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Old 03-09-06, 03:25 AM   #136
TigerKatziTatzi
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Quote:
Originally Posted by ADukes
Quote:
Originally Posted by TigerKatziTatzi
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
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Old 03-09-06, 07:37 AM   #137
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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.

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Old 03-10-06, 04:25 AM   #138
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Just a sitrep.

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

Thanks to all.
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Old 03-10-06, 07:40 AM   #139
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Quote:
Originally Posted by TigerKatziTatzi
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.
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Old 03-10-06, 12:29 PM   #140
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Well, I finally got it installed right (took me long enough) and it's GREAT! Transitted the Canal last night, and loved it.
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Old 03-10-06, 04:24 PM   #141
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Quote:
Originally Posted by Cheapskate
Quote:
Originally Posted by TigerKatziTatzi
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.
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Old 03-10-06, 05:10 PM   #142
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Quote:
Originally Posted by Gammel
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 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.
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Old 03-10-06, 05:21 PM   #143
ref
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Quote:
Originally Posted by Cheapskate
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 , and I dug the channel :rotfl: :rotfl:

Ref
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Old 03-10-06, 06:37 PM   #144
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Quote:
Originally Posted by ref

Happens to me more than once , 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
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Old 03-10-06, 07:05 PM   #145
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Quote:
Originally Posted by TigerKatziTatzi
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.
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Old 03-11-06, 01:48 PM   #146
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Quote:
Originally Posted by ref
Quote:
Originally Posted by Cheapskate
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 , 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.
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Old 03-13-06, 04:43 AM   #147
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Out of the hospital, right into the forum


'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=*********

Code:
[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
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Old 03-13-06, 07:43 AM   #148
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Quote:
Originally Posted by Cheapskate

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
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Old 03-13-06, 07:49 AM   #149
TigerKatziTatzi
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Quote:
Originally Posted by ADukes
Quote:
Originally Posted by TigerKatziTatzi
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
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Old 03-13-06, 01:08 PM   #150
Cheapskate
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Quote:
Originally Posted by TigerKatziTatzi

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.
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