have no problems getting the terrain in, it's just the adding the candy that has been a problem. Thanks for putting this together.

Question for you all ....

does that res dll play havoc with the Mission Editor? Best to remove that prior to working with it?

in my expirences yes. if u run higher res as standard its mixing up editor. if i have to do work in editor, i go first into sh3 folder and rename it like this 'd3d9.dll.bla'

then doing my work in editor and when everything done... rename it again for gameplaying. its a pain in the ass, but right now only way i know how to solve it.

MLF
02-28-06, 02:25 PM
Bump a bit :D

Can anyone else serve the manual's link, please? Rapidshare :cry:

MLF

ref
02-28-06, 04:48 PM
Bump a bit :D

Can anyone else serve the manual's link, please? Rapidshare :cry:

MLF

Hope you don't have problems with filefront :up:

http://files.filefront.com/tut_TerrainMod_repacker_rar/;4820966;;/fileinfo.html

Also I've edited the first post with the links to the files available for download, I'll keep that list updated with the latest versions of the files, so it's easier to locate them.

Ref

redbrow
02-28-06, 07:47 PM
ok, i am coming in on this long thread late. is there an editor to down load, and do i need a packer also? where is the latest absolute update? next question - couldn't we just download the new maps? should everyone be playing on different maps?

ref
02-28-06, 09:33 PM
Even with the new version (beta 02) and going to te extent of overlaying the patched EXE as well, I'm still getting this error msg:

http://sh3.mindforge.biz/forum/Aacc_vio.jpg

BFI file has been successfully update with Scapa Eastern approuch, Kauser Wilhelm Canal, Panama canal and the Suez Canal plus CCIPs MIS and Locations file.

PC:
Dual PIII - SM 1.2Ghz Tualitin CPU's
2 Gb DDR 333Mhz Ram
FX 5950 128Mb Vidcard
SB Audigy 2 Soundcard

Am at a loss atm !

Are you using a copy of the terrain files?, If so both files .BFD and :BFI are needed in the same directory, in a couple of days I'll finish a n update with a lot of validation checks, sorry with the problems, but this kind of errors appears only when other people then the programmer makes the beta testing (that sounds a bit to much like micro$oft :arrgh!: for my taste :rotfl: ), anyway as I know how the program works there are a number of possible bugs that won't happen to me, bottom line, thanks for your patience and support :up:

gdogghenrikson
02-28-06, 10:40 PM
For those in a pickel. This is NOT a mod, its a service. All credit go's to ref an CCIP. I'm just the delivery boy.

Link:
http://www.git.com.au/~voyager_tek/HT+CCIP_merge.zip


PS: Umm btw, Cdre = Commodore. And its Gibs with 1 b :know: :lol:

I get a CTD after I installed this

TigerKatziTatzi
03-01-06, 04:08 AM
http://sh3.mindforge.biz/forum/Aacc_vio.jpg




A quick and dirty HowTo to prevent those errors.........

After unzipping the SH3TerrainExtractor_Full_Beta_02.zip there suppose to be those files in the target folder:

- 4320_2160.jpg
- SH3 Terrain Editing.doc
- SH3_Terrain_Editing_german.pdf
- SH3Repacker.exe
- SH3TerrainExtractor.exe
- Terrain.act

This is what comes with package by ref. Now copy from ../SilentHunterIII/data/Terrain/data/

- TerrainData.BFD
- TerrainData.BFI

into the directory where you unpacked the tool in. So the files in this folder are those finally:

- 4320_2160.jpg
- SH3 Terrain Editing.doc
- SH3_Terrain_Editing_german.pdf
- SH3Repacker.exe
- SH3TerrainExtractor.exe
- Terrain.act
- TerrainData.BFD
- TerrainData.BFI


Now run the SH3TerrainExtractor.exe, on first run u have to select a project folder. Select/ create a project folder of your own choice.

...... done.....

now u can go by manual written by ref.

TigerKatziTatzi
03-01-06, 04:59 AM
Found the bug. its due creating the ini-file.


the error appears after 'open index' and bfi is loaded. the created ini file looks like this ( my system with my selections for path/folders)


[Dirs]
Project=F:\sh3_mod\terrain mod\projecthelgoland


i exchange only the extractor.exe and kept my old ini file and worked with it, so the error didn'T appeared here. So the ini-file needs to look like this. then it works fine.


[Dirs]
Project=F:\sh3_mod\terrain mod\projecthelgoland
Datafiledir=F:\sh3_mod\terrain mod\


in the new ini parameter Datafiledir=F:\sh3_mod\terrain mod\ is missing.


temp way to solve it , copy paste the line here and fix it to ur local setting for path ( target directory where the working TerrainData files located in).


@ ref if i remember correctly there was a first dialog to select the datafile folder. its missing now, dunno if u took it out or not. i don't have the old release anymore, so i couldn't double check it.

ref
03-01-06, 11:08 AM
Nope, still getting the same error msg. Thx any way.

Cdre, think I catch it (the bug), link to file in first post on this thread.
Please let me now if it works for you.

Ref

gdogghenrikson
03-01-06, 08:10 PM
I get a CTD after I installed this

Ohhh Crap, I forgot, I have the German Navy Expack installed and I changed the Bismark ship over to the Tirpitz ship in the Tirpitz Task Force Groups in the SCR layer.

2 ways to fix, Open up the SCR layer with notepad/word and replace the BBTirpitz with BBBismark in each Tirpitz Task Force(quickest fix), the other way is add the German Navy Expack. :)

PS: Ohh dont forget only apply either the merged SCR layer or the above fix DOCKED IN PORT and out of game.

so where do I get the german navy expack?

gdogghenrikson
03-01-06, 08:12 PM
2 ways to fix, Open up the SCR layer with notepad/word and replace the BBTirpitz with BBBismark in each Tirpitz Task Force(quickest fix)

replace it with what?

gdogghenrikson
03-02-06, 01:25 AM
German Navy Expack v1.01
Link : http://www.git.com.au/~voyager_tek/German_Navy_ExPack1.01.zip
_________________ hmmmm I installed this mod and I still get a CTD :hmm: :damn: :damn:

TigerKatziTatzi
03-02-06, 03:28 AM
Cdre, think I catch it (the bug), link to file in first post on this thread.
Please let me now if it works for you.

Ref

Yeah the ini was the issue. Now I can get it to work, just 1 small thing. I now get a black blank pic in Paint Shop Pro. It dont agree that the RAW file is 126x126. So I'm gonna have to keep fiddling with the pix size till I hit the right 1.


*MK.raw = 1802x1802
*RS.raw = 366x366

thats i work with them. but using i'm PhotoShop and its setting pix-value by itself.

if u have any chance to get PS, get it.

bout black pic *MK.raw after opening..........
- Menu -> Image/Mode/index color
- Menu -> Image/Mode/Color table -> load Terrain.act which comes with the package

- change first two colors in this table to some of your convinience



*RS.raw
- Menu -> Image/Mode/index color
- Menu -> Image/Mode/Color table -> load Terrain.act from ../datat/Terrain/Pal/

u have to check ur Paintprg. where u can set/select this

U-Schultz
03-02-06, 07:06 AM
I must admit I am a little confused by the plethora of files in this thread.

If I d/l the following linked file do I just drop it into my SH3 install or is there addional .dat file tweaking needed?

http://www.git.com.au/~voyager_tek/HT+CCIP_merge.zip

Or is there going to be a simple d/l and install for us .dat file challenged people. I don't sail from Keil because of the lack of the canal but would like to!

Thanks

ref
03-02-06, 08:23 AM
I must admit I am a little confused by the plethora of files in this thread.

If I d/l the following linked file do I just drop it into my SH3 install or is there addional .dat file tweaking needed?

http://www.git.com.au/~voyager_tek/HT+CCIP_merge.zip

Or is there going to be a simple d/l and install for us .dat file challenged people. I don't sail from Keil because of the lack of the canal but would like to!

Thanks

Yeah things are getting a little confusing, just to clarify, there are two different mods here, on is mine, that actually modifies the terrain, and the other is a mod made by CCIP that puts some buildings, docks and some ships in the kiel canal to make the trip more interesting, but it's not necesary to have the canal in the game, if you're confused start by installing the terrain mods :

Kiel Canal, Scapa Flow, Suez canal :

http://rapidshare.de/files/14120318/Kiel_Scapa_Suez_terrain_mod.zip.html

http://files.filefront.com/Kiel_Scapa_Suez_terrain_modzip/;4821003;;/fileinfo.html

Panama Canal :

http://rapidshare.de/files/14212138/Panama_Canal.zip.html

http://files.filefront.com/Suez_Canalzip/;4821034;;/fileinfo.html

Mod installing tutorial english/german by TigerKatziTatzi :

http://rapidshare.de/files/14273315/tut_TerrainMod_repacker_.rar.html

http://files.filefront.com/tut_TerrainMod_repacker_rar/;4820966;;/fileinfo.html

Then if you wish you would make a try to CCIP's mod, wich consist's of two parts, one that adds buildings and one wich adds ships.

First part :

MAKE A BACKUP FIRST

Open in a text editor (notepad) (sh3 dir)\data\terrain\locations.cfg
file go to the bottom of it and take a note of the last [Location XX] line, you are looking for the last number XX, then copy the following text and paste it at the end of the file, then start numbering the lines [Location ] in the text that you paste with consecutive numbers starting on the number that you previously noted plus one, be carefull not to leave any leaps in the numbering, also as this post is in html format yuo may have extra non visible characters at the end of the lines, you must remove them or SH3 will crash,(happens to me when I installed it).
Here is CCIP' s first part of the mod:

[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

Once you have made this I recomend that you start sh3 to check that everything is ok.

Then for the second part (adding ships to the kiel canal)
download this
http://rapidshare.de/files/13591448/canal.mis.html

MAKE A BACKUP FIRST

Open sh3 mission editor, select File->Open Scripted layer, open the file (sh3 dir)\data\campaigns\campaign\campaign_scr.mis.
next select Flie->Merge in the next dialog check mark merge data saveable and hit ok.
in the file open dialog that opens later select the file you have downloaded (canal.mis), once it is loaded select File->Save Scripted layer as...,and save it as (sh3 dir)\data\campaigns\campaign\campaign_scr.mis, this is very important, if you try to save it as a normal mission the editor will start complaining with several errors.

Hopefully you're done and everything is ok, but if you don't want to risk with file modding, the second part is eye candy(I'm not trying to diminish CCIP's work :up: ), it don't add any functionality to the terrain mod, if you wait to the next mods that will appear I'm sure they will make use of the terrain mods.

Hope this clarifies the thing a little.

Ref.

U-Schultz
03-02-06, 10:46 AM
Excellent!!

Thank you ref...your explanation was very clear and concise and I will certainly give it a shot my next free computer moment :up:

For Cdre Gibbs...how does your "HT+CCIP_merg.zip" fit into all this? Is it something totally different and/or unrelated to the instructions that ref posted?

Cheapskate
03-02-06, 12:22 PM
Excellent!!

Thank you ref...your explanation was very clear and concise and I will certainly give it a shot my next free computer moment :up:

For Cdre Gibbs...how does your "HT+CCIP_merg.zip" fit into all this? Is it something totally different and/or unrelated to the instructions that ref posted?

The Cdre Gibs merge file adds the "eye candy" element ( added ports, cities, lighthouses, ships etc) in an easy JSGE compatible format, to the actual canal data provided by Ref's mod.

It enables you to avoid all the cutting, pasting, renumbering and merging necessary to add CCIP's embellishments in the way ref suggests.

Whilst I had no problems in installing the canal, the additional items were a different matter! Messing about with the SH3 mission editor isn't for the unknowledgable or faint hearted - I just couldn't get the merging process to work.

Thanks to all concerned in bringing this excellent mod to us : in particular to Cdre Gibs for preserving my sanity!

U-Schultz
03-02-06, 12:53 PM
Thanks for the info Cheapskate.

I took advantage of my lunchhour to d/l the "HT+CCIP_merg.zip" file on my office computer to check out the readme but there was none.

Is the modded "Campaign_SCR" from one of Rubini's mods? I'll presume that the "HT" stands for "High Traffic? If so which version?

EDIT: Ok, in reading previous posts ( :oops: ) its apparently from HT 1.47.

gdogghenrikson
03-02-06, 10:02 PM
Ohh bugger, in the HT+CCIP_merg.zip, I left over a bit from another mod. I do appologise!

If you have down loaded the HT+CCIP merge.zip and installed it, goto you SEA Folder and delete this FOLDER if you have NOT installed the USS Essex Ship Mod :

Silent Hunter III/Data/Sea/NCV_USSEssexCV9 <--- Delete Folder



hmmm still getting a CTD :damn: :damn: :damn:

TigerKatziTatzi
03-05-06, 09:50 AM
so I got my TerrainModding for Helgoland done as well.

Hope some of you will like it too :)

Contents of this mod:

- An harbor facility for Helgoland with habour layout of Bergen. Unfortunately Bergen layout has a bug and you can move through walls.
- Helgoland was adapted and increased by the island surface, in order to receive a kind of 'cliff-look'.
- the eastern sandbank had been established.
- as land texture a partial original of a photo of Helgoland was used.
- Lighthouse by Sergbuto.
- a ' city ' on Helgoland.


Read the Terrain Modding Helgoland_en.pdf which come with this package !!!

DL-Link Helgoland v1.0 (http://sh3.mindforge.biz/mods/Helgoland_1.0.rar)



Greetz TKT


http://sh3.mindforge.biz/forum/hl_1.jpg

http://sh3.mindforge.biz/forum/hl_2.jpg

http://sh3.mindforge.biz/forum/hl_3.jpg

http://sh3.mindforge.biz/forum/hl_4.jpg

http://sh3.mindforge.biz/forum/hl_5.jpg

http://sh3.mindforge.biz/forum/hl_6.jpg

Hunterbear
03-05-06, 11:41 PM
Great looking Helgoland TigerKatziTatzi!

Now thats what I'm talking about!

:up:

perdu
03-06-06, 01:34 AM
netx step will be to decode de locations .dat files ^^!

perdu
03-06-06, 06:13 PM
here is what i'm working on , with a friend working at brest harbour:

http://perdu.ma.cx/sh3/brest1.jpg

http://letortjm.free.fr/PHOTO%20BRETAGNE/images/BREST%20LA%20RADE%204.jpg

reworked "pointe de l'armorique" with the "ile ronde" that was missing

http://perdu.ma.cx/sh3/brest2.jpg
http://letortjm.free.fr/PHOTO%20BRETAGNE/images/BREST%20LA%20RADE%202.jpg
new "ile longue" and reworked "goulet"



http://perdu.ma.cx/sh3/brest3.jpg

TigerKatziTatzi
03-07-06, 03:00 AM
nice work :up:

Sailor Steve
03-07-06, 01:20 PM
WOW! Can't wait to see that. Now if only people who live near other ports can do the same.

ADukes
03-08-06, 05:43 PM
so I got my TerrainModding for Helgoland done as well.

