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View Full Version : Adding Canals to SH3 - How!


Reece
07-17-06, 12:24 AM
Hi, I have tried many times to get Canals added to my version of SH3 with no luck!:-?
I have run the SH3Repacker.exe that updates the TerrainData.BFD & TerrainData.BFI files in the data\Terrain\Data folder.
Run SH3 (new campaign) but shows nothing on the map, however I get the impression that the canal would be incomplete without CCIP's addon for towns, traffic etc, but can't find this mod anywhere!:cry:
Another version says to merge 2 campaign files NOK_LND.mis & NOK_SCR.mis, but nothing on how to do this or what it does.:x Do I need to update other files such as Locations.cfg, Terrains.cfg, textures etc ??
Most frustrating! Could someone please assist.:)
I am running HT147 standalone. (in case the info is needed!)
Many Thanks,
Reece.

bigboywooly
07-17-06, 12:29 AM
Hi, I have tried many times to get Canals added to my version of SH3 with no luck!:-?
I have run the SH3Repacker.exe that updates the TerrainData.BFD & TerrainData.BFI files in the data\Terrain\Data folder.
Run SH3 (new campaign) but shows nothing on the map, however I get the impression that the canal would be incomplete without CCIP's addon for towns, traffic etc, but can't find this mod anywhere!:cry:
Another version says to merge 2 campaign files NOK_LND.mis & NOK_SCR.mis, but nothing on how to do this or what it does.:x Do I need to update other files such as Locations.cfg, Terrains.cfg, textures etc ??
Most frustrating! Could someone please assist.:)
I am running HT147 standalone. (in case the info is needed!)
Many Thanks,
Reece.

The canal is only visible at close zoom
You can merge the lnd and scr in mission editor or more easily copy and paste to the end of your current ones - changing the numbers to follow on from your last
Same with the locations list that comes with that mod - copy and paste to bottom of locations.cfg in terrain folder - change numbers to follw on from your last

Adding the nok.lnd to yours will get the towns and lighthouses to show
Adding the nok.scr will give you the traffic and adding the nok.locations will give you the harbours

Hope that all helps

Reece
07-17-06, 12:37 AM
Thanks again, I'll try that but do I need CCIP's addon, as I can't find a download for it I'm not sure what it consists of, is it the NOK_LND.mis & NOK_SCR.mis files?:)
Reece.

PS. I did zoom in before but showed nothing!

bigboywooly
07-17-06, 12:41 AM
No I think the readme in that one you have says to remove the CCIP one if you have it and run this mod
You may be right in thinking it was the 2 NOK files

IIRC it did all work when I used that mod - running GW now so not using it

Reece
07-17-06, 01:36 AM
Getting more confused!:-? Concerning the merging of Campaign_SCR.mis & NOK_SCR.mis file the latter contains:
[Unit 1944]
Name=GE Small Merchant#1
Class=KSS
Type=102
Origin=German
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1095020.000000
Lat=6466815.000000
Height=0.000000
Heading=60.298599
Speed=5.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
and:
[Unit 1944.Waypoint 1]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1096075.000000
Lat=6467090.000000
Height=0.000000

My Campaign_SCR.mis contains:
[Unit 1944]
Name=Brest GE Coastal Merchant#33
Class=KSQ
Type=102
Origin=German
Side=2
Commander=0
CargoExt=2
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19420101
GameEntryTime=0
GameExitDate=19440910
GameExitTime=0
EvolveFromEntryDate=true
Long=-547438.000000
Lat=5801577.000000
Height=0.000000
Heading=73.815300
Speed=7.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
and:
[Unit 1944.Waypoint 1]
Speed=7.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-539538.000000
Lat=5803847.000000
Height=0.000000
Also:
[Unit 2379]
Name=GE Small Merchant#1
Class=KSS
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19410701
GameEntryTime=1200
GameExitDate=19441013
GameExitTime=1159
EvolveFromEntryDate=false
Long=2875746.000000
Lat=6843528.000000
Height=0.000000
Heading=60.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

