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Old 09-09-05, 11:57 PM   #106
iambecomelife
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Quote:
Originally Posted by Sansal
The .dat creator works fine, the final .dat is valid but

For this change



It do something surrealist



Er - yeah; I guess Dali would be proud of a ship like that. What type of unit are you trying to create? Hope it works out...
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Old 09-10-05, 08:38 AM   #107
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Great Job iambecomelife!

Would you be interested in posting the ID's to the forum or sending me the ID's, or even sending me the folders?

Would love to add it to the cloning library!

Also, do you have any hints concerning finding those ID strings? I haven't spent a lot of time trying to dechiper the hex values, but it looks like sometimes these IDs are surrounded by other values other than "00"

Today, I will attempt to clone the liberator based on the ID's on page 2 of this thread!

Sansal....those pics remind me very much of a graphics glitch I have occasionally seen in the game Mafia....something is up!

-Jeff
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Old 09-10-05, 10:48 AM   #108
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OK, I found something interesting while entering the code for the Liberator clone:





EDIT: This is a .dat file, and its the only file with ALL root ID's

Looking at this pic (sorry its small.....perhaps right click then copy and open in viewer to enlarge), one can see the edited strings in red......very nice and symmetrical....the first string comes after the words "Liberator_Mk03" and then some other data....also, it seems that either "0D 00" or "0C 00" immeaditely preceeds the ID strings (except for the first one which is highlighted).....interestingly, there are 103 different strings listed on the forum, but I counted 107 from the beginning of the sequence...perhaps some doubling up on equipment or something....

I also wonder about the other pieces of data that appear in between the strings....since it doesn't matter what we change the Hex digits to, I consider these ID's as if they are pathways or roads to the different data that makes up the parts of the airplane (or whatever)......

OK, I will see if Cloned Liberator works in the game!

-Jeff
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Old 09-10-05, 11:10 AM   #109
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Woohoo....cloned the Liberator!



Tried to add a Leigh Light, but it didn't show up.....



Also, I am going to take a peek at some other .dat files to see if the ID strings are lined up nice and neat...I suspect they are.

-Jeff
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Old 09-10-05, 03:28 PM   #110
iambecomelife
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Quote:
Originally Posted by stljeffbb1
Great Job iambecomelife!

Would you be interested in posting the ID's to the forum or sending me the ID's, or even sending me the folders?

Would love to add it to the cloning library!

Also, do you have any hints concerning finding those ID strings? I haven't spent a lot of time trying to dechiper the hex values, but it looks like sometimes these IDs are surrounded by other values other than "00"

Today, I will attempt to clone the liberator based on the ID's on page 2 of this thread!

Sansal....those pics remind me very much of a graphics glitch I have occasionally seen in the game Mafia....something is up!

-Jeff
I can send you the DAT file. Be warned that I didn't write down the changes to the ID's I made, so it won't be possible to reclone the unit by finding and replacing the ID's. I remember that all of the necessary stuff could be located using the search tool that was posted earlier. This was a pleasant surprise, since I'd heard that it might miss some of them. I remember that in datconvert.exe some of the id's are written up with the prefix [id:] instead of [Chunk ID:]. These must be changed as well. Some crashes might be caused by people forgetting to change these id's, which mainly seem to govern unit shading and camera effects.
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Old 09-10-05, 03:39 PM   #111
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Hi iambecomelife I will email you with my email address....I would be interested in your .dat file.

You say the DATNavigator (or datconvert.exe) did find all of the necessary Chunk ID's? That is good news, at least for this plane.....

I can say for sure that the DATNavigator did miss the rear tripod mast of the Revenge BB when I used it and then rendered it.....however, checking back at my previous post where I show which ID's are edited for the Liberator, you can see that all of the strings were nice and neat right next to each other....it didn't look the same for the Revenge when I looked at it, but I sure we can eventually figure out that pattern as well!

Keep up the good work!

-Jeff
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Old 09-10-05, 08:36 PM   #112
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OK, even more good news! I'll try to put this in as plain English as I can....

Refering to page three of this thread, earlier today I cloned the B24 Liberator.....then, iambecomelife announced that he had cloned the Sunderland ( )....

iambecomelife's comments about being able to use the Lurbz DATNavigator tool and having all of the IDs showing up on the program got me wondering if the Liberator had all of them.....