Hope some of you will like it too :)

Contents of this mod:

- An harbor facility for Helgoland with habour layout of Bergen. Unfortunately Bergen layout has a bug and you can move through walls.
- Helgoland was adapted and increased by the island surface, in order to receive a kind of 'cliff-look'.
- the eastern sandbank had been established.
- as land texture a partial original of a photo of Helgoland was used.
- Lighthouse by Sergbuto.
- a ' city ' on Helgoland.
I have a problem, the game crashes while loading if I add the last ship (Name=Type VIIA#1Helgoland) to the scr.mis, without everything is okay.

TigerKatziTatzi
03-09-06, 03:25 AM
so I got my TerrainModding for Helgoland done as well.

Hope some of you will like it too :)

Contents of this mod:

- An harbor facility for Helgoland with habour layout of Bergen. Unfortunately Bergen layout has a bug and you can move through walls.
- Helgoland was adapted and increased by the island surface, in order to receive a kind of 'cliff-look'.
- the eastern sandbank had been established.
- as land texture a partial original of a photo of Helgoland was used.
- Lighthouse by Sergbuto.
- a ' city ' on Helgoland.
I have a problem, the game crashes while loading if I add the last ship (Name=Type VIIA#1Helgoland) to the scr.mis, without everything is okay.

Pretty strange. Till now i only know CTD's when the Lighthouse.dat hasn't been add too, or mistakes been made in locations.cfg.
For adding of the Scripted Layer units i recommend to merge them as describe in the tutorial.

If u did it manually, u have to check all blocks of this unit for any space at the end of each parameter in block. this includes all waypoints belonging to this unit too.

I know theres a Problem in locations.cfg if u have at least one single space behind a parameter.

example:

[Unit 9]<<<<direkt return, no space behind
Name=Type VIIA#1Helgoland<<<<direkt return, no space behind
Class=SSTypeVIIA<<<<direkt return, no space behind
Type=200<<<<direkt return, no space behind
Origin=German<<<<direkt return, no space behind
Side=0<<<<direkt return, no space behind
.....
...
...
..



If u did a merge of Campaign_scr.mis and Helgoland_SCR.mis as desrcibe in tutorial and do have this problem, please send your Campaign_scr.mis, which caused this problem, packed to the contact email addy of pdf and i'll have a look on it.
Otherwise delete in editor all units for Helgoland or copy your backup campaign_scr.mis back and do a merge of both *.mis files and test again.




greetz TKT

MLF
03-09-06, 07:37 AM
has anyone any tips on how to do the second part of the manual (Height of land) using Paint Shop Pro, please. I'm OK with the first part (cutting up the land mass) but cannot get results with the second bit.

MLF

U-Schultz
03-10-06, 04:25 AM
Just a sitrep.

Followed ref's directions and it worked perfectly...and on my first try.

Thanks to all.

Cheapskate
03-10-06, 07:40 AM
so I got my TerrainModding for Helgoland done as well.

Hope some of you will like it too :)



Like it!!! I LOVE it. Brilliant work TKT. I keep sailing out to Helgoland, just to see it slowing forming out of the morning mists!

Just a couple of points though....I ended up using copy/paste for the _SCR.mis part because I couldn't get the editor merge to work correctly. In doing this, I copied only the unit details, thereby omitting the Mission/Briefing and Editor parameter lines from your file. Does this have any any undesirable effects in game?

I mention this because I am having difficulties with the Ship view < > keys when I am in the Helgoland area. When I press these keys I don't always get a view of the ships...instead I see the Sea ( from above and below!), the camera rolling with the sea swell?

Would appreciate your advice. Tks.

Sailor Steve
03-10-06, 12:29 PM
Well, I finally got it installed right (took me long enough) and it's GREAT! Transitted the Canal last night, and loved it. :rock:

Gammel
03-10-06, 04:24 PM
so I got my TerrainModding for Helgoland done as well.

Hope some of you will like it too :)



I mention this because I am having difficulties with the Ship view < > keys when I am in the Helgoland area. When I press these keys I don't always get a view of the ships...instead I see the Sea ( from above and below!), the camera rolling with the sea swell?

Would appreciate your advice. Tks.


Unfortunately this is the default external cam behavior when land units are present...will happen in any other area whith land units around. No mod related issue.
Helgoland has some costal defence at when using TigerKatziTatzi´s mod.

Cheapskate
03-10-06, 05:10 PM
Unfortunately this is the default external cam behavior when land units are present...will happen in any other area whith land units around. No mod related issue.
Helgoland has some costal defence at when using TigerKatziTatzi´s mod.

Cheers for clearing that up. Never seen that problem before and I've had the game since release day. Then again, I usually steer well clear of land ..... particularly if I think there may be guns on it!

Nice to know Sailor Steve enjoyed his canal transit last night. More than I did! Did a fairly sharp right hand turn when exiting, at 12 kts, into the estuary at the Brunsbuttel ( southern ) end. Problem being that I was on map view at 125 TC. Died very quickly ....along with the rest of the crew :oops: Found out why today, when I stayed on the bridge all the way out. The industrial unit on the northern bank sticks out about a third of the way across the river and CCIP presumably forgot :hmm: to put it on the map!!

Many thanks (again) to ref, TKT and all those involved in developing this enhancement area. It certainly does add an extra element to the game experience.

ref
03-10-06, 05:21 PM
Nice to know Sailor Steve enjoyed his canal transit last night. More than I did! Did a fairly sharp right hand turn when exiting, at 12 kts, into the estuary at the Brunsbuttel ( southern ) end. Problem being that I was on map view at 125 TC. Died very quickly ....

Happens to me more than once :roll: , and I dug the channel :rotfl: :rotfl:

Ref

Cheapskate
03-10-06, 06:37 PM
Happens to me more than once :roll: , and I dug the channel :rotfl: :rotfl:

Ref

He..He! Nice to know it isn't just me who can't avoid lighthouse causeways!

Still, don't you feel bad about it....you might have dug the channel .....but it was CCIP who did the ****** construction work :lol:

ADukes
03-10-06, 07:05 PM
If u did a merge of Campaign_scr.mis and Helgoland_SCR.mis as desrcibe in tutorial and do have this problem, please send your Campaign_scr.mis, which caused this problem, packed to the contact email addy of pdf and i'll have a look on it.
Hoffe, dass du die Datei erhalten hast. (und jetzt weiter in englisch für andere mit dem gleichen Problem)


Also the editor crashes if I select "properties" in the context menu of the specific unit.

Sailor Steve
03-11-06, 01:48 PM
Nice to know Sailor Steve enjoyed his canal transit last night. More than I did! Did a fairly sharp right hand turn when exiting, at 12 kts, into the estuary at the Brunsbuttel ( southern ) end. Problem being that I was on map view at 125 TC. Died very quickly ....

Happens to me more than once :roll: , and I dug the channel :rotfl: :rotfl:

Ref
Well, this goes back to old "Do you play 'Dead is Dead'" question. I also rammed the docks at high time compression first time through, and died. Since there was no harbor on the map, and I had no way of knowing there was a dock there, and was at high TC because I thought I was out of the canal and into the Elbe, I simply shouted "I DISBELIEVE!", and tried it again. :oops:

TigerKatziTatzi
03-13-06, 04:43 AM
Out of the hospital, right into the forum :sunny:


'bout the not present of the docks displayed on map.

Theres three things:

1.) to have the docks layout displayed in map ( only zoomed in close at the location), the block in locations.cfg needs one parameter more at the end of the block:

- LocationName=*********


[Location 213] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel



2.) a TGA for this Harbour needs to be present. If it doesn't have one, theres nothing what can be displayed on map. CCIP used two harbours with no TGA's in his addon, at least not in standard SH3 installation.

3.) cause this displays only the Layout in close zoomed in mode, you can add a NavalBase in Campaign_lnd.mis to these locations too. So its being displayed in map like other harbours.


this should cover unwanted collisions with the docks :)



greetz TKT

TigerKatziTatzi
03-13-06, 07:43 AM
Just a couple of points though....I ended up using copy/paste for the _SCR.mis part because I couldn't get the editor merge to work correctly. In doing this, I copied only the unit details, thereby omitting the Mission/Briefing and Editor parameter lines from your file. Does this have any any undesirable effects in game?



firstly if u have probs with the merge, then mainly something should be wrong.

adding only the units into ur campaign_scr.mis is fine and won't effect your current gameplay, same for landunits. the Mission/Briefing parts comes auto when creating a new *.mis in editor. anyways, those layers only a candyeye build like the canal.mis by CCIP for the Nord-Ostsee Kanal.
the sea units need a rework either. :)


greetz TKT

TigerKatziTatzi
03-13-06, 07:49 AM
If u did a merge of Campaign_scr.mis and Helgoland_SCR.mis as desrcibe in tutorial and do have this problem, please send your Campaign_scr.mis, which caused this problem, packed to the contact email addy of pdf and i'll have a look on it.
Hoffe, dass du die Datei erhalten hast. (und jetzt weiter in englisch für andere mit dem gleichen Problem)


Also the editor crashes if I select "properties" in the context menu of the specific unit.

received the mail, written answer today and will try to have a look to it today.

if u select properties of the unit in Editor and get a CTD, u may try for urself after deleting it, a new add of this unit type in ur campaign_scr.mis. till now i never read about a CTD in Editor or made own expierences with it. might be based on same like a CTD inGame when heading up to e.g. a lighthouse without having the lighthouse.dat in .../locations -folder. who knows ........ but i'll check your *scr.mis asap.


greetz TKT

Cheapskate
03-13-06, 01:08 PM
firstly if u have probs with the merge, then mainly something should be wrong.



Thanks for your response. There wasn't really anything wrong with my copy/paste. I just had a problem with the ship view keys (< >) not showing any ships!...just the sea from varying heights...and I thought the way I had put them in could be causing the problem.
Gammel kindly advised me that this is usual program behaviour when land units are in close proximity!

I also had the problem with the Sub causing the editor to crash...until I realised that I didn't have a type V11A in my program. Changed it to a type V11B and it works just fine!

Cheers, Cheapskate.

Tazzie
03-16-06, 08:32 AM
'bout the not present of the docks displayed on map.

Theres three things:

1.) to have the docks layout displayed in map ( only zoomed in close at the location), the block in locations.cfg needs one parameter more at the end of the block:

- LocationName=*********


[Location 213] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel


2.) a TGA for this Harbour needs to be present. If it doesn't have one, theres nothing what can be displayed on map. CCIP used two harbours with no TGA's in his addon, at least not in standard SH3 installation.



Done the above and it wiill not show up on the map. :damn:

3.) cause this displays only the Layout in close zoomed in mode, you can add a NavalBase in Campaign_lnd.mis to these locations too. So its being displayed in map like other harbours.

How do you add naval bases in the campaign_lnd.mis file? :hmm:

TigerKatziTatzi
03-16-06, 03:37 PM
usually if you add this parameter with LocationName and a *.tga for the used 'FileName=' is present in ../Terrain/locations/

after restarting the editor ( locations.cfg will be read once only on startup), the tga will be displayed in map when zoomed in closed. thats the way i do it and till now it works whole time. u may post ur curent locations here, and i'll have a look to it, or someone else sees allready why it isn't working for you. you may do a tryout with my posted location for brunsbuettel, to check if this will be shown.


howto add a NavalBase:

Editor -> File -> Open Land Units Layer -> load campaign_lnd.mis
=> select from right sided toolbox 'Land' -> roster- > german -> NB NavalBase and add like u add ships, subs ........ as usual. Only thing i do afterwards is changing 'Side' parameter manually, coz when adding a german NB it stays neutral.


usually i do this in a new layer, save it as land units layer and do afterwards a merge with the campaign_lnd.mis, when all things are done.



Greetz TKT

Tazzie
03-16-06, 08:21 PM
Thanks for your help TKT. Here is my current locations.cfg file.


[size=9:2e93fadacb][list:2e93fadacb]
; Locations configuration file

;General settings

[Config]
MinBuildingTerrainHeight=0 ;[meters] minimum terrain height for placing buildings
MaxBuildingSlope=0.25 ;[0..1] maximum slope for a biulding to be placed

; Location details

[Location 1]
Long=10.152396
Lat=54.344944
Heading=50
OnLand=false
ShowOnMap=true
FileName=Kiel
LocationName=Kiel

[Location 2] ; Kiel Industry 01
Long=10.147802
Lat=54.343952
Heading=236
;Heading=76
OnLand=true
FileName=City_Fr_Gr
;FileName=Industry

[Location 3] ; Kiel Industry 02
Long=10.144197
Lat=54.315983
Heading=76
OnLand=true
;FileName=Industry

[Location 4] ; Kiel Industry 03
Long=10.152809
Lat=54.318760
Heading=160
OnLand=true
;FileName=Industry

[Location 5] ; Kiel City 01
Long=10.143593
Lat=54.331284
Heading=310
OnLand=true
;FileName=City_Fr_Gr


[Location 6] ; Kiel City 02
Long=10.136984
Lat=54.331482
Heading=138
OnLand=true
;FileName=City_Fr_Gr

[Location 7] ; Gibraltar
Long=-5.360266
Lat=36.137493
Heading=260
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Gibraltar

[Location 8] ; Gibraltar Industry 01
Long=-5.350253
Lat=36.162289
Heading=96
OnLand=true
FileName=Industry

[Location 9] ; Gibraltar Industry 02
Long=-5.360466
Lat=36.171215
Heading=76
OnLand=true
FileName=Industry

[Location 10] ; Gibraltar City 01
Long=-5.351054
Lat=36.146618
Heading=96
OnLand=true
FileName=City_Fr_Gr


[Location 11] ; Gibraltar City 02
Long=-5.351855
Lat=36.130550
Heading=96
OnLand=true
FileName=City_Fr_Gr

[Location 12] ; Gibraltar City 03
Long=-5.348249
Lat=36.120831
Heading=96
OnLand=true
FileName=City_Fr_Gr

[Location 13]
Long=-3.330829
Lat=47.749275
Heading=135
OnLand=false
ShowOnMap=true
FileName=Lorient
LocationName=Lorient

[Location 14] ; Lorient Industry
Long=-3.328031
Lat=47.762367
Heading=128
OnLand=true
FileName=Industry

[Location 15] ; Lorient City 01
Long=-3.338821
Lat=47.755821
Heading=262
OnLand=true
FileName=City_Fr_Gr

[Location 16] ; Lorient City 02
Long=-3.334625
Lat=47.755226
Heading=82
OnLand=true
FileName=City_Fr_Gr

[Location 17]
Long=-4.454694
Lat=48.384995
Heading=180
OnLand=false
ShowOnMap=true
FileName=Brest
LocationName=Brest

[Location 18] ; Brest Industry
Long=-4.474526
Lat=48.390785
Heading=21
OnLand=true
FileName=Industry

[Location 19] ; Brest City 01
Long=-4.455894
Lat=48.389660
Heading=180
OnLand=true
FileName=City_Fr_Gr

