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Old 04-19-10, 08:42 PM   #1
thfeu58
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Default [REL] Brunsbuettel_Mod

[REL] Brunsbuettel_Mod

Hi,

Brunsbuttel is reworked.

I have changed the terrain, have added two sluice chambers and a new harbour.

In the download pack there is a test mission, it starts, then you can see everything.
The Campaign files were adapted, no ships might ram it against the walls. In the harbour and before the sluice anchoring ships were added.

Instal with JSGME. D/L: Brunsbuettel_Mod


Brunsbuettel on Stock SH5:


Brunsbuettel really:


Final version from the Elbe:


Final version from Kiel:


The Upload is installed with the JSGME and contains all necessary data.

Greeting
thfeu58

Last edited by thfeu58; 04-23-10 at 06:05 AM.
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Old 04-20-10, 03:57 AM   #2
bigboywooly
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Ah that looks much better
Nice one
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Old 04-20-10, 04:39 AM   #3
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Awesome!!
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Old 04-20-10, 06:31 AM   #4
mr chris
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Looks very nice
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Old 04-20-10, 06:53 AM   #5
Tridente
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Looks very nice indeed but was like that in the 40's?
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Old 04-20-10, 07:41 AM   #6
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Quote:
Originally Posted by Tridente View Post
Looks very nice indeed but was like that in the 40's?
Yes it was
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Old 04-20-10, 08:45 AM   #7
thfeu58
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Hi Kaleuns,

in Brunsbuttel this is Terra-and harbour modding, final, see Screens in the first post. Now I must still change editor_locations.cfg, as well as the Campaign files. Also I will test whether there are 1.2 problems with the patch.

Greetings
thfeu58
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Old 04-20-10, 08:57 AM   #8
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Quote:
Originally Posted by thfeu58 View Post
Hi Kaleuns,

in Brunsbuttel this is Terra-and harbour modding, final, see Screens in the first post. Now I must still change editor_locations.cfg, as well as the Campaign files. Also I will test whether there are 1.2 problems with the patch.

Greetings
thfeu58
You will need to move one or 2 nodes in the Common.mis
Every project folder has the same copy of that file
So adjust one and then copy your reworked one into each project folder

Have altered that file myself for the resupply mod
lol
And pretty sure it will be altered by the patch which is what I was waiting for

Looking good so far
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Old 04-20-10, 09:07 AM   #9
thfeu58
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Quote:
Originally Posted by bigboywooly View Post
You will need to move one or 2 nodes in the Common.mis
Yes I have seen, but today it will not become any more. My workplace waits for me.

Thank you for your words.
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Old 04-21-10, 09:55 AM   #10
thfeu58
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Hi,

this is with this project topically my problem for which I have still found no solution.

The play engine loads the mask in the Map from the model file GR2.

What looks then in the Game-Map so:


I have corrected this mask in editor_locatin.cfg:


Then in the Game-Map it looks thus:


The island is not shown and the masks overlap.

I work on a solution!
Or does somebody have the catching fire idea, or have I overlooked something?

Greeting
thfeu58
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Old 04-21-10, 10:05 AM   #11
bigboywooly
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When you make changes to the terrain a file is created in *:\Ubisoft\Silent Hunter 5\data\Terrain\Data\DetailMasks
Typically a couple of raw files and a dds

You will need to add the file(s) to your mod
I have one install for modding and a back up install - and used winmerge to tell me what was new in the modded install so I could copy that into the mod itself

I have added some ports on the resupply mod and changed terrain around those and El Ferrol which you couldnt get into

The game has produced 16 raw files and 4 dds for that in the DetailMasks

Hope that helps

EDIT

The mask asround ports do overlap as each port 2d contains some land
Zoom into Cadiz and take a look at that



Not very helpfull those port masks
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Old 04-21-10, 11:20 AM   #12
thfeu58
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Hi bigboywooly,

thank you for yours tip, I must let this projekt rest till tomorrow, since now I have to go to the work.

In the mission editor the island is indicated, however, not in the Game-Map.
The changes of the terrain exist everything in the DetailMask folder. In addition, proportion of the Port_I.dds mask is wrong, see Screen 1. I had tried to correct then, nevertheless, this, has corrected the Long/Lat data in editor_location.cfg.

The mask draws up the Gameengine for the Port_I from the GR2 by which an overlapping comes about, if this in editor_location.cfg: isVisibleOnTAI=true.

Greeting
thfeu58
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Old 04-21-10, 03:31 PM   #13
bigboywooly
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Yep the port masks all show terrain attached which isnt there
Not sure why mask shows it

If you have those detail masks in and it shows in mission ed it should show ingame
If you get stuck you can always send me the detail masks and will have a look my end

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Old 04-22-10, 10:02 AM   #14
thfeu58
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Hi,

Problem relaxed:

MissionsEditor


InGame (with precise glance, the real problem is to be seen)


I think that we can handle with it, the Mod is final therefore, you find download link in the first post.

Greeting
thfeu58
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Old 04-22-10, 11:18 AM   #15
bigboywooly
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Nice one
Will be DLing this and adding as soon as I start playing
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