This happens to other blocks as well such as:
[Unit 1943]
Name=GE Small Tanker#1

So I'm not sure what to edit or add to the scr layer here?:cry:
Should ther be 2 Blocks with the same "Name=" ?
or 2 Blocks with the same Name such as "[Unit 1943]" ?
Don't want to get it wrong as I've had too many CTD's!:D

bigboywooly
07-17-06, 02:03 AM
lol what you need to do is find the last unit number on your scr
then change the first number in the Nok scr so it runs after your last

ie; if your last is unit 2000 then the first Nok one should be 2001 and so on so they follow on

Same with the lnd.mis

Reece
07-17-06, 02:17 AM
I'll try again!:D and if that don't work I'll try using the SH3 editor to merger the files (Just found in my half dozen SH3 mods disk a file called "Integrating_a_canal.pdf") wish I had found it earlier!:x

Seminole
07-17-06, 02:20 AM
Hi, I have tried many times to get Canals added to my version of SH3 with no luck!:-?
I have run the SH3Repacker.exe that updates the TerrainData.BFD & TerrainData.BFI files in the data\Terrain\Data folder.
Run SH3 (new campaign) but shows nothing on the map, however I get the impression that the canal would be incomplete without CCIP's addon for towns, traffic etc, but can't find this mod anywhere!:cry:
Another version says to merge 2 campaign files NOK_LND.mis & NOK_SCR.mis, but nothing on how to do this or what it does.:x Do I need to update other files such as Locations.cfg, Terrains.cfg, textures etc ??
Most frustrating! Could someone please assist.:)
I am running HT147 standalone. (in case the info is needed!)
Many Thanks,
Reece.


Maybe you can get canals with this mod:

http://hosted.filefront.com/TeddyBar/


scroll down to:

Tonnage_War_Mod_v1.03_Terrain_Add-In.7z


I used it to add canals to my version.

Reece
07-17-06, 04:31 AM
I'll give that a go as well (hope it's a small file as I only have 56kmodem):up:

I did try using SH3MissionEditor.exe to open the HT147 scr file but all I got was:
http://i66.photobucket.com/albums/h244/Reecehk/SH3Editorerror-1.jpg
http://i66.photobucket.com/albums/h244/Reecehk/SH3Editorerror-2.jpg
If I open the stock game scr then all is ok!!:damn:
This is certainly very frustrating!

Reece
07-17-06, 05:25 AM
Well I found I did have the Tonnage_War_Mod_v1.03_Terrain_Add-In.7z file so I put that in (including the scr file) and the canal is there but now I have no Harbour Traffic!!:damn: :damn:
Is there an scr out there with Harbour Traffic that has the Canal & the Terrain Data?:cry: Or someone who can help me to get Canal mod to HT147 standalone mod please.:)
Frustrated Reece.

bigboywooly
07-17-06, 05:29 AM
Reece email me your game Scr and the Scr that came with the add in you just used

mark_woolhouse@hotmail.com

Will add one to other and return to you

Reece
07-17-06, 07:06 AM
Email sent, Thanks very much for sparing the time to help out an old fart!:D

Seminole
07-17-06, 08:51 AM
Well I found I did have the Tonnage_War_Mod_v1.03_Terrain_Add-In.7z file so I put that in (including the scr file) and the canal is there but now I have no Harbour Traffic!!:damn: :damn:
Is there an scr out there with Harbour Traffic that has the Canal & the Terrain Data?:cry: Or someone who can help me to get Canal mod to HT147 standalone mod please.:)
Frustrated Reece.

There is also a Heavy Harbor Traffic Add in that comes with the Documentation for NYGM so you can add the traffic...I should have mentioned that too....sorry.


I didn't want the heavy harbour Traffic. It is great eyecandy for the first couple of times but it becomes a real pain once the charm of novelty wears off. I like just having a couple of moving ships and a few static ones. Can't really see the air patrols without a lot of effort and these stop the TC too often if you are in a hurry to clear port.

Which brings up another question....(and since you seem to have your problem being solved, I don't believe this is hijacking your thread).....and that question is:

Is it possible to have the high detail map....one with all the cities and harbors, canals and so forth in place ...but without all the Heavy moving Harbor traffic and air patrols?