[Location 20] ; Brest City 02
Long=-4.462503
Lat=48.394509
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 21] ; Brest City 03
Long=-4.451306
Lat=48.395809
Heading=180
OnLand=true
FileName=City_Fr_Gr

[Location 22]
Long=-0.864830
Lat=45.390228
Heading=0
OnLand=false
ShowOnMap=true
FileName=Bordeaux
LocationName=Bordeaux

[Location 23] ; Bordeaux Industry
Long=-0.853028
Lat=45.378674
Heading=45
OnLand=true
FileName=Industry

[Location 24] ; Bordeaux City
Long=-0.864428
Lat=45.386364
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 25]
Long=8.107345
Lat=53.510143
Heading=161
OnLand=false
ShowOnMap=true
FileName=Wilhelmshaven
LocationName=Wilhelmshaven

[Location 26] ; Wilhelmshaven Industry
Long=8.096551
Lat=53.519871
Heading=60
OnLand=true
FileName=Industry

[Location 27] ; Wilhelmshaven City
Long=8.107718
Lat=53.515373
Heading=128
OnLand=true
FileName=City_Fr_Gr

[Location 28]
Long=-74.016197
Lat=40.701675
Heading=0
OnLand=false
ShowOnMap=true
FileName=NY_harbor
LocationName=New York

[Location 29] ; NY Industry 01
Long=-74.007614
Lat=40.680103
Heading=177
OnLand=true
FileName=Industry

[Location 30] ; NY Industry 02
Long=-74.054703
Lat=40.705261
Heading=0
OnLand=true
FileName=Industry

[Location 31]
Long=-74.014725
Lat=40.712177
Heading=94
OnLand=true
FileName=NY_City

[Location 32]
Long=14.505902
Lat=35.886616
Heading=0
OnLand=false
ShowOnMap=true
FileName=Malta
LocationName=Valletta

[Location 33]
Long=14.505502
Lat=35.886021
Heading=0
OnLand=true
FileName=Valletta_city

[Location 34]
Long=-2.451443
Lat=50.597862
Heading=0
OnLand=false
ShowOnMap=true
FileName=Portland
LocationName=Portland

[Location 35]
Long=-2.451443
Lat=50.597862
Heading=0
OnLand=true
FileName=Portland_City

[Location 36]
Long=29.843287
Lat=31.158600
Heading=358
OnLand=false
ShowOnMap=true
FileName=Alexandria
LocationName=Alexandria

[Location 37]
Long=29.843287
Lat=31.158600
Heading=0
OnLand=true
FileName=Alexandria_city

[Location 38] ; Reykjavik01
Long=-21.891933
Lat=64.154831
Heading=348
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Reykjavik

[Location 39] ; Reykjavik02
Long=-21.918682
Lat=64.150291
Heading=0
OnLand=false
FileName=Large_harbor_type_III

[Location 40] ; Reykjavik Industry01
Long=-21.888876
Lat=64.146650
Heading=0
OnLand=true
FileName=Industry

[Location 41] ; Reykjavik Industry02
Long=-21.923772
Lat=64.145650
Heading=45
OnLand=true
FileName=Industry

[Location 42] ; Reykjavik City 01
Long=-21.908772
Lat=64.142760
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 43] ; Reykjavik City 02
Long=-21.904606
Lat=64.147507
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 44] ; Loch Ewe - west coast of Scotland
Long=-5.620676
Lat=57.795135
Heading=325
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Loch Ewe

[Location 45] ; Loch Ewe Industry - west coast of Scotland
Long=-5.602791
Lat=57.783203
Heading=24
OnLand=true
FileName=Industry

[Location 46] ; Loch Ewe City - west coast of Scotland
Long=-5.613716
Lat=57.790356
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 47] ; Curacao
Long=-69.029091
Lat=12.201843
Heading=212
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Curacao

[Location 48] ; Curacao Industry
Long=-69.034599
Lat=12.213037
Heading=357
OnLand=true
FileName=Industry

[Location 49] ; Curacao City
Long=-69.024330
Lat=12.203239
Heading=46
OnLand=true
FileName=City_Fr_Gr

[Location 50] ; Stranraer 01
Long=-5.011333
Lat=54.905945
Heading=346
OnLand=true
FileName=City_Fr_Gr

[Location 51] ; Stranraer 02
Long=-5.027956
Lat=54.905945
Heading=176
OnLand=true
FileName=City_Fr_Gr

[Location 52] ; Rosyth
Long=-3.422903
Lat=56.019905
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Rosyth

[Location 53] ; Rosyth 01
Long=-3.427987
Lat=56.024616
Heading=180
OnLand=true
FileName=City_Fr_Gr

[Location 54] ; Rosyth 02
Long=-3.413570
Lat=56.021530
Heading=220
OnLand=true
FileName=City_Fr_Gr



[Location 55] ; Oran
Long=-0.645732
Lat=35.713631
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Oran

[Location 56] ; Oran Industry
Long=-0.620860
Lat=35.711380
Heading=180
OnLand=true
FileName=Industry

[Location 57] ; Oran City 01
Long=-0.640131
Lat=35.708462
Heading=352
OnLand=true
FileName=Muslim_City

[Location 58] ; Oran City 02
Long=-0.658777
Lat=35.705791
Heading=0
OnLand=true
FileName=Muslim_City

[Location 59] ; Sydney Canada
Long=-60.201412
Lat=46.164974
Heading=286
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Sydney

[Location 60] ; Sydney Industry Canada
Long=-60.189000
Lat=46.166229
Heading=122
OnLand=true
FileName=Industry

[Location 61] ; Sydney City Canada 01
Long=-60.196323
Lat=46.159199
Heading=72
OnLand=true
FileName=City_Fr_Gr

[Location 62] ; Sydney City Canada 02
Long=-60.196293
Lat=46.179804
Heading=70
OnLand=true
FileName=City_Fr_Gr

[Location 63] ; Galveston Harbor 01
Long=-94.824677
Lat=29.326496
Heading=288
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Galveston

[Location 64] ; Galveston Harbor 02
Long=-94.843987
Lat=29.302719
Heading=0
OnLand=false
FileName=Large_harbor_type_II

[Location 65] ; Galveston Industry 01
Long=-94.814362
Lat=29.319355
Heading=174
OnLand=true
FileName=Industry

[Location 66] ; Galveston Industry 02
Long=-94.828316
Lat=29.302124
Heading=0
OnLand=true
FileName=Industry

[Location 67] ; Galveston City 01
Long=-94.821304
Lat=29.323124
Heading=90
OnLand=true
FileName=City_Fr_Gr

[Location 68] ; Galveston City 02
Long=-94.841408
Lat=29.298553
Heading=176
OnLand=true
FileName=City_Fr_Gr

[Location 69]
Long=-1.102214
Lat=50.820278
Heading=0
OnLand=false
ShowOnMap=true
FileName=Portsmouth
LocationName=Portsmouth

[Location 70] ; Portsmouth Industry
Long=-1.105857
Lat=50.800583
Heading=48
OnLand=true
FileName=Industry

[Location 71] ; Portsmouth City 01
Long=-1.092300
Lat=50.808941
Heading=90
OnLand=true
FileName=City_Fr_Gr

[Location 72] ; Portsmouth City 02
Long=-1.100102
Lat=50.806700
Heading=182
OnLand=true
FileName=City_Fr_Gr

[Location 73]
Long=1.334445
Lat=51.125427
Heading=0
OnLand=false
ShowOnMap=true
FileName=Dover
LocationName=Dover

[Location 74] ; Dover Industry
Long=1.305799
Lat=51.124249
Heading=262
OnLand=true
FileName=Industry

[Location 75] ; Dover City 01
Long=1.327495
Lat=51.130836
Heading=350
OnLand=true
FileName=City_Fr_Gr

[Location 76] ; Dover City 02
Long=1.327495
Lat=51.137184
Heading=328
OnLand=true
FileName=City_Fr_Gr

[Location 77]
Long=17.421286
Lat=68.431931
Heading=220
OnLand=false
ShowOnMap=true
FileName=Narvik
LocationName=Narvik

[Location 78] ; Narvik Industry
Long=17.408590
Lat=68.438873
Heading=48
OnLand=true
FileName=Industry

[Location 79] ; Narvik City 01
Long=17.430410
Lat=68.428162
Heading=220
OnLand=true
FileName=City_Fr_Gr

[Location 80] ; Narvik City 02
Long=17.417318
Lat=68.438080
Heading=228
OnLand=true
FileName=City_Fr_Gr

[Location 81] ; Narvik City 03
Long=17.404028
Lat=68.411301
Heading=186
OnLand=true
;FileName=City_Fr_Gr

[Location 82] ; Narvik City 04
Long=17.392721
Lat=68.416855
Heading=22
OnLand=true
;FileName=City_Fr_Gr

[Location 83] ; Narvik City 05
Long=17.394308
Lat=68.434509
Heading=6
OnLand=true
;FileName=City_Fr_Gr

[Location 84] ; Narvik City 06
Long=17.399500
Lat=68.439468
Heading=36
OnLand=true
;FileName=City_Fr_Gr

[Location 85]
Long=10.374385
Lat=63.433777
Heading=0
OnLand=false
ShowOnMap=true
FileName=Trondheim
LocationName=Trondheim

[Location 86] ; Trondheim City 01
Long=10.374385
Lat=63.429611
Heading=178
OnLand=true
FileName=City_Fr_Gr

[Location 87] ; Trondheim City 02
Long=10.358563
Lat=63.428421
Heading=352
OnLand=true
FileName=City_Fr_Gr

[Location 88] ; Trondheim City 03
Long=10.365373
Lat=63.424850
Heading=326
OnLand=true
FileName=City_Fr_Gr

[Location 89]
Long=5.316817
Lat=60.408752
Heading=270
OnLand=false
ShowOnMap=true
FileName=Bergen
LocationName=Bergen

[Location 90] ; Bergen City 01
Long=5.319220
Lat=60.401215
Heading=178
OnLand=true
FileName=City_Fr_Gr

[Location 91] ; Bergen City 02
Long=5.318018
Lat=60.420456
Heading=178
OnLand=true
FileName=City_Fr_Gr

[Location 92]
Long=9.451601
Lat=54.813683
Heading=316
OnLand=false
ShowOnMap=true
FileName=Flensburg
LocationName=Flensburg

[Location 93] ; Flensburg City 01
Long=9.454805
Lat=54.810112
Heading=314
OnLand=true
FileName=City_Fr_Gr

[Location 94] ; Flensburg City 01
Long=9.440786
Lat=54.802177
Heading=316
OnLand=true
FileName=City_Fr_Gr

[Location 95]
;Long=9.854112
;Lat=44.103783
Long=9.854110
Lat=44.103510
Heading=204
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=La Spezia

[Location 96] ; La_Spezia City 01
Long=9.859118
Lat=44.105057
Heading=52
OnLand=true
FileName=City_Fr_Gr

[Location 97] ; La_Spezia City 02
Long=9.867730
Lat=44.104057
Heading=36
OnLand=true
FileName=City_Fr_Gr

[Location 98]
Long=-2.387313
Lat=47.281788
Heading=180
OnLand=false
ShowOnMap=true
FileName=St_Nazaire
LocationName=St. Nazaire

[Location 99] ; St_Nazaire City 01
Long=-2.387313
Lat=47.285954
Heading=358
OnLand=true
FileName=City_Fr_Gr

[Location 100] ; St_Nazaire City 02
Long=-2.382118
Lat=47.288731
Heading=162
OnLand=true
FileName=City_Fr_Gr

[Location 101]
Long=-1.182650
Lat=46.156445
Heading=180
OnLand=false
ShowOnMap=true
FileName=La_Rochelle
LocationName=La Pallice

[Location 102] ; La_Rochelle City 01
Long=-1.182650
Lat=46.160015
Heading=2
OnLand=true
FileName=City_Fr_Gr

[Location 103] ; La_Rochelle City 02
Long=-1.180250
Lat=46.166363
Heading=216
OnLand=true
FileName=City_Fr_Gr

[Location 104]
Long=5.881913
Lat=43.112576
Heading=90
OnLand=false
ShowOnMap=true
FileName=Toulon
LocationName=Toulon

[Location 105] ; Toulon City 01
Long=5.886319
Lat=43.123882
Heading=144
OnLand=true
FileName=City_Fr_Gr

[Location 106] ; Toulon City 02
Long=5.873902
Lat=43.112774
Heading=272
OnLand=true
FileName=City_Fr_Gr

[Location 107] ; Toulon City 03
Long=5.887120
Lat=43.101665
Heading=166
OnLand=true
FileName=City_Fr_Gr

[Location 108]
Long=106.835236
Lat=-6.119811
Heading=0
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Djakarta

[Location 109] ; Djakarta City 01
Long=106.835831
Lat=-6.126420
Heading=216
OnLand=true
FileName=Muslim_City

[Location 110] ; Djakarta City 02
Long=106.846344
Lat=-6.123416
Heading=148
OnLand=true
FileName=Muslim_City

[Location 111]
Long=100.374649
Lat=5.385632
Heading=270
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=Penang

[Location 112] ; Penang City 01
Long=100.381195
Lat=5.382428
Heading=216
OnLand=true
FileName=Muslim_City

[Location 113] ; Penang City 02
Long=100.391907
Lat=5.367808
Heading=216
OnLand=true
FileName=Muslim_City

[Location 114]
Long=-63.526319
Lat=44.592554
Heading=0
OnLand=false
ShowOnMap=true
FileName=Halifax
LocationName=Halifax

[Location 115] ; Halifax City 01
Long=-63.507870
Lat=44.624092
Heading=36
OnLand=true
FileName=City_Fr_Gr

[Location 116] ; Halifax City 02
Long=-63.495174
Lat=44.616554
Heading=220
OnLand=true
FileName=City_Fr_Gr

[Location 117]
Long=-1.180989
Lat=54.660160
Heading=37
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Hartlepool

[Location 118] ; Hartlepool City 01
Long=-1.194391
Lat=54.667301
Heading=42
OnLand=true
FileName=City_Fr_Gr

[Location 119] ; Hartlepool City 02
Long=-1.188390
Lat=54.653614
Heading=230
OnLand=true
FileName=City_Fr_Gr

[Location 120]
Long=18.410900
Lat=-33.889336
Heading=360
OnLand=false
ShowOnMap=true
FileName=Cape_Town
LocationName=Cape Town

[Location 121] ; Cape_Town City 01
Long=18.397411
Lat=-33.905006
Heading=26
OnLand=true
FileName=City_Fr_Gr

[Location 122] ; Cape_Town City 02
Long=18.400784
Lat=-33.900444
Heading=244
OnLand=true
FileName=City_Fr_Gr

[Location 123] ; Cape_Town City 03
Long=18.407528
Lat=-33.897865
Heading=48
OnLand=true
FileName=City_Fr_Gr

[Location 124]
Long=-13.230424
Lat=8.494403
Heading=0
OnLand=false
ShowOnMap=true
FileName=Freetown
LocationName=Freetown

