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Old 06-27-08, 04:26 PM   #61
Nauticalwolf
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Captain America, Thankyou.

Mikhayl, Nuc and, anyone else keen on giving the ports/harbours a play with.

Apart from the kit, and loc .dat files I've been talking about (the files that you use to make a port/harbour)

Sorry, I forgot to mention a couple of other files you will need to get a new port into the game.

Firstly in Data\Terrain\LocationMaps each port/harbour has a .dds file that the game uses to show the port/harbour on the ingame maps. In the preview mine is called nwf_PSB_map. Its quick and dirty at the moment but its a graphic/texture type file and not so import as you build. It is import to get it done though or your new/modded port won't be seen on the ingame maps. I made mine by just zooming out along the Y axis in the 3d program and then... taking a screen grab - then edit it photoshop/(gimp), pasting it over a small port (verysmall_pacific_harbor). Make sure you do make an alpha channel with your new/modded port or it will be "cut out" along the old port's outlines. rename to match you new port and away you go, you will now "see" your changes on ingame maps. Here a quick tutorial by Captain Cox on alpha channels http://www.subsim.com/radioroom/showthread.php?t=112868

The next file of some inportance is found Data\Campaigns\Campaign\Campaign_LOC.mis this file you adjust with the in built mission editor (this file governs where everything in the world "is" and once altered the changes are even carried over to single missions etc.)

http://hometown.aol.co.uk/dominicoba...creation1.html (quick tutorial on mission editor, others available here at subsim - mainly in sh3 forums) [I don't have sh3 so it took me awhile to go and look there]

ONE VERY IMPORTANT THING: - create your mod file structure FIRST put in a copy of the campaign_LOC.mis file and then JSGME "your" campaign_LOC into the game files BEFORE you start the editor. (this way you wont mess up your original game files) to add a port you need to use Map Location Edit Mod. Then simply right click on the world map and "Add Map Location".

This is where you "call" your new loc.dat and map.dds into the game. (Open up a couple of the already ingame locations and you can get a good idea of what to put in the various input boxes) Position your new port on the map, orient it if needed (Heading) and make sure you tick the Scale on zoom box or you end up with some really interesting effects on the ingame maps (like pearl sub base taking up whole Pacific)

Once you've finished "putting" the new port into the world save the mision as normal mission. (if the editor dosen't allow you to save re-validation you have to open up mission tab scroll down and open up parrameters - then where it says Validation - check the Ignore player submarines box)

Now ALSO IMPORTANT - Once you have finished editing the world and saved your new port go into your game Data\Campaigns\Campaign directory and copy both the Campaign_lOC.mis and Campaign_LOC.tsr back into your mod file structure. or when you uninstall your mod you will lose everything that you've done. (JSGME only puts files into the game, when you uninstall it deletes the mod file and replaces the game originals.)

Sorry about the long post - getting all this info across is why I think, I'll have a go at writing a tutorial.
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Old 06-27-08, 06:31 PM   #62
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I have to say thats a great looking port
Was one thing no one really bothered with the whole time in SH3 was those ports
There are a couple working on them now
A little late

Your write ups are more than usefull too
I have always wanted to remodel some ports as they are way off

Kudos
Nice job

@ Mikhayl
I have a port project for you if you want one
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Old 06-27-08, 06:42 PM   #63
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Quote:
Originally Posted by bigboywooly
I have to say thats a great looking port
Was one thing no one really bothered with the whole time in SH3 was those ports
There are a couple working on them now
A little late
Not for SH4, though. I too want to redo a few. I'm very busy with my 'pet' project, but I'm hoping to learn some of it.
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Old 06-27-08, 07:25 PM   #64
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Will PM you Mikhayl save hijacking the thread

Look forward to a good tutorial too NW
Thanx
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Old 06-29-08, 09:29 AM   #65
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Hi all,

Quick update.

After this weekend,



While the "chief" makes sure the boat is all "bombed up"



I'll grab a quick gin and tonic before we head out again.

(still need to re-texture the docks)

:hmm: and cars - need to do a few cars and change some civies into sailors in white rig. :rotfl:
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Old 06-29-08, 10:54 AM   #66
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Ohmygoodnessgraciosme!

Spectacular results so far.
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Old 06-29-08, 09:08 PM   #67
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Holy Cow!!!!
That looks great.
I can't take many more updates like that.
Did I mention I was really looking forward to this mod.
Great Work

Respectfully Submitted;
CDR Resser
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Old 06-29-08, 09:49 PM   #68
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Wow!

Not to get too far ahead of myself, but do you have plans for any other ports right now? Midway looks mighty ugly, for one... :hmm:
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Old 06-30-08, 04:09 PM   #69
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Hi everyone,

Sailor Steve, CDR Resser, Luke, thankyou

Luke, now that I have the methodology sorted - you name the place, "we can rebuild him, - we have the technology"

Reference materials may be a bit of a handicap, I would like to think that there should be something on Midway in the Forty's :hmm:

Cheers,
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Old 06-30-08, 04:19 PM   #70
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The six million dollar port.
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Old 06-30-08, 04:31 PM   #71
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Awesome work here sir!
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Old 06-30-08, 05:26 PM   #72
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what can I say ? it looks awesome
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Old 06-30-08, 05:40 PM   #73
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Quote:
Originally Posted by Nauticalwolf
Reference materials may be a bit of a handicap, I would like to think that there should be something on Midway in the Forty's :hmm:
Oh, there is plenty. Let me see if I can start you off in the right direction.
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Old 06-30-08, 05:50 PM   #74
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http://members.tripod.com/airfields_..._W_Pacific.htm

http://www.galenfrysinger.com/midway_atoll.htm

http://www.freewebs.com/tendecisiveb...yIslandPic.jpg

http://en.wikipedia.org/wiki/Image:B..._air_raid).jpg

http://www.navsource.org/archives/08/0829814.jpg

http://www.navsource.org/archives/05/0584513.jpg
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Old 06-30-08, 05:56 PM   #75
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Simply mahvelous
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