It would be a benefit to those with slower machines and for those who don't want all the heavy traffic but would like a have to have a highly detailed map made available.

bigboywooly
07-17-06, 08:53 AM
Email sent, Thanks very much for sparing the time to help out an old fart!:D

Well from one old fart to another :rotfl: email on way back to you with traffic added to canal

bigboywooly
07-17-06, 09:02 AM
Well I found I did have the Tonnage_War_Mod_v1.03_Terrain_Add-In.7z file so I put that in (including the scr file) and the canal is there but now I have no Harbour Traffic!!:damn: :damn:
Is there an scr out there with Harbour Traffic that has the Canal & the Terrain Data?:cry: Or someone who can help me to get Canal mod to HT147 standalone mod please.:)
Frustrated Reece.


I didn't want the heavy harbour Traffic. It is great eyecandy for the first couple of times but it becomes a real pain once the charm of novelty wears off. I like just having a couple of moving ships and a few static ones. Can't really see the air patrols without a lot of effort and these stop the TC too often if you are in a hurry to clear port.

Which brings up another question....(and since you seem to have your problem being solved, I don't believe this is hijacking your thread).....and that question is:

Is it possible to have the high detail map....one with all the cities and harbors, canals and so forth in place ...but without all the Heavy moving Harbor traffic and air patrols?

It would be a benefit to those with slower machines and for those who don't want all the heavy traffic but would like a have to have a highly detailed map made available.

Yes it is possible - your best bet is probably the .LND and Locations.cfg from Carotio's GWUA mod which has pretty much all the Harbours and cities on
http://carotio.cabspace.com/
You will need the terraindata.BFI as well as that will contain the canals

Seminole
07-17-06, 11:43 AM
That didn't work. It crashes the game....at least what I did with attempting your suggestion did.

Perhaps if you have the inclination and time you might give it a go and make the results available to the community in the form of a mod?

It would be appreciated.

bigboywooly
07-17-06, 12:33 PM
Hmm I not have a look at doing one but trouble is for what game ? so many out there

:damn: :damn: Just remembered that Lorient harbour may be the other way round in that location.cfg

Surprised it CTD tho - when I used it with GW SCR my sub was half buried in the concrete:rotfl: but it still started

Will have to download it and have a play again

Sorry:oops:

Seminole
07-17-06, 12:58 PM
for what game ?

Vanilla version would be just dandy :yep: ....all the mega mod versions already employ both heavy harbor traffic/high detail maps in some fashion or the other.

I was thinking of just a high detail map without all the heavy moving traffic. I was thinking there used to be some of these around in the form of mods but they seem to have disappeared from the scene. One specific one I seem to recall was made to relocate Liverpool and a couple of other U.K. cites to their proper positions and also started adding new cites and harbours to the map. The trend of producing better and more detail maps then grew to what we have today.

bigboywooly
07-17-06, 01:02 PM
will have to install the vanlla game again and see what needs doing
Shoulnt be too difficult I dont thnk
Just time thats all
certainly somethng to thnk about :up:


EDIT
The trouble is the canals - to provide the terraindata with all canals will be over 250mb
The rest wont be a lot more as no traffic

bigboywooly
07-17-06, 04:10 PM
Well most perplexing
Tried the method I posted to you Seminole and it indeed CTD - strange thing is I am using that set up myself and it plays ok but CTD on my own installation in mission ed
Every other combination of location.cfg and terraindata failed too
Back to square one

Seminole
07-17-06, 04:30 PM
:yep: It is indeed a bugger....I've been trying for a couple of weeks and the best I can do is what I advised Reece. That solution gives the canals and some static and a few moving harbor traffic ships but it is very sparse in world harbors and cities.

Sailor Steve
07-17-06, 04:41 PM
I use the Grey Wolves maps. That SCR has the latest HT mod and the canals.

The crashing problem might be coming from the fact that different SCRs include different ships. You might want to use the Sea and Roster folders from the same source as the SCR.

bigboywooly
07-17-06, 04:42 PM
My game I am playing is packed with harbours and cities but when I load in mission ed it crashes - but it still plays ok??
Havent given up yet tho

Seminole
07-17-06, 08:32 PM
I use the Grey Wolves maps. That SCR has the latest HT mod and the canals.

The crashing problem might be coming from the fact that different SCRs include different ships. You might want to use the Sea and Roster folders from the same source as the SCR.


