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Old 12-03-05, 04:35 PM   #1
timetraveller
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Quote:
Originally Posted by Observer
timetraveller,

One more request. Can you take a look at the tile_***_***.RL files in the terrain\maps\map2 folder? I think it has the graphics that define the current grid location. If possible, I'd like to modify this to go from the current 2 grid location (BE93) to a four grid location (BE9336).
hmmm.... just had a look in a hex editor. Nothing in there stands out right at first. I wonder if they are RAW files like the big maps? There doesn't seem to be any TGAs in there.

Each tile series has 18 pieces (18 separate .RL files). Interesting...the Kregsmarine maps are squares of 9.....might be some relationship

TT
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Old 12-03-05, 07:33 PM   #2
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Quote:
Originally Posted by timetraveller
Quote:
Originally Posted by Observer
timetraveller,

One more request. Can you take a look at the tile_***_***.RL files in the terrain\maps\map2 folder? I think it has the graphics that define the current grid location. If possible, I'd like to modify this to go from the current 2 grid location (BE93) to a four grid location (BE9336).
hmmm.... just had a look in a hex editor. Nothing in there stands out right at first. I wonder if they are RAW files like the big maps? There doesn't seem to be any TGAs in there.

Each tile series has 18 pieces (18 separate .RL files). Interesting...the Kregsmarine maps are squares of 9.....might be some relationship

TT
I'm almost positive there are the KM map squares. I've tried them as RAW files without luck, though I might have missed something.

I also looked at them in hex and didn't see anything. There's something about these files, I just don't know what it is. I wonder if they are some compressed file format.
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Old 12-03-05, 10:01 PM   #3
gouldjg
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Yet another great tool,

I was hoping to tackle the popping bulbs when crushing because I am going to slow crushing down, I wanted to not get annoyed at the pop pop pop pop pop.

Another future plan is helped along
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Old 12-04-05, 10:22 AM   #4
timetraveller
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Quote:
Originally Posted by Observer
Quote:
Originally Posted by timetraveller
Quote:
Originally Posted by Observer
timetraveller,

One more request. Can you take a look at the tile_***_***.RL files in the terrain\maps\map2 folder? I think it has the graphics that define the current grid location. If possible, I'd like to modify this to go from the current 2 grid location (BE93) to a four grid location (BE9336).
hmmm.... just had a look in a hex editor. Nothing in there stands out right at first. I wonder if they are RAW files like the big maps? There doesn't seem to be any TGAs in there.

Each tile series has 18 pieces (18 separate .RL files). Interesting...the Kregsmarine maps are squares of 9.....might be some relationship

TT
I'm almost positive there are the KM map squares. I've tried them as RAW files without luck, though I might have missed something.

I also looked at them in hex and didn't see anything. There's something about these files, I just don't know what it is. I wonder if they are some compressed file format.
Could be. There are 162 .RL files (9x18). Not sure if that number is significant, but they are contained withing the Terrain\Maps... folder along with the big .RAW image. Maybe ground height information for sea and land?

Tile files are used in Microsoft Train Simulator in this way. They contain elevation data.

TT
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Old 12-04-05, 11:03 AM   #5
CB..
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what did you make of the large grey scale world map image ? it has grey lighter bands north and south -- i had the feeling this might be giving the game some method of testing if ice burgs should appear or not--(i know they are scripted but perhaps they had other ideas?) or this might be the method the game uses to switch the sky sea colours as you cross the boundaries

many thanks for the amazing tools!!
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Old 12-04-05, 11:34 AM   #6
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Great Work!
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Old 12-04-05, 12:27 PM   #7
timetraveller
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Quote:
Originally Posted by CB..
what did you make of the large grey scale world map image ? it has grey lighter bands north and south -- i had the feeling this might be giving the game some method of testing if ice burgs should appear or not--(i know they are scripted but perhaps they had other ideas?) or this might be the method the game uses to switch the sky sea colours as you cross the boundaries

many thanks for the amazing tools!!
Thanks.

I saw those bands, too (north and west on my display). Then a minute later they disappeared. I loaded the image again and they were there again. If I minimize the image, then restore it, they are gone. Must be a bug in PaintShopPro when they initially render the image since it's so huge?

TT
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Old 12-04-05, 12:47 PM   #8
CB..
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Quote:
Originally Posted by timetraveller
[I saw those bands, too (north and west on my display). Then a minute later they disappeared. I loaded the image again and they were there again. If I minimize the image, then restore it, they are gone. Must be a bug in PaintShopPro when they initially render the image since it's so huge?