[Location 125] ; Freetown City 01
Long=-13.231025
Lat=8.486592
Heading=336
OnLand=true
FileName=City_Fr_Gr

[Location 126] ; Freetown City 02
Long=-13.239837
Lat=8.490598
Heading=336
OnLand=true
FileName=City_Fr_Gr

[Location 127]
Long=23.963879
Lat=32.077770
Heading=0
OnLand=false
ShowOnMap=true
FileName=Tobruk
LocationName=Tobruk

[Location 128] ; Tobruk City 01
Long=23.970028
Lat=32.087292
Heading=356
OnLand=true
FileName=Muslim_City

[Location 129] ; Tobruk City 02
Long=23.963680
Lat=32.068447
Heading=28
OnLand=true
FileName=Muslim_City

[Location 130] ; Tobruk City 03
Long=23.981533
Lat=32.060314
Heading=28
OnLand=true
FileName=Muslim_City

[Location 131]
Long=33.050251
Lat=68.914047
Heading=0
OnLand=false
ShowOnMap=true
FileName=Murmansk
LocationName=Murmansk

[Location 132] ; Murmansk City 01
Long=33.059971
Lat=68.919205
Heading=232
OnLand=true
FileName=City_Fr_Gr

[Location 133] ; Murmansk City 02
Long=33.060368
Lat=68.904724
Heading=286
OnLand=true
FileName=City_Fr_Gr

[Location 134] ; Tunis
Long=10.350702
Lat=36.879219
Heading=45
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Tunis

[Location 135] ; Tunis City 01
Long=10.342491
Lat=36.876839
Heading=216
OnLand=true
FileName=Muslim_City

[Location 136] ; Tunis City 02
Long=10.327671
Lat=36.883980
Heading=176
OnLand=true
FileName=Muslim_City

[Location 137] ; Southend on Sea - UK (East of London)
Long=0.740122
Lat=51.531338
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Southend on Sea

[Location 138] ; Southend on Sea City - UK (East of London)
Long=0.740372
Lat=51.536442
Heading=340
OnLand=true
FileName=City_Fr_Gr

[Location 139] ; Southend on Sea Industry - UK (East of London)
Long=0.725372
Lat=51.539104
Heading=0
OnLand=true
FileName=Industry

[Location 140] ; Tripoli
Long=13.219457
Lat=32.907513
Heading=338
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Tripoli

[Location 141] ; Tripoli City
Long=13.219457
Lat=32.902157
Heading=314
OnLand=true
FileName=Muslim_City

[Location 142] ; Alger
Long=3.075094
Lat=36.760479
Heading=54
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Alger

[Location 143] ; Alger City
Long=3.065504
Lat=36.755322
Heading=348
OnLand=true
FileName=Muslim_City

[Location 144] ; Tampa
Long=-82.463181
Lat=27.912134
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Tampa

[Location 145] ; Tampa City 01
Long=-82.458023
Lat=27.918283
Heading=334
OnLand=true
FileName=City_Fr_Gr

[Location 146] ; Tampa City 02
Long=-82.440765
Lat=27.918283
Heading=66
OnLand=true
FileName=City_Fr_Gr

[Location 147] ; Key West
Long=-81.801826
Lat=24.547140
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Key West

[Location 148] ; Key West City 01
Long=-81.804008
Lat=24.553885
Heading=342
OnLand=true
FileName=City_Fr_Gr

[Location 149] ; Key West City 02
Long=-81.788933
Lat=24.553885
Heading=144
OnLand=true
FileName=City_Fr_Gr

[Location 150] ; Port of Spain - Trinidad
Long=-61.505264
Lat=10.625086
Heading=225
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Port of Spain

[Location 151] ; Port of Spain City
Long=-61.49800
Lat=10.625200
Heading=6
OnLand=true
FileName=City_Fr_Gr

[Location 152] ; Port of Spain City
Long=-61.489197
Lat=10.615273
Heading=250
OnLand=true
FileName=City_Fr_Gr

[Location 153] ; San Fernando - Trinidad
Long=-61.494362
Lat=10.254086
Heading=324
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=San Fernando

[Location 154] ; San Fernando City 01
Long=-61.489204
Lat=10.252283
Heading=314
OnLand=true
FileName=City_Fr_Gr

[Location 155] ; San Fernando City 02
Long=-61.475121
Lat=10.260696
Heading=134
OnLand=true
FileName=City_Fr_Gr

[Location 156]
Long=112.742355
Lat=-7.196388
Heading=0
OnLand=false
ShowOnMap=true
FileName=Soerabaja
LocationName=Soerabaja

[Location 157] ; Soerabaja City 01
Long=112.734818
Lat=-7.204799
Heading=304
OnLand=true
FileName=Muslim_City

[Location 158] ; Soerabaja City 02
Long=112.745132
Lat=-7.206401
Heading=8
OnLand=true
FileName=Muslim_City

[Location 159] ; Port Said
Long=32.273800
Lat=31.240705
Heading=225
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Port Said

[Location 160] ; Port Said City
Long=32.276180
Lat=31.247450
Heading=29
OnLand=true
FileName=Muslim_City

[Location 161] ; Arkhangel'sk
Long=40.512005
Lat=64.553978
Heading=300
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Arkhangel'sk

[Location 162] ; Arkhangel'sk City 01
Long=40.521130
Lat=64.557747
Heading=302
OnLand=true
FileName=City_Fr_Gr

[Location 163] ; Arkhangel'sk City 02
Long=40.514187
Lat=64.545250
Heading=328
OnLand=true
FileName=City_Fr_Gr

[Location 164] ; Bristol
Long=-2.733147
Lat=51.496998
Heading=316
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Bristol

[Location 165] ; Bristol City 01
Long=-2.733147
Lat=51.488865
Heading=314
OnLand=true
FileName=City_Fr_Gr

[Location 166] ; Bristol City 02
Long=-2.745534
Lat=51.488865
Heading=350
OnLand=true
FileName=City_Fr_Gr

[Location 167] ; Merthyr
Long=-3.570425
Lat=51.411041
Heading=229
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Merthyr

[Location 168] ; Merthyr City 01
Long=-3.567428
Lat=51.4165951
Heading=30
OnLand=true
FileName=City_Fr_Gr

[Location 169] ; Merthyr City 02
Long=-3.554441
Lat=51.408463
Heading=2
OnLand=true
FileName=City_Fr_Gr

[Location 170] ; Napoli
Long=14.291616
Lat=40.837486
Heading=200
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Napoli

[Location 171] ; Napoli City 01
Long=14.297224
Lat=40.844032
Heading=4
OnLand=true
FileName=City_Fr_Gr

[Location 172] ; Napoli City 02
Long=14.302431
Lat=40.840263
Heading=350
OnLand=true
FileName=City_Fr_Gr

[Location 173] ; Casablanca
Long=-7.625053
Lat=33.617332
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Casablanca

[Location 174] ; Casablanca City 01
Long=-7.627456
Lat=33.612175
Heading=6
OnLand=true
FileName=Muslim_City

[Location 175] ; Casablanca City 02
Long=-7.641075
Lat=33.608406
Heading=356
OnLand=true
FileName=Muslim_City

[Location 176] ; Stranraer
Long=-5.011333
Lat=54.912292
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Stranraer


[Location 177] ; Firth of Clyde City 01
Long=-5.011333
Lat=54.905945
Heading=346
OnLand=true
FileName=City_Fr_Gr

[Location 178] ; Firth of Clyde City 02
Long=-5.027956
Lat=54.905945
Heading=176
OnLand=true
FileName=City_Fr_Gr

[Location 179] ; Firth of Forth
Long=-3.629511
Lat=56.017883
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Firth of Forth

[Location 180] ; Firth of Forth City 01
Long=-3.629511
Lat=56.013519
Heading=356
OnLand=true
FileName=City_Fr_Gr

[Location 181] ; Firth of Forth City 02
Long=-3.645095
Lat=56.010345
Heading=146
OnLand=true
FileName=City_Fr_Gr

[Location 182]
Long=28.635723
Lat=44.148235
Heading=92
OnLand=false
ShowOnMap=true
FileName=Constanta
LocationName=Constanta

[Location 183] ; Constanta City 01
Long=28.642269
Lat=44.170254
Heading=356
OnLand=true
FileName=City_Fr_Gr

[Location 184] ; Constanta City 02
Long=28.632153
Lat=44.160336
Heading=130
OnLand=true
FileName=City_Fr_Gr

[Location 185] ; Constanta City 03
Long=28.630367
Lat=44.148830
Heading=116
OnLand=true
FileName=City_Fr_Gr

[Location 186] ; Constanta City 04
Long=28.631557
Lat=44.140499
Heading=270
OnLand=true
FileName=City_Fr_Gr

[Location 187] ; Istanbul
Long=28.953720
Lat=40.998070
Heading=180
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Istanbul

[Location 188] ; Istanbul City 01
Long=28.969410
Lat=41.006138
Heading=0
OnLand=true
FileName=Muslim_City

[Location 189] ; Istanbul City 02
Long=28.959492
Lat=41.007000
Heading=150
OnLand=true
FileName=Muslim_City

[Location 190] ; Istanbul City 03
Long=28.941044
Lat=41.005543
Heading=190
OnLand=true
FileName=Muslim_City

[Location 191] ; Istanbul City 04
Long=28.925966
Lat=40.999989
Heading=314
OnLand=true
FileName=Muslim_City

[Location 192]
Long=-2.979087
Lat=58.965183
Heading=180
OnLand=false
FileName=ScapaFlow
LocationName=Scapa Flow

[Location 193] ; Scapa Flow City 01
Long=-2.975890
Lat=58.967960
Heading=180
OnLand=true
FileName=City_Fr_Gr

[Location 194] ; Scapa Flow City 02
Long=-2.990675
Lat=58.965580
Heading=138
OnLand=true
FileName=City_Fr_Gr

[Location 195] ; Scapa Flow City 03
Long=-2.969497
Lat=58.954670
Heading=92
OnLand=true
FileName=City_Fr_Gr

[Location 196]
Long=9.649379
Lat=53.589581
Heading=180
OnLand=false
ShowOnMap=true
FileName=Hamburg
LocationName=Hamburg

[Location 197]
Long=7.988109
Lat=58.146759
Heading=180
OnLand=false
ShowOnMap=true
FileName=Narvik
LocationName=KristianSand

[Location 198] ; KristianSand City
Long=7.991514
Lat=58.146561
Heading=210
OnLand=true
FileName=City_Fr_Gr

[Location 199]
Long=23.455616
Lat=37.954884
Heading=180
OnLand=false
ShowOnMap=true
FileName=Trondheim
LocationName=Salamis

[Location 200] ; Salamis City
Long=23.455416
Lat=37.957000
Heading=180
OnLand=true
FileName=City_Fr_Gr

[Location 201]
Long=13.810363
Lat=44.856571
Heading=180
OnLand=false
ShowOnMap=true
FileName=Toulon
LocationName=Pola

[Location 202] ; Pola City
Long=13.807154
Lat=44.866390
Heading=16
OnLand=true
FileName=City_Fr_Gr

[Location 203]
Long=-58.367531
Lat=-34.585320
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Buenos Aires

[Location 204]
Long=-43.188400
Lat=-22.888577
Heading=16
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Rio de Janeiro

[Location 205]
Long=46.320469
Lat=-15.728068
Heading=182
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Mahajanga

[Location 206]
Long=79.856705
Lat=6.962942
Heading=330
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Colombo

[Location 207]
Long=23.976923
Lat=57.027611
Heading=335
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Riga

[Location 208]
Long=18.645527
Lat=54.408371
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Danzig

[Location 209]
Long=-76.315041
Lat=36.956104
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Norfolk


[Location 210] ;Cuxhaven
Long=8.690
Lat=53.8771
Heading=20
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Cuxhaven

[Location 211] ;Travemünde
Long=10.883
Lat=53.9580
Heading=60
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Travemünde

[Location 212] ;Eckernförde
Long=9.8385
Lat=54.46940
Heading=70
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Eckernförde

[Location 213] ;Rostock
Long=12.13
Lat=54.0925
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Rostock

[Location 214] ;Rostock City
Long=12.121428
Lat=54.10078
Heading=200
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr

[Location 215] ;Rostock City 02
Long=12.13
Lat=54.10145
Heading=180
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr


[Location 216] ;Rostock Industry
Long=12.1150
Lat=54.090538
Heading=0
OnLand=true
ShowOnMap=false
FileName=Industry

[Location 217]
Long=13.0882
Lat=54.31598
Heading=30
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Stralsund

[Location 218] ;Kopenhagen
Long=12.60355
Lat=55.701031
Heading=90
OnLand=false
ShowOnMap=true
FileName=Soerabaja
LocationName=Kopenhagen

[Location 219] ; Kopenhagen Industry 01
Long=12.5980
Lat=55.7151
Heading=90
OnLand=true
ShowOnMap=false
FileName=Industry

[Location 220] ; Kopenhagen Industry 02
Long=12.6126
Lat=55.68778
Heading=90
OnLand=true
ShowOnMap=false
FileName=Industry

[Location 221] ; Kopenhagen Industry 03
Long=12.59230
Lat=55.702698
Heading=90
OnLand=true
ShowOnMap=false
FileName=Industry

[Location 222] ; Kopenhagen City 01
Long=12.5852
Lat=55.71111
Heading=70
OnLand=true
FileName=City_Fr_Gr


[Location 223] ; Kopenhagen City 02
Long=12.58678
Lat=55.691448
Heading=70
OnLand=true
FileName=City_Fr_Gr

[Location 224] ; Kopenhagen City 03
Long=12.59596
Lat=55.691448
Heading=70
OnLand=true
FileName=City_Fr_Gr

[Location 225] ;Malmö
Long=12.96230
Lat=55.6029
Heading=350
OnLand=false
ShowOnMap=true
FileName=Soerabaja
LocationName=Malmö

[Location 226] ;Malmö City 01
Long=12.9260
Lat=55.58232
Heading=300
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 227] ;Malmö City 02
Long=12.9536
Lat=55.5874
Heading=350
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 228] ;Malmö City 03
Long=12.9704
Lat=55.5557
Heading=350
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 229] ;Malmö Industry 01
Long=12.9426
Lat=55.5893
Heading=350
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 230] ;Malmö Industry 02
Long=12.9732
Lat=55.6012
Heading=10
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 231] ;Helsingborg
Long=12.6640
Lat=56.0650
Heading=0
OnLand=false
ShowOnMap=true
FileName=Murmansk
LocationName=Helsingborg

[Location 232] ;Helsingborg City 01
Long=12.6490
Lat=56.0959
Heading=240
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 233] ;Helsingborg City 02
Long=12.6625
Lat=56.0863
Heading=240
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 234] ;Helsingborg City 03
Long=12.6755
Lat=56.0728
Heading=240
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 235] ;Helsingborg Industry 01
Long=12.6405
Lat=56.1003
Heading=240
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 236] ;Helsingborg Industry 02
Long=12.6850
Lat=56.0557
Heading=240
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 237] ;Göteborg
Long=11.85294
Lat=57.686
Heading=250
OnLand=false
ShowOnMap=true
FileName=Bergen
LocationName=Göteborg