Tried using those and it still crashes. Anyway ....what we are after is a detailed world map without all the HT.

Reece
07-17-06, 09:58 PM
First a BIG thanks to Bigboywooly for pointing me in the right direction & merging the 2 files for me, I did try to load into SH3Editor but just comes up with the same error, also haven't tried in the game yet as I was caught in the middle of trying something else.:D I'm starting to get the drift of things & added things to the scr layer such as the canals & Helgoland that now show in SH3Editor as such:
http://i66.photobucket.com/albums/h244/Reecehk/SH3Editor.jpg
However in the game only the basic map is shown:
http://i66.photobucket.com/albums/h244/Reecehk/SH3.jpg
Is this because the LND layer has to be modded, or some other problem, a little more guidence needed please!:yep:
Thanks and you are not hijacking the thread Seminole, what your discussing is basically the same things I would like to see, I tried the Living SH3 but wow it took 15 minutes in real time hitting the TC key to get out of town!;) However the map detail was fantastic!:up:
EDIT: Tried to load GW layers (scr & lnd) but SH3 editor just errors again! odd that the HT147 & GW (based on HT147) cause the editor to to close! Is there a later version editor or has anyone got an idea why these wont load?
Also Just tried the War Ace campaign & that one is good, & the canals etc are all there however the traffic is rather heavy again. I don't have a copy of Word Bigboywooly so I haven't printed your quick quide to adding ships to scr but have given to my wife & she is getting it printed there so I should have that tonight, then I can really mess things up!!! Hee Hee.

bigboywooly
07-18-06, 12:47 AM
Reece
The terrain editor is what adds to and changes the actual land mass
The locations.cfg adds ports\cities to the map
The .LaND adds bases searchlights etc
The .SCRipted layer adds ships\air that will show up where you want them to
The .RaNDom layer is just that - units can appear at random

Of course there are probability settings that go in the SCR and RND to determine just how accurate the introduction of units will be

Seminole
07-18-06, 01:09 AM
Is there, by chance, a tutorial any place that teaches the steps needed to add simple place names and ports with structures to the in game map?

If I knew how to do these two things I could complete my own map over time and not have to bother attempting to import one.

I have the rest of the sim tweaked pretty much as I want it.

Reece
07-18-06, 05:09 AM
Thanks guys I've got it sussed out now!:up:
Ditto Seminole, or is there a way of deleting some of the units in the home ports?:D
Hence my new thread.
Cheers.

bigboywooly
07-18-06, 08:42 AM
Is there, by chance, a tutorial any place that teaches the steps needed to add simple place names and ports with structures to the in game map?

If I knew how to do these two things I could complete my own map over time and not have to bother attempting to import one.

I have the rest of the sim tweaked pretty much as I want it.

There isnt but will have a bash at doing one for you - not that I am the expert but I have managed to add ports in my own game for Sub bases

Seminole
07-18-06, 10:04 AM
That would be super....thank you very much.

bigboywooly
07-18-06, 11:09 AM
That would be super....thank you very much.

Well here it is

http://files.filefront.com/How_to_add_ports_and_naval_basesrar/;5271378;;/fileinfo.html (http://files.filefront.com/How_to_add_ports_and_naval_basesrar/;5271378;;/fileinfo.html)
http://rapidshare.de/files/26187479/How_to_add_ports_and_naval_bases.rar.html (http://rapidshare.de/files/26187479/How_to_add_ports_and_naval_bases.rar.html)

Let me know how easy you think it is to follow

Its 10mb but thats because of the pics - as they say worth a 1000 words:yep:

Seminole
07-18-06, 04:35 PM
DL now. Will try it this PM. 10 MB= 36 seconds..no prob.

Again...thanks!

Seminole
07-18-06, 09:19 PM
:hmm: .......Hope this is understandable...

Ok....I followed your excellent instructions precisely but when I reloaded the .LND file in Mission Editor after adding a new entry, nothing new was there. Coordinates on map were just blank as before.

But that kind of makes sense. Here is why I think so:

If making new entries into the Locations.cfg file alone was all I needed to do in order to have new land units show up on map .....then in theory.... importing the Locations.cfg file from any of the major mods would result in all of the land units that they contain displaying on the map. Right? In fact I have used several versions of Locations.cfg files from different mods and mod versions and all work....meaning they do not crash the game...but no new cities/harbors appear in game.


