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#1 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,807
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Adding Canals to SH3 - How!
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! ![]() 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. ![]() Most frustrating! Could someone please assist. ![]() I am running HT147 standalone. (in case the info is needed!) Many Thanks, Reece.
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#2 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Downloads: 35
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![]() Quote:
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 Last edited by bigboywooly; 07-17-06 at 12:34 AM. |
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#3 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,807
Downloads: 171
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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!
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Sub captains go down with their ship! Last edited by Reece; 07-17-06 at 12:39 AM. |
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Downloads: 35
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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 |
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#5 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,807
Downloads: 171
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Eeeeeek!!
Getting more confused!
![]() [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? ![]() 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! ![]()
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#6 |
Rear Admiral
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Location: Swindon, England
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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 |
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#7 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
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I'll try again!
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#8 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
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![]() Quote:
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. |
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#9 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,807
Downloads: 171
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Boo Hoo!
I'll give that a go as well (hope it's a small file as I only have 56kmodem)
![]() I did try using SH3MissionEditor.exe to open the HT147 scr file but all I got was: ![]() ![]() If I open the stock game scr then all is ok!! ![]() This is certainly very frustrating!
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#10 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,807
Downloads: 171
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You Can't Win!
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!!
![]() ![]() Is there an scr out there with Harbour Traffic that has the Canal & the Terrain Data? ![]() ![]() Frustrated Reece.
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#11 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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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 |
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#12 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,807
Downloads: 171
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Thanks!
Email sent, Thanks very much for sparing the time to help out an old fart!
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#13 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
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![]() Quote:
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. Last edited by Seminole; 07-17-06 at 08:55 AM. |
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#14 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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#15 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() Quote:
http://carotio.cabspace.com/ You will need the terraindata.BFI as well as that will contain the canals |
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