[Location 238] ;Göteborg City 01
Long=11.8560
Lat=57.6940
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 239] ;Göteborg City 02
Long=11.8575
Lat=57.6999
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 240] ;Göteborg City 03
Long=11.8438
Lat=57.6999
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 241] ;Göteborg City 04
Long=11.8649
Lat=57.6759
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 242] ;Göteborg City 05
Long=11.8763
Lat=57.6816
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 243] ;Göteborg Industry 02
Long=11.8322
Lat=57.6997
Heading=240
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 244] ;Esbjerg
Long=8.4243
Lat=55.480183
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Esbjerg

[Location 245] ;Odense
Long=10.4341
Lat=55.4373
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Odense

[Location 246] ;Odense
Long=10.4404
Lat=55.4413
Heading=45
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr


[Location 247] ;Arhus
Long=10.2205
Lat=56.1595
Heading=100
OnLand=false
ShowOnMap=true
FileName=Flensburg
LocationName=Arhus

[Location 248] ;Arhus City 01
Long=10.2156
Lat=56.1670
Heading=100
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 249] ;Arhus City 02
Long=10.2095
Lat=56.1554
Heading=100
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 250] ;Arhus Industry 01
Long=10.2208
Lat=56.1795
Heading=120
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 251] ;Arhus Industry 02
Long=10.2064
Lat=56.1433
Heading=100
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 252] ;Alborg
Long=10.2412
Lat=56.9796
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Alborg

[Location 253] ;Alborg City 01
Long=10.2412
Lat=56.9921
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 254] ;Alborg City 02
Long=10.2283
Lat=56.9914
Heading=120
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 255] ;Alborg Industry 01
Long=10.2244
Lat=56.9803
Heading=40
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 256] ;Stavanger
Long=5.7596
Lat=58.9693
Heading=35
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Stavanger

[Location 257] ;Stavanger City 01
Long=5.7568
Lat=58.9662
Heading=50
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 258] ;Arendal
Long=8.7732
Lat=58.4649
Heading=160
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Arendal

[Location 259] ;Oslo
Long=10.7507
Lat=59.9105
Heading=220
OnLand=false
ShowOnMap=true
FileName=Wilhelmshaven
LocationName=Oslo

[Location 260] ;Oslo City 01
Long=10.75495
Lat=59.91384
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 261] ;Oslo City 02
Long=10.743625
Lat=59.92276
Heading=200
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 262] ;Oslo City 03
Long=10.76162
Lat=59.9265
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 263] ;Oslo City 04
Long=10.769416
Lat=59.89080
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 264] ;Oslo City 05
Long=10.76162
Lat=59.9265
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 265] ;Oslo City 07
Long=10.785333
Lat=59.8647
Heading=270
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 266] ;Oslo City 08
Long=10.70258
Lat=59.91872
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 267] ;Oslo Industry 01
Long=10.7604
Lat=59.90155
Heading=240
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 268] ;Oslo Industry 02
Long=10.731
Lat=59.9149
Heading=180
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 269] ;Oslo Industry 03
Long=10.715833
Lat=59.9148
Heading=180
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 270] ;Molde
Long=7.0877
Lat=62.74185
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Molde

[Location 271] ;Bodo
Long=14.3474
Lat=67.2636
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Bodö

[Location 272] ;Alesund
Long=6.2562
Lat=62.5573
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Alesund

[Location 273] ;Namsos Port
Long=11.4705
Lat=64.4651
Heading=150
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Namsos

[Location 274] ;Namsos City 01
Long=11.4663
Lat=64.4670
Heading=150
OnLand=false
ShowOnMap=true
FileName=City_Fr_Gr

[Location 275] ;Harstadt
Long=16.5714
Lat=68.7204
Heading=0
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Harstadt

[Location 276] ;Harstadt City 01
Long=16.5638
Lat=68.7176
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 277] ;Cuxhaven Port 01
Long=8.6917
Lat=53.8807
Heading=20
OnLand=false
ShowOnMap=true
FileName=Djakarta


[Location 278] ; Beirut
Long=35.480
Lat=33.895
Heading=150
OnLand=true
FileName=Muslim_City

[Location 279]
Long=35.475
Lat=33.884
Heading=210
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Beirut

[Location 280] ; Rhodos
Long=28.222
Lat=36.444
Heading=0
OnLand=true
FileName=Muslim_City

[Location 281]
Long=28.233
Lat=36.45
Heading=40
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Rhodos

[Location 282]
Long=28.21
Lat=36.426
Heading=250
OnLand=true
FileName=Muslim_City


[Location 283] ; Suda Bay
Long=24.06
Lat=35.48811
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 284]
Long=24.086
Lat=35.51
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Suda Bay

[Location 285]
Long=24.16
Lat=35.51
Heading=55
OnLand=true
FileName=Muslim_City

[Location 286] ; Augusta
Long=15.21
Lat=37.27
Heading=0
OnLand=true
FileName=Muslim_City

[Location 287]
Long=15.2226
Lat=37.22
Heading=300
OnLand=false
ShowOnMap=true
FileName=Liverpool
LocationName=Augusta

[Location 288]
Long=15.233
Lat=37.255
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 289] ; Cagliari
Long=9.06
Lat=39.21
Heading=0
OnLand=true
FileName=Industry

[Location 290]
Long=9.128
Lat=39.195
Heading=0
OnLand=false
ShowOnMap=true
FileName=Murmansk
LocationName=Cagliari

[Location 291]
Long=9.144
Lat=39.21
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 292]
Long=9.1485
Lat=39.2
Heading=0
OnLand=true
FileName=Muslim_City

[Location 293] ;Bengazi
Long=20.05
Lat=32.12
Heading=225
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Bengazi

[Location 294]
Long=20.06
Lat=32.12
Heading=0
OnLand=true
FileName=Muslim_City

[Location 295] ;Messina
Long=15.5725
Lat=38.2
Heading=50
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Messina

[Location 296]
Long=15.557
Lat=38.2094
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 297] ;Pantelleria
Long=11.9438
Lat=36.8346
Heading=315
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Pantelleria

[Location 298]
Long=11.944
Lat=36.827
Heading=55
OnLand=true
FileName=Muslim_City

[Location 299] ;Palermo
Long=13.3799
Lat=38.156433
Heading=315
OnLand=false
ShowOnMap=true
FileName=Dover
LocationName=Palermo

[Location 300]
Long=13.365
Lat=38.157
Heading=55
OnLand=true
FileName=Muslim_City

[Location 301] ;Genua
Long=8.925
Lat=44.401577
Heading=230
OnLand=false
ShowOnMap=true
FileName=Alexandria
LocationName=Genua

[Location 302] ;Venice
Long=12.34
Lat=45.43
Heading=240
OnLand=false
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Venice

[Location 303]
Long=12.353
Lat=45.43757
Heading=0
OnLand=true
FileName=Muslim_City

[Location 304]
Long=12.325
Lat=45.4416
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 305] ;Trieste
Long=13.7455
Lat=45.6477
Heading=315
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Trieste

[Location 306]
Long=13.758
Lat=45.673
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 307] ;Taranto
Long=17.206
Lat=40.4795
Heading=180
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Taranto

[Location 308]
Long=17.1875
Lat=40.485
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 309]
Long=17.2516
Lat=40.467
Heading=55
OnLand=true
FileName=Industry

[Location 310] ;Brindisi
Long=17.9605
Lat=40.6589
Heading=100
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Brindisi

[Location 311]
Long=17.965
Lat=40.645
Heading=55
OnLand=true
FileName=City_Fr_Gr

[Location 312]
Long=17.956
Lat=40.662
Heading=315
OnLand=true
FileName=Industry

[Location 313] ; Königsberg
Long=20.405
Lat=54.67195
Heading=16
OnLand=true
FileName=City_Fr_Gr


[Location 314]
Long=20.3905
Lat=54.669285
Heading=335
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Königsberg

[Location 315] ; Tallinn
Long=24.788
Lat=59.4414
Heading=16
OnLand=true
FileName=City_Fr_Gr

[Location 316]
Long=24.7875
Lat=59.4454
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Tallinn

[Location 317] ; Kronstadt
Long=29.775
Lat=59.993
Heading=16
OnLand=true
FileName=City_Fr_Gr

[Location 318]
Long=29.775
Lat=59.986
Heading=200
OnLand=false
ShowOnMap=true
FileName=Freetown
LocationName=Kronstadt

[Location 319] ; Leningrad
Long=30.24123
Lat=59.932972
Heading=30
OnLand=true
FileName=City_Fr_Gr

[Location 320]
Long=30.23588
Lat=59.9296
Heading=195
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Leningrad

[Location 321]
Long=30.243
Lat=59.9131
Heading=16
OnLand=true
FileName=Industry

[Location 322] ; Helsinki
Long=24.88331
Lat=60.156265
Heading=90
OnLand=true
FileName=City_Fr_Gr

[Location 323]
Long=24.88888
Lat=60.145432
Heading=105
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Helsinki

[Location 324]
Long=24.919811
Lat=60.164
Heading=345
OnLand=true
FileName=Industry

[Location 325] ; Oulu
Long=25.465733
Lat=65.03
Heading=16
OnLand=true
FileName=City_Fr_Gr

[Location 326]
Long=25.455233
Lat=65.03
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=Oulu

[Location 327] ; Turku
Long=22.219246
Lat=60.450928
Heading=16
OnLand=true
FileName=City_Fr_Gr

[Location 328]
Long=22.217871
Lat=60.4406
Heading=270
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=Turku

[Location 329] ; Stockholm
Long=18.097
Lat=59.33
Heading=50
OnLand=true
FileName=City_Fr_Gr

[Location 330]
Long=18.080179
Lat=59.322186
Heading=45
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Stockholm

[Location 331]
Long=18.100571
Lat=59.314766
Heading=172
OnLand=true
FileName=City_Fr_Gr

[Location 332] ; Gotenhafen
Long=18.559595
Lat=54.506119
Heading=70
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Gotenhafen

[Location 333] ; Stettin
Long=14.565693
Lat=53.62
Heading=70
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Stettin

[Location 334] ; Varna
Long=27.995474
Lat=43.219166
Heading=160
OnLand=false
ShowOnMap=True
FileName=Large_harbor_type_II
LocationName=Varna

[Location 335]
Long=28.001
Lat=43.224415
Heading=172
OnLand=true
FileName=City_Fr_Gr

[Location 336] ; Novorossiysk
Long=37.792683
Lat=44.712822
Heading=90
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Novorossiysk

[Location 337] ; Novorossiysk City 01
Long=37.783936
Lat=44.716740
Heading=90
OnLand=true
FileName=Industry

[Location 338] ; Novorossiysk City 02
Long=37.786602
Lat=44.703407
Heading=90
OnLand=true
FileName=Industry

[Location 339] ; Novorossiysk City 03
Long=37.795937
Lat=44.688164
Heading=45
OnLand=true
FileName=City_Fr_Gr

[Location 340] ; Bremerhaven
Long=8.573
Lat=53.533581
Heading=270
OnLand=false
ShowOnMap=true
FileName=Bordeaux
LocationName=Bremerhaven

[Location 341]
Long=8.578466
Lat=53.5421
Heading=90
OnLand=true
FileName=City_Fr_Gr

[Location 342]
Long=8.5775
Lat=53.530876
Heading=90
OnLand=true
FileName=Industry

[Location 343] ; Stockholm2
Long=18.089428
Lat=59.338184
Heading=15
OnLand=true
FileName=Muslim_city

[Location 344] ; Tangier City 01
Long=-5.808853
Lat=35.780773
Heading=0
OnLand=true
FileName=Muslim_City

[Location 345] ;Aberdeenharbour
Long=-2.075192
Lat=57.166267
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Aberdeen

[Location 346] ;Amsterdam harbour
Long=5.058930
Lat=52.343071
Heading=45
OnLand=false
ShowOnMap=true
FileName=Alexandria
LocationName=Amsterdam

[Location 347] ;Lisbon
Long=-9.097906
Lat=38.777279
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Lisbon

[Location 348] ;porto
Long=-8.661966
Lat=41.152222
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Porto

[Location 349] ; Palma de Mallorca
Long=2.6536
Lat=39.5678
Heading=180
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Palma de Mallorca

[Location 350] ; Palma de Mallorca ciudad
Long=2.634
Lat=39.577
Heading=360
OnLand=true
ShowOnMap=true
FileName=Muslim_City

[Location 351] ;pontadelgada
Long=-25.653482
Lat=37.738005
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Ponta Delgada

[Location 352] ;marseille
Long=5.369338
Lat=43.259064
Heading=270
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Marseille

[Location 353] ;las coruna
Long=-8.386309
Lat=43.372345
Heading=90
OnLand=false
ShowOnMap=true
;FileName=Large_harbor_type_II
LocationName=La Coruna

[Location 354] ; Odessa
Long=30.745329
Lat=46.540424
Heading=135
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Odessa

[Location 355] ; Odessa City 01
Long=30.734037
Lat=46.539803
Heading=135
OnLand=true
FileName=City_Fr_Gr

[Location 356] ; Odessa City 02
Long=30.75070
Lat=46.5555553
Heading=125
OnLand=true
FileName=City_Fr_Gr

[Location 357] ;aden
Long=45.000130
Lat=12.844933
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Aden

[Location 358] ;mogadishu
Long=45.575462
Lat=2.167100
Heading=120
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Mogadishu

[Location 359] ;mombassa
Long=39.569633
Lat=-4.053901
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Mombassa

[Location 360] ;santander
Long=-3.750485
Lat=43.464417
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Santander

[Location 361] ;karachi
Long=66.851486
Lat=24.859152
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Karachi

[Location 362] ;bombay
Long=72.814468
Lat=18.946758
Heading=200
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Bombay

[Location 363] ; Plymouth
Long=-4.15
Lat=50.38503
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Plymouth

[Location 364] ;plymouth 2
Long=-4.15
Lat=50.36503
Heading=180
OnLand=false
FileName=Large_harbor_type_II

[Location 365] ;plymouth3
Long=-4.11
Lat=50.32503
Heading=180
OnLand=true
FileName=Industry


[Location 366] ; Dublin
Long=-6.26
Lat=53.333
Heading=090
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Dublin

[Location 367] ;dub2
Long=-6.24
Lat=53.383
Heading=090
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 368] ;dublin3
Long=-6.23
Lat=53.290
Heading=090
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 369] ; Belfast
Long=-5.90
Lat=54.60
Heading=090
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Belfast

[Location 370] ;belfast2
Long=-5.90
Lat=54.69
Heading=150
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 371] ;belfast3
Long=-5.84
Lat=54.715
Heading=180
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 372] ; Vigo
Long=-8.754
Lat=42.2286
Heading=0
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Vigo

[Location 373] ;tangier2
Long=-5.791852
Lat=35.783276
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Tangier