Using the DATNavigator, I pulled all of the id, txtrref, and 3D ID strings from the Liberator.dat file and made a reference chart...I then entered the strings into the Hex Workshop program and got this result:



I apologize for the smallness of the pic, but if you look at the red sections and compare it to my pic from a couple of messages ago, you will notice some gaps....there IS data missing when using the DATNavigator tool....however, I hoped that by filling the missing data from THE_ORZEL's list, it would fill right in....here is the chart with the numbers missing using DATNav written out:

IDs followed by a space, then ORZEL’s NUMBER

710A0E70E7A07B62 1
4A36FAC3AE1D1DD2 2
80066C164540A480 3
E2C3915816D92FE0 4
E1C3915816D92FE0 5
94C0976426216BA2 SIX
E143965816D92FE0 7
8869450B8E80A380 EIGHT
E243965816D92FE0 9
143AE22DD495EF83 10
62C434CF4DB94F33 11
62C4E4CE4DB94F33 12
62C4F4CF4DB94F33 13
4A36FAC3AE1F1CD2 14
74DAD33F5B206BA2 FIFTEEN
0A0957916AE18A7F 16
FCBFB6D11BA1EC9C 17
4A36FAC3AE1F1DD2 18
7066869AE0C18A7F 19
ADCCF93147A2CAF7 20
DAC1F0B09EE18A7F 21
BA27A6BC5841A480 TWENTY-TWO
ECE7859AE1C18A7F 23
CE9824BC5841A480 TWENTY-FOUR
6064859AE1C18A7F 25
A2CD9A9425917BF2 26
AA9CD00798800281 27
8448889AE2C18A7F 28
4A36FAC3AE111CD2 29
40A767164940A480 30
D0F5B6D11DA1EC9C 31
E89E18225FAD4F86 32
ADF94BBB73ABCE39 33
3CF3889AE3C18A7F 34
4A36FAC3AE111DD2 35
88486C164A40A480 36
83BC2D7C49BBEABF 37
E5D6FCA5DDA145FC 38
4A36FAC3AE131CD2 39
9E1926BC5B41A480 FORTY
7871569ECA80B081 41
3448849AE4C18A7F 42
7C9B896F3034200B 43
4A36FAC3AE131DD2 44
7E9B896F3034200B 45
92BCA6BC5C41A480 FORTY-SIX
1C02BB3FAD800281 47
7D9B896F3034200B 48
0CD4420B8480A380 FORTY-NINE
14B8167419B6E62F 50
FBD6FBA7DDB955E7 51
2ADB78BB4C41A480 FIFTY-TWO
10716C164D40A480 53
A4FEB93DAE800281 54
D423899AE7C18A7F 55
4A36FAC3AE151DD2 56
4A36FAC3AE051CD2 57
F458C6A6C8216BA2 FIFTY-EIGHT
0855899AE8C18A7F FIFTY-NINE
0855899AE8C18A7F 59
4A36FAC3AE171CD2 60
265178BB4E41A480 SIXTY-ONE
DA2AC398CE80B081 62
4A36FAC3AE071CD2 63
4A36FAC3AE171DD2 64
2CB43140A0800281 65
E08D0B3FA0800281 66
40AA6EA2BA206BA2 SIXTY-SEVEN
E3177934F6ED5B86 68
FBD6FBA71DA95963 69
4A36FAC3AE191CD2 70
8C3A869AEAC18A7F 71
C806B5D114A1EC9C 72
F8876C164040A480 73
2474480E91AFD627 74
A4A6849AEAC18A7F 75
4A36FAC3AE191DD2 76
FA4000E556A95B6D 77
F94000E556A95B6D 78
1011869AEBC18A7F 79
5408B7D115A1EC9C 80
F9C007E556A95B6D 81
FAC007E556A95B6D 82
5098202E9B018B7F 83
4A36FAC3AE1B1CD2 84
719B467B7B87D623 85
729B467B7B87D623 86
EE6777BB4141A480 EIGHTY-SEVEN
721B417B7B87D623 88
9C28470B8B80A380 EIGHTY-NINE
711B417B7B87D623 90
B2D15652ED808481 NINETY-ONE
3C56C209CF018B7F 92
817C8CDE8B43E8AC 93
E50D3936E7697768 94
2481E8B33F6563E4 95
2781E8B33F6563E4 96
2092859AEDC18A7F 97
D40530A1C380B081 98
30744F0CA1B3D639 99
4A36FAC3AE1D1CD2 100
D239A5BC5441A480 HUNDRED-ONE
7E7F25BC5441A480 HUNDRED-TWO
4C48B6D118A1EC9C 103


Upon filling in the missing strings, the Hex Workshop pic looks EXACTLY like the one a couple messages ago (except I did not change any of the digits like I would when cloning)!

Why is this a big deal? Well, because if all of the .dat files have the data lined up nice and neat like above, then we can use the DATNav tool to find most of the strings and then fill in the rest by seeing (literally) what needs to be filled in!

:/\rlz:

(I've been waiting to use that emoticon!)

It is possible that we might be seeing a whole lot of clones very soon!

My next cloning attempt will be an object that does not have the IDs posted by anyone, using only the DATNav tool and then the ideas stated above. If it works, I will then post a thread dealing with how to clone, but in version of English that is more plain to help facilitate understanding.



-Jeff
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Old 09-11-05, 12:13 PM   #113
stljeffbb1
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WHO's YOUR DADDY NOW!?!?!