The Locations.cfg that I have been using came from NYGM which has a whopping 624 entries.....but only those land units of the vanilla edition of SH3 display on the in-game map....possibly a couple of others but I'm not positive.

Indeed when I loaded the in use .LND in Mission Editor all the land units contained in the Locations.cfg were certainly there....problem is...they just do not display on the in game map. :nope: :lol:

Another strange thing I have noticed is.... the city of Kristansland in Norway displays on all the Single Mission maps....and It shows up when I start new careers in 1939....then suddenly after the first couple of Patrols it disappears from the map and never reappears as long as I have continued a career.

bigboywooly
07-18-06, 09:47 PM
The lnd layer adds the actual 3d harbour that you can view when you sail into it as well as other land units such as lighthouses etc

The locations.cfg adds the harbour to the actual map but if you sail to that point there will be nothing there until you add a naval base to the lnd layer

The pic below is after I added Lerwick to locations
When I loaded up mission ed with whatever layer - the harbour showed on map so I added some ships - saved and loaded game up

http://img525.imageshack.us/img525/5323/screenhunter0520ig.jpg

See the way the ship\subs are lined up but no 3d harbour until I added a naval base to the LND layer - only then did the buildings show

EDIT

No your right it should show anyway - most odd - did you shut down mission ed and open again after you had added to locations ?

try here tho those instructions worked for me
http://www.subsim.com/phpBB/viewtopic.php?p=472142#472142

bigboywooly
07-18-06, 10:13 PM
As for Kristiansand I have 3 entries for that port in the stock game

1\1\38 to 8\4\40 as neutral

9\10\40 to 2\5\45 as axis

3\5\45 to 31\1\45 allied ?????

So according to that there are 6 months when it disappears and at the end of the war it goes back in time

methinks those dates need changing to

1\1\38 to 8\4\40 neutral
9\4\40 to 2\5\45 axis
3\5\45 to 31\5\45 allied

Maybe thats the reason some people get CTD around Denmark

Seminole
07-19-06, 12:22 AM
I was talking about the basic harbour not showing up on the map as the photo in your example illustrated.

I didn't bother going on to the adding a naval base because the basic harbour unit refused to display so I didn't think it made sense to continue.

I am going to install a pure vanilla version and tinker with that to see if I can get it to work.

I have made so many modifications to the install I have now it is impossible most likely to sort out what is doing what.

I should have gotten the map right first and then tweaked the game play but what the hey. It is all fun to see how all these different come together.

As for Kristiansand I had not noticed that...but it would explain why it disappears.

Which file determines the political status of the cities within nations?

I know that the Defside CFG does so for the different nations....but I don't recall seeing one for the cites within nations.

Yes...your dates do make more sense.

Seminole
07-19-06, 02:02 AM
Ok then....installing a vanilla version did the trick. :yep: :up: Like I said above .... just too much mixing and matching to figure out what works and what doesn't.

The land units I place now show up in Mission editor and better still also in the game map.

Now I can make the map I want... again many thanks for your trouble !

I also had another idea...I will experiment now to see if I can cut and paste entries from other Location CFGs and paste them into mine. I am thinking and hoping the coordinates, headings and so forth will be the same for all maps. Then all I will need to do is edit in the correct data for vanilla version land units. Should work and will save a lot of time searching out the coordinates and positioning the new entries.

bigboywooly
07-19-06, 02:34 AM
Yes it should work and glad you solved that problem
If you have the GWUA cfg that has even more cities than the NYGN
If you dont have it PM me your email and will send it to you

Seminole
07-19-06, 07:38 AM
Thanks for the offer but I have one of those already.

What I would like more is direction to where you found those incorrect dates for Kristansand so I can edit them to solve the disappearance problem.