[Location 374] ;inverness
Long=-4.190467
Lat=57.484032
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Inverness

[Location 375] ;southampton
Long=-1.368011
Lat=50.878354
Heading=230
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=SouthHampton

[Location 376] ;stornoway
Long=-6.309192
Lat=58.210014
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Stornoway

[Location 377] ;fokstone
Long=1.201770
Lat=51.082485
Heading=120
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Folkstone

[Location 378] ;dundee
Long=-3.000913
Lat=56.453903
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Dundee

[Location 379] ;lerwick
Long=-1.159837
Lat=60.178005
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Lerwick

[Location 380] ;exmouth
Long=-3.460503
Lat=50.673683
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Exmouth

[Location 381] ;holyloch
Long=-4.942764
Lat=55.98024
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Holy Loch

[Location 382] ;hull
Long=-0.288974
Lat=53.740623
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Kingston Upon Hull

[Location 383] ;lowescroft
Long=1.744018
Lat=52.615795
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Lowescroft


[Location 384] ;st helena
Long=-5.681852
Lat=-15.907313
Heading=
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Saint Helena

[Location 385] ;derry
Long=-7.24798488
Lat=55.056419
Heading=110
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Londonderry

[Location 386] ;lagos
Long=3.3420345
Lat=6.418642
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Lagos

[Location 387] ;dakar
Long=-17.378906
Lat=14.738525
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Dakar

[Location 388] ;Lbreville
Long=9.376904
Lat=0.498665
Heading=220
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Libreville

[Location 389] ;zanzibar
Long=39.282928
Lat=-6.258809
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Zanzibar

[Location 390] ;durban
Long=31.051878
Lat=-29.862799
Heading=25
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Durban

[Location 391] ;port elizabeth
Long=25.628149
Lat=-33.946865
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_I
LocationName=Port Elizabeth


[Location 392] ;abu dahbi
Long=54.487480
Lat=24.558987
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Abu Dahbi

[Location 393] ;rangoon
Long=96.192619
Lat=16.763601
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_I
LocationName=Rangoon

[Location 394] ;madras
Long=80.317970
Lat=13.187932
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_I
LocationName=Madras

[Location 395] ;blackpool
Long=-3.059921
Lat=53.814957
Heading=270
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_I
LocationName=Blackpool

[Location 396] ;brighton
Long=0.051158
Lat=50.785525
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Brighton

[Location 397] ;holyhead
Long=-4.617999
Lat=53.310139
Heading=45
OnLand=True
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Holyhead

[Location 398] ;tobermoray
Long=-6.062143
Lat=56.619239
Heading=45
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Tobermory

[Location 399] ;ullapool
Long=-5.070880
Lat=57.825832
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Ullapool

[Location 400] ;le havre
Long=0.089916
Lat=49.494720
Heading=270
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Le Harve

[Location 401] ;calais
Long=1.585494
Lat=50.8739.66
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Calais

[Location 402] ;boulogne
Long=1.569160
Lat=50.718388
Heading=270
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Boulogne

[Location 403] ;antwerp
Long=4.105434
Lat=51.356808
Heading=
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Antwerp

[Location 404] ;ostende
Long=2.983405
Lat=51.263416
Heading=330
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Ostende

[Location 405] ;dieppe
Long=1.085012
Lat=49.935738
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Dieppe

[Location 406] ;cherbourg
Long=-1.550477
Lat=49.657322
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_III
LocationName=Cherbourg

[Location 407] ;rotterdam
Long=4.399416
Lat=52.217438
Heading=330
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_I
LocationName=Rotterdam

[Location 408] ; Las Palmas de GC
Long=-15.42719
Lat=28.140306
Heading=90
OnLand=false
ShowOnMap=true
FileName=Toulon
LocationName=Las Palmas de Gran Canaria

[Location 409]
Long=-15.43088
Lat=28.136065
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 410] ; Melilla
Long=-2.9425
Lat=35.2859
Heading=090
OnLand=false
ShowOnMap=true
FileName=Toulon
LocationName=Melilla

[Location 411] ; Melilla ciudad
Long=-2.949
Lat=35.2888
Heading=095
OnLand=true
ShowOnMap=true
FileName=Muslim_City
LocationName=Melilla

[Location 412] ;greenock
Long=-4.772315
Lat=55.957114
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Greenock

[Location 413] ;cardiff
Long=-3.176488
Lat=51.461632
Heading=135
OnLand=false
ShowOnMap=true
FileName=Toulon
LocationName=Cardiff

[Location 414] ;harwich
Long=1.270112
Lat=51.939899
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr
LocationName=Harwich

[Location 415] Torshaven
Long=-6.7366224
Lat=61.984921
Heading=90
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II
LocationName=Torshaven

[Location 416] ;Aberdeen city
Long=-2.087408
Lat=57.168194
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 417] ;Aberdeen city 2
Long=-2.085742
Lat=57.149025
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 418] ;Aberdeen city 3
Long=-2.079450
Lat=57.158524
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 419] ;Hull city 1
Long=-0.294457
Lat=53.752121
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 420] ;Hull city 2
Long=-0.279450
Lat=53.758524
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr


[Location 421] ;Hull Industry
Long=-0.282707
Lat=53.746372
Heading=180
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 422] ;Lowescroft city
Long=1.737743
Lat=52.613876
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 423] ;Harwich city 1
Long=1.274237
Lat=51.93796
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 424] ;Folkstone city 1
Long=1.192995
Lat=51.08805
Heading=120
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 425] ;Folkstone city 2
Long=1.201662
Lat=51.094215
Heading=120
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 426] ;Folkstone Industry
Long=1.186787
Lat=51.093090
Heading=120
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 427] ;Southhampton dock2
Long=-1.386161
Lat=50.890915
Heading=180
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II

[Location 428] ;Southhampton Industry
Long=-1.368411
Lat=50.888130
Heading=230
OnLand=true
ShowOnMap=true
FileName=industry

[Location 429] ;Southhampton city1
Long=-1.388578
Lat=50.899551
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 430] ;Southhampton city2
Long=-1.398828
Lat=50.893299
Heading=180
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 431] ;Southhampton city3
Long=-1.358578
Lat=50.876801
Heading=230
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 432] ;Cardiff Industry
Long=-3.153029
Lat=51.461090
Heading=130
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 433] ;Cardiff city1
Long=-3.181362
Lat=51.442173
Heading=45
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 434] ;ZeeBrugge
Long=3.206404
Lat=51.3466214
Heading=0
OnLand=false
ShowOnMap=true
FileName=Toulon
LocationName=ZeeBrugge

[Location 435] ;Dundee Industry
Long=-3.000821
Lat=56.459362
Heading=180
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 436] ;Dundee City 1
Long=-2.988238
Lat=56.456196
Heading=180
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 437] :Liverpooldock2
Long=-2.880322
Lat=53.335209
Heading=310
OnLand=false
ShowOnMap=true
FileName=Liverpool

[Location 438] :Liverpoolindustx
Long=-2.890739
Lat=53.342957
Heading=180
OnLand=false
ShowOnMap=true
FileName=Industry

[Location 439] :Liverpoolcityx
Long=-2.878822
Lat=53.341293
Heading=90
OnLand=false
ShowOnMap=true
FileName=City_Fr_Gr

[Location 440] :Calaisdock2
Long=1.606919
Lat=50.876537
Heading=0
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II

[Location 441] :Calaisindustry
Long=1.596577
Lat=50.870136
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 442] :Calaiscity1
Long=1.618327
Lat=50.872719
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 443] :Calaiscity2
Long=1.581327
Lat=50.864883
Heading=270
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 444] :Boulognecity
Long=1.575336
Lat=50.714359
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 445] :Dieppecity1
Long=1.078404
Lat=49.929494
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 446] :Dieppecity2
Long=1.093446
Lat=49.933163
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 447] :Leharvecity1
Long=0.084041
Lat=49.506512
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 448] :LeHarvecity2
Long=0.098000
Lat=49.495930
Heading=220
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 449] ; Barcelona
Long=2.15407
Lat=41.3348
Heading=90
OnLand=false
ShowOnMap=true
LocationName=Barcelona
FileName=Hartlepool

[Location 450] ; Montjuic
Long=2.157
Lat=41.3679
Heading=90
OnLand=true
FileName=City_Fr_Gr

[Location 451] :Cherbourgcity1
Long=-1.543327
Lat=49.654972
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 452] :cherbourgcity2
Long=-1.560493
Lat=49.654972
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 453] :cherbourgcity3
Long=-1.550577
Lat=49.652138
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr


[Location 454] :OOstendecity1
Long=2.996738
Lat=51.261547
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr


[Location 455] :Zeebruggeind
Long=3.207404
Lat=51.338631
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry


[Location 456] :zeebruggecity1
Long=3.223987
Lat=51.342548
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr



[Location 457] :Antwepharb2
Long=4.123484
Lat=51.366009
Heading=340
OnLand=false
ShowOnMap=true
FileName=Large_harbor_type_II

[Location 458] :antwerpind
Long=4.126567
Lat=51.361092
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 459] :Antwerpcity1
Long=4.111900
Lat=51.350590
Heading=45
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 460] :Antwerpind2
Long=4.103567
Lat=51.350422
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 461] :Antwerpcity2
Long=4.094484
Lat=51.354676
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 462] :Rotterdamind1
Long=4.406475
Lat=52.220638
Heading=330
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 463] :rotterdamcit1
Long=4.396600
Lat=52.211346
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 464] :Rotterdamcit2
Long=4.4396600
Lat=52.210930
Heading=330
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 465] :Amsterdamind1
Long=5.083138
Lat=52.331658
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 466] :Amsterdamcity1
Long=5.069305
Lat=52.333138
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 467] :Amsterdamcity2
Long=5.038305
Lat=52.335052
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 468]
Long=-2.908847
Lat=53.348492
Heading=310
OnLand=false
ShowOnMap=true
FileName=Liverpool
LocationName=Liverpool

[Location 469] ; Liverpool Industry
Long=-2.915988
Lat=53.357124
Heading=20
OnLand=true
FileName=Industry

[Location 470] ; Liverpool City 01
Long=-2.900989
Lat=53.348758
Heading=72
OnLand=true
FileName=City_Fr_Gr

[Location 471] ; Liverpool City 02
Long=-2.895987
Lat=53.352123
Heading=266
OnLand=true
FileName=City_Fr_Gr

[Location 472] ; Liverpool City 03
Long=-2.911822
Lat=53.365040
Heading=354
OnLand=true
FileName=City_Fr_Gr

[Location 473] ; Ceuta
Long=-5.3189
Lat=35.891850
Heading=0
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=Ceuta

[Location 474] ;Cadiz
Long=-6.289
Lat=36.534
Heading=45
OnLand=false
ShowOnMap=true
LocationName=Cadiz
FileName=Narvik

[Location 475] ;Cadiz
Long=-6.298
Lat=36.533
Heading=45
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 476] ; El Ferrol
Long=-8.215
Lat=43.46048
Heading=0
OnLand=false
ShowOnMap=true
FileName=Penang
LocationName=El Ferrol

[Location 477] ; Sevastopol
Long=33.531868
Lat=44.611203
Heading=0
OnLand=false
ShowOnMap=true
FileName=Djakarta
LocationName=Sevastopol

[Location 478] ; Sevastopol City 01
Long=33.490200
Lat=44.606323
Heading=340
OnLand=true
FileName=City_Fr_Gr

[Location 479] ; Sevastopol City 02
Long=33.522453
Lat=44.610367
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 480] ; Sevastopol City 03
Long=33.541576
Lat=44.611248
Heading=0
OnLand=true
FileName=City_Fr_Gr

[Location 481] ; Batum
Long=41.411755
Lat=41.387920
Heading=315
OnLand=false
ShowOnMap=true
FileName=Hartlepool
LocationName=Batum

[Location 482] ; Batum City

TigerKatziTatzi
03-17-06, 03:30 AM
erm......guess its better you pack it and host it, or post only the locations you are using for the canal, when those are not shown on map only. :)

Tazzie
03-17-06, 03:43 AM
These are the locations for the canal.


[Location 495] ; Kiel Canal
Long=9.731711
Lat=54.348785
Heading=125
OnLand=false
ShowOnMap=true
FileName=Djakarta


[Location 496]
Long=9.668546
Lat=54.295956
Heading=0
OnLand=true
ShowOnMap=true
FileName=Muslim_City

[Location 497]
Long=9.518629
Lat=54.196785
Heading=0
OnLand=true
ShowOnMap=true
FileName=Industry

[Location 498]
Long=9.163964
Lat=53.897373
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 499]
Long=9.344380
Lat=54.130539
Heading=90
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 500]
Long=9.120715
Lat=53.8929
Heading=180
OnLand=false
ShowOnMap=true
FileName=Penang

[Location 501]
Long=9.149465
Lat=53.89304
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location 502]
Long=9.534129
Lat=54.205704
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location 503]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location 504]
Long=10.150210
Lat=54.366870
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse


[Location 505]
Long=9.971210
Lat=54.352703
Heading=90
OnLand=true
ShowOnMap=false
FileName=Lighthouse

[Location 506]
Long=9.774879
Lat=54.374496
Heading=135
OnLand=true
ShowOnMap=false
FileName=City_Fr_Gr

[Location 507]
Long=9.746878
Lat=54.356659
Heading=90
OnLand=false
ShowOnMap=true
FileName=Lighthouse

[Location 508]
Long=9.9722
Lat=54.363705
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 509]
Long=9.836753
Lat=54.380787
Heading=0
OnLand=true
ShowOnMap=true
FileName=City_Fr_Gr

[Location 510] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel

TigerKatziTatzi
03-17-06, 04:08 AM
if those a copy/ paste from your locations.cfg two mistakes.


[Location 495] ; Kiel Canal <<<<< space behind ']' don't use space or use a tab
Long=9.731711
Lat=54.348785
Heading=125
OnLand=false
ShowOnMap=true
FileName=Djakarta
<<<<<<<<<<<<<<<<<<<<<<<<<<<< missing parameter LocationName=

[Location 510] ; Harbours <<<<< space behind ']' don't use space or use a tab
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel

those blocks will be ignored in editor and inGame u'll get a CTD when heading up to the location with ur sub. You may check rest of canal blocks as well for spaces at the end of a parameter. I had a user in german ubi-forum with the same prob. all blocks had spaces at the end of a parameter.

mainly for block modding:

- no spaces behind a parameter. exl.: 'Long=9.145131<<<<direct retrun'
- if u want to set a comment use Tabkey ->; comment
- each block needs an empty line after the block,
- don't use word or wordpad for editing, to prevent for ctrl-strings. all who scripting on *nix know what i'm talking about :)


guess thats the reason why u have trouble to show them on map in editor.

Tazzie
03-17-06, 05:09 AM
This is what I now have for Brunsbuettel.

