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Old 07-17-06, 12:24 AM   #1
Reece
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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. 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.
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Old 07-17-06, 12:29 AM   #2
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Quote:
Originally Posted by Reece
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. 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
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Last edited by bigboywooly; 07-17-06 at 12:34 AM.
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Old 07-17-06, 12:37 AM   #3
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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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Old 07-17-06, 12:41 AM   #4
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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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Old 07-17-06, 01:36 AM   #5
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Eeeeeek!!

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?
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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Old 07-17-06, 02:03 AM   #6
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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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Old 07-17-06, 02:20 AM   #7
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Quote:
Originally Posted by Reece
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. 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.
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Old 07-17-06, 04:31 AM   #8
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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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Old 07-17-06, 05:25 AM   #9
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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? Or someone who can help me to get Canal mod to HT147 standalone mod please.
Frustrated Reece.
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Old 07-17-06, 05:29 AM   #10
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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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Old 07-17-06, 07:06 AM   #11
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Thanks!

Email sent, Thanks very much for sparing the time to help out an old fart!
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Old 07-17-06, 08:51 AM   #12
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Quote:
Originally Posted by Reece
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? 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.

Last edited by Seminole; 07-17-06 at 08:55 AM.
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Old 07-17-06, 09:02 AM   #13
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Quote:
Originally Posted by Seminole
Quote:
Originally Posted by Reece
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? 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
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Old 07-18-06, 10:13 PM   #14
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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
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Old 07-19-06, 12:22 AM   #15
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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.

Last edited by Seminole; 07-19-06 at 02:03 AM.
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