Edit to add:

Never mind.... I read the rest of your instructions and found where the Kristansand error is located. You have been a great help.

bigboywooly
07-19-06, 08:17 AM
:up: Glad to have helped out

Seminole
07-19-06, 09:44 AM
Yes... It is a big kick not to be completely tied down to other's ideas of what ought to be. Simple isn't it once you know how. I suppose the same could be said of neurosurgery too...;)


This AM I have added the Kiel and Suez Canals, Antwerp and Rotterdam ports....and a big one for Me...Hatteras, N.C. I grew up near there and it was an importnt part of the U-Boat campaigns, earning the nickmane of Torpedo Junction. Lots of sailors graves from all around the world are located there. Yet until now Hatteras was painfully missing from my map.


You have been an tremendous help and if there was a forum citation for being of assistance...I would certainly put you into nomination. :up:


Edit for BTW:

The idea of importing Location cfg entries from other sources works like a charm. This saves a great deal of time and effort. Just paste the entry and edit in the correct details and your are good to go.

Reece
07-20-06, 03:27 AM
Could you list the location details (Hatteras) so that I can manually edit into the config file please.:up:
Thanks.

SquareSteelBar
07-20-06, 04:53 AM
Its 10mb but thats because of the pics - as they say worth a 1000 words:yep:
Hi Wooly,

created a .pdf of your .doc for those ones with low bandwidth - only 951 kB. Hope you agree.

THX,
SSB

How to add ports and naval bases (http://rapidshare.de/files/26382924/How_to_add_ports_and_naval_bases.7z.html) <-- Rapidshare or

How to add ports and naval bases (http://www.badongo.com/file/1091205) <-- BaDonGo

bigboywooly
07-20-06, 08:13 AM
Its 10mb but thats because of the pics - as they say worth a 1000 words:yep:
Hi Wooly,

created a .pdf of your .doc for those ones with low bandwidth - only 951 kB. Hope you agree.

THX,
SSB

How to add ports and naval bases (http://rapidshare.de/files/26382924/How_to_add_ports_and_naval_bases.7z.html) <-- Rapidshare or

How to add ports and naval bases (http://www.badongo.com/file/1091205) <-- BaDonGo

Very kind of you SSB
If it makes it easier on people of course I dont mind

Seminole
07-20-06, 08:45 AM
Could you list the location details (Hatteras) so that I can manually edit into the config file please.:up:
Thanks.

Hatteras, N.C. :

ing -75.576370
lat 35.248196


It lies on the Outer Banks off the N.C. shoreline between Oregon Inlet to the north and Hatteras Inlet to the south.

Reece
07-20-06, 08:55 AM
Thanks Seminole & thanks SquareSteelBar, I'm going to download that for sure!:up:
I'm getting really dangerous now, I'm going to edit everything in SH3!!!:hmm: :rotfl:
Cheers.

U-snafu
09-17-06, 11:27 PM
That would be super....thank you very much.

Well here it is

http://files.filefront.com/How_to_add_ports_and_naval_basesrar/;5271378;;/fileinfo.html (http://files.filefront.com/How_to_add_ports_and_naval_basesrar/;5271378;;/fileinfo.html)
http://rapidshare.de/files/26187479/How_to_add_ports_and_naval_bases.rar.html (http://rapidshare.de/files/26187479/How_to_add_ports_and_naval_bases.rar.html)

Let me know how easy you think it is to follow

Its 10mb but thats because of the pics - as they say worth a 1000 words:yep:

Does anyone have this tutorial and can upload it again?? The links for it in this thread have gone dead.
finally started tinkering myself with the editor after reading this and like threads and trying to populate the u.s. east coast. any help would be appreciated.

bigboywooly
09-18-06, 12:23 AM
That would be super....thank you very much.

Well here it is

http://files.filefront.com/How_to_add_ports_and_naval_basesrar/;5271378;;/fileinfo.html (http://files.filefront.com/How_to_add_ports_and_naval_basesrar/;5271378;;/fileinfo.html)
http://rapidshare.de/files/26187479/How_to_add_ports_and_naval_bases.rar.html (http://rapidshare.de/files/26187479/How_to_add_ports_and_naval_bases.rar.html)

Let me know how easy you think it is to follow

Its 10mb but thats because of the pics - as they say worth a 1000 words:yep:

Does anyone have this tutorial and can upload it again?? The links for it in this thread have gone dead.
finally started tinkering myself with the editor after reading this and like threads and trying to populate the u.s. east coast. any help would be appreciated.