[Location 510] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel

and I get this result:
http://img74.imageshack.us/img74/1576/screenshot36zg.th.jpg (http://img74.imageshack.us/my.php?image=screenshot36zg.jpg)

TigerKatziTatzi
03-17-06, 05:19 AM
do a test with my beta locations and double check. mostly they are done and they are working hlocal, as u've seen in your QS-post about Kiel canal.

you have to replace ur current locations for kiel canal with those.

Beta_NOK locations (http://sh3.mindforge.biz/test/NOK_locations.txt)

we'll get there to make it working you too.........somehow :)

you still have a space right after ']' in [location 510] . delete it and try again.




greetz TKT

Tazzie
03-17-06, 08:20 AM
you have to replace ur current locations for kiel canal with those.

Beta_NOK locations (http://sh3.mindforge.biz/test/NOK_locations.txt)

we'll get there to make it working you too.........somehow :)

greetz TKT

Hi Tkt

tried your locations and they now appear on the map. :o

Brunsbuettel http://img125.imageshack.us/img125/6316/screenshot14fl.th.jpg (http://img125.imageshack.us/my.php?image=screenshot14fl.jpg) Rendsburg http://img93.imageshack.us/img93/2924/screenshot29fi.th.jpg (http://img93.imageshack.us/my.php?image=screenshot29fi.jpg) Kiel-Holtenau http://img150.imageshack.us/img150/3019/screenshot37tu.th.jpg (http://img150.imageshack.us/my.php?image=screenshot37tu.jpg)

Below is a zip file of my original locations.cfg file without your locations.

My Loctions.cfg file (http://www.megaupload.com/?d=3U9XVW89)

TigerKatziTatzi
03-17-06, 09:17 AM
had just a small look to ur locations.cfg. its like i said. u have spaces behind the parameter values. u need to delete them, otherwise whole block make problems.

ur config block:

[Location 495]---------spaces-------->; Kiel Canal
Long=9.731711 <space
Lat=54.348785 <space
Heading=125 <space
OnLand=false <space
ShowOnMap=true <space
FileName=Djakarta <space
LocationName=Rendsburg<return


needs to be...

[Location 495]---------TAB-------->; Kiel Canal
Long=9.731711<return
Lat=54.348785<return
Heading=125<return
OnLand=false<return
ShowOnMap=true<return
FileName=Djakarta<return
LocationName=Rendsburg


no space(s) behind a parameter value.


greetz TKT

Tazzie
03-17-06, 11:37 AM
Only thing i do afterwards is changing 'Side' parameter manually, coz when adding a german NB it stays neutral.

How do you changes it 'Side' parameter?

TigerKatziTatzi
03-17-06, 01:30 PM
After adding a NB the base is set 'Side=0' == neutral. Haven'T figured out yet how to change it via properties in Editor.

open notepad and change it this way.........


[Unit 1]
Name=Brunsbuettel
Class=NavalBase
Type=407
Origin=German
Side=2<<==changed from 0 to 2 for axis
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1097336.000000
Lat=6468340.000000
Height=-18.580000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0




greetz TKT

Tazzie
03-17-06, 09:39 PM
Which file has to be edited?

TigerKatziTatzi
03-18-06, 02:43 AM
depense on how u do this.
if u add the new NB's direct in the campaign_lnd.mis u have to edit them there.
if u do it like me in a new file, saved as land units layer, u need to edit them in there and do a merge with the campaign_lnd.mis and ur new file afterwards.
I suggest to use a new file and do a merge.



Greetz TKT

booger2005
03-19-06, 09:21 AM
@ TigerKatziTatzi

Your Helgoland far exceeded my expectations. The red stone cliffs look great! :yep:

Anyway, I have one qestion:

You have in there a type VIIA u-boat. Where does one get this?

TigerKatziTatzi
03-19-06, 09:42 AM
It comes with Living Silent Hunter III Mod, but to be honest I don't know yet who invent this. :oops:


hope LSH3 will be avaible soon for the english spoken community as well. doing translation of ~ 5k radio transmissions currently which are based on orignial radio messages during the war.


Greetz TKT

TigerKatziTatzi
03-20-06, 04:05 AM
After releasing the reworked Nord-Ostsee Canal in our new Mod release v.2.2 of Living Silent Hunter III, I like to give this mod as single mod to the rest of community as well.


http://sh3.mindforge.biz/forum/NOK.jpg



Nord-Ostsee Canal reworked (http://sh3.mindforge.biz/mods/NOK.RAR)


changelog:

- remodelling harbour areas for Brunsbuettel, Rendsburg and Holtenau
- rework of sea units
- adding of original villages and towns



Greetz TKT

Gammel
03-20-06, 04:16 AM
:up: Thanks for sharing your work.

Downloading now.

Cheapskate
03-20-06, 06:14 AM
Thanks TKT - great job :up:

What next ????

TigerKatziTatzi
03-20-06, 06:38 AM
What next ????


may be starting with harbour layout modding............... :)

perdu
03-20-06, 09:58 AM
habor layout, yeaaaaaaaaaaa..
i think a little modification of the clonig tool will allow to edit the layouts as some items doesn't not seems to be named.
but a graphical tool will be much easier.


here is my lastest version of the brest relief ( and i'm waiting for a naval map of the rade of brest )

http://perdu.ma.cx/sh3/brestv2.rar

Gammel
03-20-06, 10:22 AM
What next ????


may be starting with harbour layout modding............... :)

How about some White Cliffs of Dover? :P

perdu
03-20-06, 10:51 AM
white i don't know but cliffs: it's easy :p
i found with brest that a lot of relief seams to existe but to low above the sea.

TigerKatziTatzi
03-20-06, 11:34 AM
What next ????


may be starting with harbour layout modding............... :)

How about some White Cliffs of Dover? :P

yeah why not, would be a challenge. especially for the texture. helgoland'S texture is one single pixel changed in TerrainTypes.raw which is 2160x1080 pixels and it covers prolly an area of 12x12 km or more. haven't checked the real dimensions yet.

will try to find some pic of the area............ lets see :)



Greetz TKT

TigerKatziTatzi
03-20-06, 02:21 PM
here is my lastest version of the brest relief ( and i'm waiting for a naval map of the rade of brest )



just had a look to it................ Good Job :up:


think a little modification of the clonig tool will allow to edit the layouts as some items doesn't not seems to be named.
but a graphical tool will be much easier.


I had a small look to the code of the Pack3D tool, unfortunaly all remarks in spanish or portoguese ( don't know :) ). but it will be prolly a good base for a new tool on this. dunno yet, have to hex first some tryouts, based on sergbuto lighthouse.dat to get something out about this system. ref gave me a good hint as well.

ref
03-20-06, 03:53 PM
I had a small look to the code of the Pack3D tool, unfortunaly all remarks in spanish or portoguese ( don't know :) ). but it will be prolly a good base for a new tool on this. dunno yet, have to hex first some tryouts, based on sergbuto lighthouse.dat to get something out about this system. ref gave me a good hint as well.

Hi TKT, I'm currently trying to break up the dat file myself (half way through it), based on sansal work, which is based on lurbz findings, I've just got this from jasonb885, It might help you.




SH III DAT FILE FORMAT

Skip the first 20 bytes they seem to be always the same.
Next 4 bytes are a long with the header string lenght.
Next is the author name and the "using Kashmir" stuff, total lenght as read above.

Next, file is made of "chunks". All chunks are like this:
ChunkType 4 bytes
Chunk Subtype/Version 4 bytes
chunk_size long (4 bytes)
Data (chunk_size bytes)


Chunk types and internal structure of each one:

type 0: EMPTY chunk
it's just 12 "00" bytes, so type, subtype and size are 0

type 1: 3D chunk
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
???????: 1 byte //don't know about this one
nverts: 4 byte long //number of vertices
vertex data: nverts * 3 floats// these are vertices, 3 floats per vertex
ntri: 4 byte long //number of triangles;
triangle data: there are ntri triangles and their texture mapping, each one is as follows
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
????????????: one byte
ntxcoords: 4 byte long //number of texture coordinates
texture coords data: ntxcoords * 2 floats // texture coordinates are 2D

some objects end here, but some have "TMAP" and a bunch of floats after this, dunno what is that yet so I skip it

type 2: TEXTURE REFERENCE?
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
then a bunch of bytes that I haven't figured yet, usually ending with a texture filename.

type 3: TGA FILE
these are the TGA files, just packed after the type, subtype and chunk size.

type 4: NODE (these tell us how parts are related to each other, in a tree-like hierarchy)
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this node inside the file. References usually found inside NODE (type 4) chunks
parent_id: 8 bytes //reference to the "parent" node. root nodes have 00 00 00 00 00 00 00 00 as parent
3dpart_id: 8 bytes //reference to the 3d part managed by this node, 00 00 00 00 00 00 00 00 if this is a "dummy" node with no visible 3d part
????????: 1 byte, seems to be always 00.
????????: 1 byte, seems to be related to the number of different type 2 nodes referenced from this one.
x offset: 4 bytes float //x offset from parent node
y offset: 4 bytes float //y offset from parent node
z offset: 4 bytes float //z offset from parent node

then comes the type 2 chunk references and some stuff I don't yet understand

type 6: DATA?
these are children of type 10 chunks, they seem to hold effects, commands, interactions, etc...
first 8 bytes are the reference to the type 10 parent. rest is strings and numerical values.

type 8: LABEL
these are used to label other nodes
format is:
8 byte parent chunk reference
string with label

type 10: DATA?
these seem to group type 6 chunks and attach them to type 4 nodes
first 8 bytes: id of this chunk
second 8 bytes: id of parent node
then comes some data, usually strings and numbers.

type 102: SCALE?
these come usually near the end of the files, they are a bunch of floats, probably some global scaling, have to test it

type 1001: INDEX
this one seems to be an index, there are chunk ID's and the corresponding file postition, might have to update this if some chunk has its size altered, but some tries suggest this doesnñr affect loading.



There are more chunk types, haven't had time to check them

If you find something interesting, or any doubts , please pm me.

Ref

TigerKatziTatzi
03-21-06, 01:21 AM
Thx for info ref :up: :up: :up:

Sure I will inform you bout things i'll find out. But I'm starting with it so guess u'll prolly finished ur work before me :)

donut
03-21-06, 05:35 PM
TigerKatziTatzi Sir, Are your efforts with Kiel Kanal,a Mod.yet? If so I missed a link to your fine ideas. Should you be aware of my rants about the kanal,please consider them,pervious post,& treads,all over the forums.I'm just a squeeky wheel,wanting grease,you know! :sunny:

PS. Oh yes,I wanted to thank ref ,for his previous advise in past treads. :yep:

Cheapskate
03-21-06, 06:06 PM
TigerKatziTatzi Sir, Are your efforts with Kiel Kanal,a Mod.yet? If so I missed a link to your fine ideas.
Yes they are.....and it's very good too :up:

The link is the light grey sentence....Nord-Ostsee Kanal reworked... immediately underneath the pictures of the new harbours further up this page.

TigerKatziTatzi
03-22-06, 04:45 AM
TigerKatziTatzi Sir, Are your efforts with Kiel Kanal,a Mod.yet? If so I missed a link to your fine ideas. Should you be aware of my rants about the kanal,please consider them,pervious post,& treads,all over the forums.I'm just a squeeky wheel,wanting grease,you know! :sunny:

PS. Oh yes,I wanted to thank ref ,for his previous advise in past treads. :yep:


Cheapskate said it allready, but to make sure .........

ClickMe (http://sh3.mindforge.biz/mods/NOK.RAR)

donut
03-22-06, 05:11 AM
Got it, Thank you, Sir. Living Silent Hunter III Mod? First I've heard of this,is there a read me, or a link to download from? :ping: Cheapskate sir,thanks also.

TigerKatziTatzi
03-22-06, 06:11 AM
Got it, Thank you, Sir. Living Silent Hunter III Mod? First I've heard of this,is there a read me, or a link to download from? :ping: Cheapskate sir,thanks also.

you can dl the Living SH3 T2.2 mod from this page.

http://www.torpedotreffer.de/7.html

use the link in 'LSH3-Mods:' topic


it had been invent for the german spoken community by AASelle last year and currently i'm translating it into english. But with ~5k ( alot of them are related to the gameplay of this mod) radio messages till 1942, takes time. maybe i restart again and get the gameplay messages done first, so we can release an english version soon. have to think about it and get some spare time for it too..........


to get a clue what this mod contains run this page through 'google-translation' please.

http://www.torpedotreffer.de/6.html

sry we aren't done yet with an english site. :oops:



Greetz TKT

Tazzie
03-22-06, 06:51 AM
Nord-Ostsee Canal reworked (http://sh3.mindforge.biz/mods/NOK.RAR)


changelog:

- remodelling harbour areas for Brunsbuettel, Rendsburg and Holtenau
- rework of sea units
- adding of original villages and towns



Greetz TKT
Hi TKT

Will using your update conflict with the GW mod?

TigerKatziTatzi
03-22-06, 07:12 AM
read the readme plz.

as far as i know GW contain the orig. by ref and CCIP. all sea units and locations from CCIP needs to be uninstalled first, before adding those from my package.
If GW added NB's in their campaign_lnd.mis for the canal harbours they need to be deleted as well.
using my mod u need to run the sh3repack.exe in folder 'NOK' as well cause i modify the harbour areas.

Greetz TKT

Gammel
03-25-06, 06:46 PM
habor layout, yeaaaaaaaaaaa..
i think a little modification of the clonig tool will allow to edit the layouts as some items doesn't not seems to be named.
but a graphical tool will be much easier.


here is my lastest version of the brest relief ( and i'm waiting for a naval map of the rade of brest )

http://perdu.ma.cx/sh3/brestv2.rar
Just installed! Great work, thank you very much!!!

mr chris
03-29-06, 12:09 PM
hi have only just a noobie to the game and am looking at moding it and had a look at the living silent hunter mod. just wondered what you guys who have dl it think of it , or what do u recomend i dl. :ping:

TigerKatziTatzi
03-30-06, 03:24 AM
hi have only just a noobie to the game and am looking at moding it and had a look at the living silent hunter mod. just wondered what you guys who have dl it think of it , or what do u recomend i dl. :ping:

'bout LSH3.

Living SH3 tries to have a historical correct GamePlay and Radio Transmissions. E.g when KptLt. Prien received the order to raid Scapa Flow, u'll receive this message too and get this as same task.
'@Führer der Unterseeboote@COMMANDERS TRANSMIT||Raid naval base Scapa Flow and sink as many warships as possible!|Be aware about mines and subnets!||FdU'


LSH3 is oringinal made for german spoken community only, so those messages still needs to be translated and it will take a bit longer till we can release the english version ( 4900 messages).

Beside this main feature of LSH3 u have reworked harbour traffic and ship traffic worldwide. One 'Rudelschlacht' ( pack attack of subs against convoy) with AI-Subs. Also there are a lot of german AI subs integrated.

But as said before the 'heart' of LSH3 are the Radio messages and this effects the GamePlay.


