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Old 11-15-23, 03:13 PM   #1
LuckyCapitan
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Hello, propbeanie. No one has been here for a long time, lol. There were also problems with license plates, all due to the textures of the towers of other boats. These numbers look weird on these textures
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Old 11-16-23, 06:17 AM   #2
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Hello, propbeanie. No one has been here for a long time, lol. There were also problems with license plates, all due to the textures of the towers of other boats. These numbers look weird on these textures
I'm watching.
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Old 11-28-23, 10:38 AM   #3
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Hello. There is a problem. Tell me why, after creating a new base in Flotillas.upc and Patrol Object.upc, when you try to start a campaign, the game crashes to the desktop? I'm trying to make a base in Rabaul, but it's not working
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Old 11-28-23, 02:43 PM   #4
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Hello. There is a problem. Tell me why, after creating a new base in Flotillas.upc and Patrol Object.upc, when you try to start a campaign, the game crashes to the desktop? I'm trying to make a base in Rabaul, but it's not working
It is next to impossible to tell you what is wrong, but you have to edit the NavalBase.mis file to have a naval base at Rabaul. Then the Flotillas.upc file to put the flotilla, base and boat(s) there. Be careful of the "DepartureDescription" lines, which is the location of where your boat will spawn-in when using that particular flotilla. You do not want to spawn into a dock or dry land, because that will cause a CTD, as would other mistakes in any of the following. Flotillas are numbered consecutively, as are the boats, and the boat "name" for the flotilla will use that flotilla number in its "definition", such as "F1JyunsenB" for the 1st Flotialla, or "F23JyunsenB" for the 23rd Flotilla (if you have that many). Be careful of date ranges for the boats also. You cannot be outside of the SunName.upc file's Availability range. The rest of the definition would be very similar to the other boats of the same type. You then have to have mission entries for the new boat, following the same consecutively numbered scheme of the previous boats. Then you probably want to add some "starts" to the CareerStart.upc file, so that you can start there.
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Old 11-28-23, 03:51 PM   #5
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It is next to impossible to tell you what is wrong, but you have to edit the NavalBase.mis file to have a naval base at Rabaul. Then the Flotillas.upc file to put the flotilla, base and boat(s) there. Be careful of the "DepartureDescription" lines, which is the location of where your boat will spawn-in when using that particular flotilla. You do not want to spawn into a dock or dry land, because that will cause a CTD, as would other mistakes in any of the following. Flotillas are numbered consecutively, as are the boats, and the boat "name" for the flotilla will use that flotilla number in its "definition", such as "F1JyunsenB" for the 1st Flotialla, or "F23JyunsenB" for the 23rd Flotilla (if you have that many). Be careful of date ranges for the boats also. You cannot be outside of the SunName.upc file's Availability range. The rest of the definition would be very similar to the other boats of the same type. You then have to have mission entries for the new boat, following the same consecutively numbered scheme of the previous boats. Then you probably want to add some "starts" to the CareerStart.upc file, so that you can start there.

The problem is that I did it all. But even so, I can't even log into CaptainRoom. I will, of course, check everything again. I hope that I just made a mistake somewhere or didn’t finish writing
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Old 11-29-23, 11:48 AM   #6
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The problem is that I did it all. But even so, I can't even log into CaptainRoom. I will, of course, check everything again. I hope that I just made a mistake somewhere or didn’t finish writing
Perhaps in the sh4 game universe there is no 3D object for the port of Rabaul.
I need to learn how to place 3D objects of new ports on the map, unfortunately I don’t know how to do this.
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Old 11-29-23, 12:41 PM   #7
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Perhaps in the sh4 game universe there is no 3D object for the port of Rabaul.
I need to learn how to place 3D objects of new ports on the map, unfortunately I don’t know how to do this.
i believe some "ports" or "bases" in SH4 use standard definitions (port or base) and some have specific definitions. check out the Terrain folder for specifics.
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Old 11-30-23, 06:17 AM   #8
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Perhaps in the sh4 game universe there is no 3D object for the port of Rabaul.
I need to learn how to place 3D objects of new ports on the map, unfortunately I don’t know how to do this.
Using the SH4 Mission Editor to open the "\Game \Data \Campaigns \CampaignGE \CampaignData \Axis_NavalBases.mis" file, which is what the Japanese campaign uses as its "base", we see all of the NavalBases available in that side of the game:




In this image, I zoomed in a little closer, and "merged" without Save the Campaign_LOC.mis file, which when editing the German side of SH4, uses the "\Game \Data \Campaigns \Campaign" file, we see the "physical" representation of the "dock" there, which is a 3D and 2D "Map Location", edited by enabling the "Tools - Map location edit mode" menu item in the SH4 Mission Editor:



Note that the "NavalBase" is in the same location as previous, from the Axis_NavalBase file, and it on "land". Technically, you don't need the dock, only the NavalBase from the Land folder, and you have a working Naval Base. The dock is just the visual reinforcement for the players eyes of a working sea port...
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