Will rehost it when I finish work for you

U-snafu
09-18-06, 05:58 AM
Thanks bbw, no rush-I know your busy with real life and (GWX-I definantly don't want to detract you from that).

bigboywooly
09-18-06, 09:31 AM
Yes am busy but here is anyway :up:

http://rapidshare.de/files/33564448/How_to_add_ports_and_naval_bases.7z (http://rapidshare.de/files/33564448/How_to_add_ports_and_naval_bases.7z)

U-snafu
09-18-06, 04:09 PM
Thank you bbw. between this and your ship palcement guidance i'm off to change the world (my sh3 that is):lol: ;)

bigboywooly
09-18-06, 04:49 PM
Well best of luck :up:
Its a learning process
One of these days I will update it - when time and GWX permits

Have fun and remember to back up your files first

SquareSteelBar
09-19-06, 09:48 AM
Hi Wooly,

a long time ago I did a small sized *.pdf file of your tutorial for those who have only an analogous connection to the web [like me]. I uploaded it to rapsh* but meanwhile it was deleted because of no dl.
So I loaded it up again:

BigboyWooly's Ports & Naval Bases Tutorial (http://ultrashare.net/hosting/fl/9f8fbe5934/)

So long,
SSB

U-snafu
09-29-06, 07:20 AM
(last one-okay two questions) in this matter:D

1. From looking at the loactions cfg-i've seen there is only a few "base" files for towns, industries,cities such as "Kiel, Wilhelmshaven, Portland_city, Industry, City_Fr_Gr, etc).

Is there anywhere in the game files, documentaion, or this forum where it gives the distance size of the "town terrain"?? For Example: City_Fr_Gr will be 10km across within the editor and game or so on. That way you can use the measuring tool within the editor to place town files together to make a continuos fit and not worry about overlapping onto other terrain or water.

2. Related--I'm experimenting with trying to place AA emplacements on top of the sub pens by adjusting the height of it's placement in the editor.

Does anyone already know the height value for a sub pen in meters when placed on the water?? It would save me a lot of testing (of placing at certain height the emplacement then loading the game to see results then adjusting over and over) so it would mesh and not hang in mid air.

bigboywooly
09-29-06, 08:21 AM
1, Well thats one thing I wish there was - save making a single mis to have a look everytime :rotfl:
If you press "o" in mission ed it will render the shoreline more accurate - helps a little

2, :hmm: not tried that so cant answer

ridley
01-07-10, 10:19 AM
Hi Wooly,

a long time ago I did a small sized *.pdf file of your tutorial for those who have only an analogous connection to the web [like me]. I uploaded it to rapsh* but meanwhile it was deleted because of no dl.
So I loaded it up again:

BigboyWooly's Ports & Naval Bases Tutorial (http://ultrashare.net/hosting/fl/9f8fbe5934/)

So long,
SSB

Does anyone know where I can get this tutorial now?

The links in this thread do not seem to work.

Or does anyone have some other information on how to add naval bases etc?

Thanks

Ridley

Sailor Steve
01-07-10, 10:28 AM
The links don't work because dedicated hosting sites require that you update the files from time to time or they take them down.

As to the tutorials, I've never thought about it because the canals all come stock with the major supermods nowadays. As for making bases, there are members who know how to do that. Hopefully one of them will volunteer to help.

If anyone has a copy of those tutorials, please PM me so we can get them up here.

[edit] Oh, look what I found right here on Subsim! Not poking fun at you, ridley; I didn't know myself. It doesn't seem to be the one you wanted, but it's a start.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1315

SquareSteelBar
01-07-10, 02:00 PM
Hi Ridley,

here you are:

BigboyWooly's Ports & Naval Bases Tutorial (http://www.sendspace.com/file/axuvpe)

Cheers,
SquareSteelBar :salute:

ridley
01-07-10, 03:06 PM
Hi Ridley,

here you are:

BigboyWooly's Ports & Naval Bases Tutorial (http://www.sendspace.com/file/axuvpe)

Cheers,
SquareSteelBar :salute:


Thanks for that

Sailor Steve
01-08-10, 01:15 PM
I thank you as well.

I've added it to the Subsim Downloads page.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1485