TT

wonder what the game uses them for- if yours are north west and mine are north south is the game dynamically redrawing this image for some reason?
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the world's tinyiest sh3 supermod-
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The best lack all conviction, while the worst
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Old 12-04-05, 05:26 PM   #9
timetraveller
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Quote:
Originally Posted by CB..
Quote:
Originally Posted by timetraveller
[I saw those bands, too (north and west on my display). Then a minute later they disappeared. I loaded the image again and they were there again. If I minimize the image, then restore it, they are gone. Must be a bug in PaintShopPro when they initially render the image since it's so huge?

TT

wonder what the game uses them for- if yours are north west and mine are north south is the game dynamically redrawing this image for some reason?
If you're talking about the bands being there when the image is displayed in an image editor (like PSP or Photoshop), it believe it's just a rendering problem due to the huge size of the image. Not sure if you mean the bands show up in-game or not (been a long time since I really played this game - hehe).

TT
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Old 12-04-05, 05:43 PM   #10
CB..
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ok i see! sorry bowt that TT--- perhaps the image is there for a function that wasn't incorporated into the game---it's the fact that its greyscale and not a full colour graphical image that caught my attention--my bets on the game somehow reading if for the correct locations to change the sky sea colours from the sky and sea dats

was perhaps wondering if painting a "chess board effect" (black /grey squares all over the map--) on this image would give contantly changing sky sea colours and livening up the lack lustre weather a bit--
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the world's tinyiest sh3 supermod-
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Old 12-04-05, 06:17 PM   #11
Marhkimov
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I tried changing a few of the SH3.sdl values in game, but to no avail. Is there anyone out there who has found out what exactly do all of these values mean?

Loop
Play
Volume
VolumeVar
Pitch
PitchVar
Is3D
DopplerFactor
MinRadius
MaxRadius
Category
Priority
Delay


I wanted to hear destroyers from farther away, so I tried upping the MaxRadius for all destroyer sounds, but nothing happened in-game. I haven't had the time to test out any other settings (ok, it's more like I'm too lazy... )

Also, is volume capped at 100? If I set it to 200, will the sounds be twice as loud?
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Old 12-04-05, 06:56 PM   #12
timetraveller
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Quote:
Originally Posted by marhkimov
I tried changing a few of the SH3.sdl values in game, but to no avail. Is there anyone out there who has found out what exactly do all of these values mean?

Loop
Play
Volume
VolumeVar
Pitch
PitchVar
Is3D
DopplerFactor
MinRadius
MaxRadius
Category
Priority
Delay


I wanted to hear destroyers from farther away, so I tried upping the MaxRadius for all destroyer sounds, but nothing happened in-game. I haven't had the time to test out any other settings (ok, it's more like I'm too lazy... )

Also, is volume capped at 100? If I set it to 200, will the sounds be twice as loud?
I suspect it is capped at 100. Won't hurt to try though.

My guesses-

Loop -loop the sound or not, also possibly a loop# value here
Play -to play or not
Volume -obvious
VolumeVar -variation in volume throughout the time of the sound
Pitch -tone
PitchVar -variance
Is3D -stereo or not?
DopplerFactor -doppler effect as sound moves by. aircraft for example.
MinRadius -??
MaxRadius -??
Category -??
Priority -mixing priority when sound is mixed with other sounds?
Delay -delay before sound start?

TT
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Old 12-04-05, 06:58 PM   #13
timetraveller
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Quote:
Originally Posted by CB..
ok i see! sorry bowt that TT--- perhaps the image is there for a function that wasn't incorporated into the game---it's the fact that its greyscale and not a full colour graphical image that caught my attention--my bets on the game somehow reading if for the correct locations to change the sky sea colours from the sky and sea dats

was perhaps wondering if painting a "chess board effect" (black /grey squares all over the map--) on this image would give contantly changing sky sea colours and livening up the lack lustre weather a bit--
Somewhere I thought I saw a greyscale map where the oceans were slightly different colors. Can't find the graphic now. I thought this is what they used to signify the difference in Atlantic, Med, and Arctic.

TT
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Old 12-04-05, 07:43 PM   #14
CB..
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cheers TT i might be getting the two mixed up--
__________________
the world's tinyiest sh3 supermod-
and other SH3/SH2 stuff

http://www.ebort2.co.uk/


The best lack all conviction, while the worst
Are full of passionate intensity.

W.B.Yeats
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