I have been able to clone the Fishing Boat!



I added a 20mm MG for extra defense when fishing

I will remove the MG when I post the cloned file to the library.....

It appears that my theories about the file structure were correct.....I will be posting a new guide for cloning wih many thanks to all who have added to this thread!

One somewhat minor problem is that no French flag appeared....I've seen this issue before, but I'm not yet sure how to resolve it....



-Jeff
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Old 09-11-05, 12:32 PM   #114
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Great work jeff! Looking forward!
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Old 09-11-05, 01:13 PM   #115
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Super super work guys. Maybe someone can maje a cloner that will pick up all the ID's now.

I started the Evarts but I read that someone else has tried and failed..

I wonder if an ID is missing anywhere. Anyway I have only done 10 IDs out of 70 and it got a bit tiresome.
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Old 09-11-05, 01:15 PM   #116
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Hi Jace.....check out some of my earlier posts in this thread....I will also very shortly be creating a "new" version of this cloning thread....

-Jeff
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Old 09-11-05, 02:41 PM   #117
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Happy to report that both cloned and stock fishing boats work well in Naval Artillery training mission....even perhaps too well when I added the 20mm MG to the cloned version to help tell them apart....damn thing listed on its side and would not sink, all the while MGunner shot me up!

OK, working on new clone thread!



-Jeff
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Old 09-11-05, 02:43 PM   #118
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Default ID strings for Fishing Boat

Hello everyone, here are the ID strings necessary to clone the Fishing Boat....the ones below the dotted line DO NOT show up in the DATNav tool:

0B0FA403CAC5FEFF
78AB0C61D501599A
9436DDD3F3A10796
E9A787D3F0F440B9
BC602B637CA10796
29300F4FF2F440B9
60DA0C61D101599A
C4DB2B6374A10796
EAA787D3F0F440B9
D4542C637CA10796
2A300F4FF2F440B9
C8D02C637FA10796
988667E1E18072B1
50482D6371A10796
B7FB3B877A4B0031
7CC32D6378A10796
B7975EE4E1807231
E83B2E6378A10796
B79D6617B17864A0
48B32E637FA10796
17068407CAC5FEFF
6C50A70304A00796
669FE92901C4400B
2075FD030BA00796
F3128407CAC540BB
CC87410403A00796
AB7D2D0826A18212
109E306370A10796
137CD03545C440CE
0D08032203E562FF
78AB0C61D501599A
689031637FA10796
F7B0CF14940062A0
680B326379A10796
BC37CEF302E562A0
ECF1336372A10796
0DCD46D100E562FF
A06C34637DA10796
7A96C92D01C4400B
38E7346371A10796
EF1BA403CAC540BB
F460356372A10796
96A15615B160221A
C30048D38064401B
0E0456844E8F340F
96A13601A2442C0C
A21C6DA279401A0F
8456366375A10796
B99907F5B05C58A0
AD7ED03545C440AC
CD5CC563618072B1
B98AC7C200E562FF
BD8AC7C200E562FF
D37CD03545C440CE
6E34A6E1597838A0
78920A61DD01599A
72D4EDFECEA1DE12
48F40B61DB01599A
6ED4EDA5177938A0
24790C61DE01599A
--------------------------------------------------------------------------
8C7205CB07E15A9A
D82D78DEC3E05A9A
443E00E3A441A794
C87633637CA10796
4C4C59DA1C41A794
98E22BBA0C41A794
84BCDA600641A68A
BCE1071EEA41A794
0484D7FAB940A794
6C8332637FA10796
C0D70E29E8815F9F
9E45C4F302E562FF
EC17316371A10796
581E482E8940A794
C0ADB8D88941A794
F027152F4640A794
B77D2D53FF7964A0
702F27262640A794
8C30E9350F40A68A
7014FDDA7C40A794
00BB0C61D001599A
B8432F80D240A794
C8D20A748D41A794
2F7A092203E562A0
4036319ED441A794
60C38FE429805F9F
E43BA9841B41A794
64FD08C5950062A0
DCFB32637BA10796
E0C90C61D601599A

Happy Cloning!

-Jeff
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Old 09-12-05, 02:17 AM   #119
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Anyway, through cloning, to add a "Helmsman" to those darn ELCO Torpedo Boats.

They look so silly cruising around without anyone behind the wheel. :rotfl:
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Old 09-13-05, 06:24 PM   #120
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Another thing - since we're starting to get the hang of this it would be nice to know what units people would be most interested in seeing. Since I created the Sunderland clone in about 2 1/2 hours and a battleship only has 2-3 times more ID's we should be able to add quite a few new craft relatively quickly. I'm planning on doing a British BB soon but I might take a crack at cloning the Bismarck for a more accurate "Tirpitz" if someone else could provise the skins and weaponry information.
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