Hope to be done soon with a translation into english.



greetz TKT

mr chris
04-01-06, 07:35 AM
Thanks very much for the information TigerKatziTatzi look forward to the english version and good luck with it. :up:

Lionman
08-09-08, 06:42 PM
Got it, Thank you, Sir. Living Silent Hunter III Mod? First I've heard of this,is there a read me, or a link to download from? :ping: Cheapskate sir,thanks also.
you can dl the Living SH3 T2.2 mod from this page.

http://www.torpedotreffer.de/7.html

use the link in 'LSH3-Mods:' topic


it had been invent for the german spoken community by AASelle last year and currently i'm translating it into english. But with ~5k ( alot of them are related to the gameplay of this mod) radio messages till 1942, takes time. maybe i restart again and get the gameplay messages done first, so we can release an english version soon. have to think about it and get some spare time for it too..........


to get a clue what this mod contains run this page through 'google-translation' please.

http://www.torpedotreffer.de/6.html

sry we aren't done yet with an english site. :oops:

Greetz TKT

Sorry but I really can't see any download link or even reference to the Living SH 3 MOD anywhere on that German page. Any advice?

ReallyDedPoet
08-09-08, 08:17 PM
Got it, Thank you, Sir. Living Silent Hunter III Mod? First I've heard of this,is there a read me, or a link to download from? :ping: Cheapskate sir,thanks also.
you can dl the Living SH3 T2.2 mod from this page.

http://www.torpedotreffer.de/7.html

use the link in 'LSH3-Mods:' topic


it had been invent for the german spoken community by AASelle last year and currently i'm translating it into english. But with ~5k ( alot of them are related to the gameplay of this mod) radio messages till 1942, takes time. maybe i restart again and get the gameplay messages done first, so we can release an english version soon. have to think about it and get some spare time for it too..........


to get a clue what this mod contains run this page through 'google-translation' please.

http://www.torpedotreffer.de/6.html

sry we aren't done yet with an english site. :oops:

Greetz TKT
Sorry but I really can't see any download link or even reference to the Living SH 3 MOD anywhere on that German page. Any advice?

Hi LM, most likely a dead link with this being an older thread, I know this is around somewhere, maybe post a new thread with the question, as this one has been zombified :dead::dead::lol:


RDP

Reise
08-10-08, 05:15 AM
LSHIII is now 3.2

http://hosted.filefront.com/LSHIIITeam

Lionman
08-10-08, 05:59 AM
LSHIII is now 3.2 http://hosted.filefront.com/LSHIIITeam


Thanks fro the suggestion Kev but this seems to be a live link for which thanks Reise.
It seems to be the German version however.
As I have only schoolboy German and good translations are hard to find does anyone know if there is a link to an English version, or if there even IS an English version?

Reise
08-10-08, 06:26 AM
No English version yet
But 3.3 is in work and may have English translation
MAY have

New ship in 3.3 also
From Gerome and Rowi

Lionman
08-12-08, 05:05 PM
No English version yet
But 3.3 is in work and may have English translation
MAY have

New ship in 3.3 also
From Gerome and Rowi
Many thanks for the update. As my German is extremely limited, in order for me to understand how to operate it and the options it affords, it will have to be in English, so I guess I'll wait and see.

Regards

radiator
09-22-14, 05:17 PM
Does anyone have manual for SH3 Terrain Editor (Extractor) on English?
I have manual on German, but there are so many technical terms, difficult to understand...
Do not understand the process of repacking and the work with the two cards at the same time...
Can anyone competent translate it into English, step by step and easy to understand?

Here there is no detailed manual:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1315

Here SH3 Terrain Extractor with manual on German, please, translate it into English:
https://yadi.sk/d/lkTxoHyLbcBaD

Many thanks in advance!

Jeff-Groves
09-22-14, 05:28 PM
Download from here
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/REF/
There is an english version of the PDF included.

radiator
09-23-14, 12:18 PM
Download from here
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/REF/
There is an english version of the PDF included.

Oh, no, this archive doesn't contain such a detailed manual,
which I need. I'm looking for this one, but in English:
https://yadi.sk/i/Ofg-c76nbd47D

radiator
09-25-14, 12:34 PM
Can anybody translate this caution from German into English:

"Sei Dir immer sicher, daß Du die INDEXIERTE (im Verzeichnis) Farbe
speicherst, wenn Du die rgb-Farbendatei speicherst. Da kann einiges daneben
gehen, wenn man nicht aufpasst!"

Please, help, make it understandable...

radiator
09-25-14, 01:40 PM
It is not even correct German. That might be what leads you to no understanding.

In German it must be:

And I would translate this to:
More or less like that. Hope this helps.

Thank you very much for your help, but then we have a problem:
the author (or the one who translated the text) says that you must
save the indexed file in the RGB-format, but Photoshop can not save such
file in this format, it's unreal ... I don't understand what was
going on, or is it fundamentally wrong translation.

radiator
09-25-14, 01:56 PM
No, you got that wrong.

To my understanding it is
the indexed color

and not the indexed file.

Or am I getting that text wrong? I do not have that programm before my eyes though...

Here is the manual in the "wrong" German:
https://yadi.sk/i/Ofg-c76nbd47D
This problem with the translation on page 11.
What does the author mean?

radiator
09-25-14, 02:20 PM
Haha, the translation is really funny...The sentence before your quote is even more rubbish - it appears Ottibald has used some online translator (bablefish or so?) which messed up portions of the text.

Has anybody got the ENGLISH original?

Yes, it's funny and sad at the same time ... I also hope that someone will
upload the original manual. Without it, not understand how to complete the work...

radiator
09-25-14, 02:32 PM
Let's not give up so early. If I can, I will be happy to help you to get going.

And let me also raise a question, please:

Are we talking of the SH3-Terrain-EDITOR or the SH3-Terrain-EXTRACTOR here?

Or are both the same?

Subject and post#1 of this thread irritate me somehow...


It's the same thing. Here is the program:
https://yadi.sk/d/lkTxoHyLbcBaD
With it, we can change the terrain of any port, canal or river in Silent Hunter 3, creating it how in real life...
With the help of this program has been modified port of Wilhelmshaven and Karsibur in LSH3 and CCoM, and many ports of France and Norway in WAC.

radiator
09-25-14, 02:45 PM
Found the English manual! I have had it on my server!!

1. Click on my signature (on S3A)
2. Navigate to the TOOLS section
3. Find file SH3_TerrainExtractor_021b.rar (http://www.mediafire.com/download/xzj4ko565ova4af/SH3_TerrainExtractor_021b.rar)
4. Download
5. Unpack
6. The ENGLISH doc-file is called "SH3 Terrain Editing.pdf"

Does that help you now?

O, man, yes, you realy saved me!
Many, many, many thanks!!!
Now my work will continue :Kaleun_Salute:

radiator
09-25-14, 03:18 PM
You are welcome! :salute:

Please let me know how your work progresses.

Yes, of course!

I have been working on the creation of new ports in SH3,
which I would like to see in the game. For example:
http://www.subsim.com/radioroom/showpost.php?p=2233834&postcount=11537
http://www.subsim.com/radioroom/showpost.php?p=2233876&postcount=11540
http://www.subsim.com/radioroom/showpost.php?p=2237732&postcount=11552
http://www.subsim.com/radioroom/showpost.php?p=2237733&postcount=11553
http://www.subsim.com/radioroom/showpost.php?p=2237734&postcount=11554
As soon as my work will be finished, I will share it with other forum members!
But I'm afraid that it will not soon ... On the map of the world a lot
of ports and cities :Kaleun_Binocular:

Fahnenbohn
11-12-14, 10:13 AM
Does the program allow to change the location of the trees ?

Anvar1061
01-17-16, 08:52 AM
As soon as my work will be finished, I will share it with other forum members!
But I'm afraid that it will not soon ... On the map of the world a lot
of ports and cities :Kaleun_Binocular:
SSS
How your work progresses?
http://www.subsim.com/radioroom/images/smilies/Kaleun_Sleep_White.gif

radiator
01-17-16, 02:31 PM
SSS
How your work progresses?
http://www.subsim.com/radioroom/images/smilies/Kaleun_Sleep_White.gif

Thank you for your interest, Andrew! Work is moving, but slowly, a lot of time goes into detail... Those who did this, know what I mean. A more detailed answer in private :salute:

GT182
01-17-16, 07:58 PM
Radiator. your screenshots of what you have done are gorgeous.

Tho the beach bunnies back then didn't look quite that good back then. ;)

Great work! :yeah:

Anvar1061
01-18-16, 12:21 AM
Thank you for your interest, Andrew! Work is moving, but slowly, a lot of time goes into detail... Those who did this, know what I mean. A more detailed answer in private :salute:
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

radiator
01-18-16, 02:53 PM
Radiator. your screenshots of what you have done are gorgeous.

Tho the beach bunnies back then didn't look quite that good back then. ;)

Great work! :yeah:

Thank you very much! These screenshots in the past, it was just a training, now I'm working on each port with the help of Google maps and SH3TerrainExtractor. If I'll have enough time and effort to complete this monumental work, it will be a good basis for my own megamod :arrgh!: When I'll finish work on the all ports of the world (maybe, it will be in 5 years :D), I will take all-all-all ships and planes for this game, and will create the most comprehensive museum. After that, I'll will add realistic traffics of the units, which are based on the Jurgen Rohwer chronicle, as well as many more interesting things - meteostations and meteotrawlers, secret bases, whaling fleets, supply ships and submarines, and many, many, many other things! But I'm afraid I'll need it for ten years :D But seriously, in any case, I would like to say that I do it primarily for themselves, and not in order to prove that my mod is better than the mods of other modders. I just always something lacking, I always wanted to do something different. I respect the creators of other megamods and will be happy if my work (when it is finished) it is useful to someone else. But for now I will refrain from any pre-releases and information about my megamod, as I don't know how much time I'll need and if I'll ever finish their work, even after ten years :salute:

For now I can only share a few more screenshots:

http://images.vfl.ru/ii/1444499230/f8534e63/10134977.jpg

http://images.vfl.ru/ii/1444499230/63836857/10134978.jpg

http://images.vfl.ru/ii/1444499230/a5f54899/10134979.jpg

http://images.vfl.ru/ii/1444499231/52c72ef6/10134980.jpg

http://images.vfl.ru/ii/1444499231/3c5a5f9b/10134981.jpg

http://images.vfl.ru/ii/1444499231/3b931511/10134982.jpg

http://images.vfl.ru/ii/1444499231/783cb86d/10134984.jpg

Fahnenbohn
01-18-16, 04:17 PM
That looks nice ! I would be curious to see how do Hambourg and Lübeck look like in the game ! :hmm2:

radiator
01-18-16, 04:45 PM
That looks nice ! I would be curious to see how do Hambourg and Lübeck look like in the game ! :hmm2:

There are a few screenshots of Lübeck and Hamburg.
Currently there are no ships, the museum is not yet ready.
Sorry, the harbor so big that does not fit into a single picture :D

Lubeck:

http://images.vfl.ru/ii/1453153119/96772c6c/11119775.jpg

http://images.vfl.ru/ii/1453153120/83735e06/11119776.jpg

http://images.vfl.ru/ii/1453153120/01619892/11119777.jpg

Hamburg:

http://images.vfl.ru/ii/1453153120/f2834dce/11119778.jpg

http://images.vfl.ru/ii/1453153120/74f1dbe0/11119779.jpg

http://images.vfl.ru/ii/1453153120/34d7f766/11119780.jpg

Anvar1061
01-18-16, 09:57 PM
You need to make friends with HanSolo78! He is a great architect . We want to travel in this Life.

radiator
01-19-16, 12:23 PM
You need to make friends with HanSolo78! He is a great architect . We want to travel in this Life.

I'm afraid that while I finish my harbors, HanSolo has already released WAC 6.0 :D And if we talk about any joint work, the problem here is that the location of the harbor always affects on the location of the ships, so that TerrainData with the Locations that I create can be used only for new megamod. But I would be grateful if anyone of the great modders would help me to create the most complete museum of ships and aircraft, as I'm not very knowledgeable. Sometimes, when I add a new unit, I get CTD. I know how to use the Silent 3ditor, but I don't know what to do that was not CTD. I can remap ID, but no more... That's where I really need help.

Anvar1061
01-19-16, 01:54 PM
SHValidator...

radiator
01-19-16, 02:10 PM
SHValidator...

Oh, no, this program there will not be enough... It doesn't show when checking the reason that after the addition of a single ship we have CTD when meet other ship, and in the museum too. The error usually occurs due to the fact that one unit was made from another. I dare say that this is due to the ID-numbers and some nuances of 3D-models.

urfisch
01-24-16, 12:41 PM
great work! hansolo78 should implement this in WAC5! The layout of hamburg is not that correct, but i think it was hard enough doing it this way ;) i love the high amount of buildings. its a city. well done! ...and are these littel farm houses my mod "Bauernhaus" there in the foreground?

:salute:

radiator
01-24-16, 05:47 PM
great work! hansolo78 should implement this in WAC5! The layout of hamburg is not that correct, but i think it was hard enough doing it this way ;) i love the high amount of buildings. its a city. well done! ...and are these littel farm houses my mod "Bauernhaus" there in the foreground? :salute:

Thank you so much!

If we talk about Hamburg, here I have tried to get as close to the original as I was allowed to existing files. In Hamburg, a lot of narrow channels (I was personally in this city ten years ago), but I made them wider, otherwise the work would take too much time.

As for the WAC 5.0 or any other mod, I have already said that better use of my achievements for the new megamod, otherwise you'll have to move a lot of ships in the ports, this is a very large and long work... Especially while I completed yet all ports of the world, will take a very long time, I think that should not wait.

Yes, I have used and your mod too, if I ever finish my own megamod, I'll give you credits, if you don't mind! :salute:

I use almost all of the files from all known megamods, but I am in any case don't claim authorship, and all the necessary credits will be sent! I think that only by uniting all of the best files, we can achieve great results :rock:

I also apologize for my English, I use Google translator :D

radiator
01-24-16, 06:17 PM
http://images.vfl.ru/ii/1453677243/5a7ace8c/11192944.jpg

http://images.vfl.ru/ii/1453677243/580fa796/11192943.jpg

Kendras
06-07-17, 10:50 AM
here is what i'm working on , with a friend working at brest harbour:

http://perdu.ma.cx/sh3/brest1.jpg

http://letortjm.free.fr/PHOTO%20BRETAGNE/images/BREST%20LA%20RADE%204.jpg

reworked "pointe de l'armorique" with the "ile ronde" that was missing

http://perdu.ma.cx/sh3/brest2.jpg
http://letortjm.free.fr/PHOTO%20BRETAGNE/images/BREST%20LA%20RADE%202.jpg
new "ile longue" and reworked "goulet"



http://perdu.ma.cx/sh3/brest3.jpg

Has this work been released somewhere ?

JeromeHeretic
11-29-20, 01:51 PM
Is there some manual how this terrain extractor works and how to modify terrain? I can't find any...


EDIT: Ah, perfect, on of the Radiator's link for terrain extractor with doc included is working! THX