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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Aug 2008
Posts: 6
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I wanted to learn how to build a harbour. I knew it wouldn't be easy but I as it wouldn't be entirely from scratch I hoped it was within my limited abilities.
My first task was to create a new file based on an existing file that I could play with whilst I learned what i was doing. I changed the location of Bergen to somewhere near Greece using a modified locations.cfg file and tested that my sub was within site of the new location of the harbour. I loaded the game and sure enough Bergen harbour was now floating off the coast of Greece. I opened the Bergen.dat file using the excellent program Silent 3ditor, remapped the ids and then saved it as Stevenage.dat I then altered the locations.cfg file to use the new stevenage file in the same location but it did not appear in the game. Any clues as to why? Whilst I have your attention and using Bergen as an example. Silent 3ditor shows several TGA files (embeded?) within the Bergen.dat file. CIV_A.TGA is listed five times, FCN_FACT.TGA three times, DEP_A.TGA twice etc etc etc. Why are these TGA files embeded/listed more than once? |
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#2 |
Swabbie
![]() Join Date: Aug 2008
Posts: 6
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I decided to simply copy the Bergen harbour and rename it Stevenage to see what happens.
When I started the game the "new" harbour Stevenage appeared (just off of Greece so at least the weather is better now). Even though the DAT file contains the same ids as the Bergen file. I had thought that two files should not contain the same Ids but maybe that is just for cloned ships. So either Bergen and Stevenage are so far away the identical ids are not a problem or it was never a problem in the first place. Edit: I have a suspicion that harbours are merely blueprints rather than actual objects and that maybe by remapping the ids what i actually did was wipe out the markers pointing the way to the actual objects which are in the harborkit file. Last edited by Bedsdriver; 11-08-08 at 11:53 AM. |
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#3 |
Planesman
![]() Join Date: Jun 2006
Location: Southern California
Posts: 194
Downloads: 78
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Learn from the master himself
Bedsdriver,
BigBoyWooly has some instructions on adding ports and navies ==> http://files.filefront.com/How+to+ad.../fileinfo.html or the pdf download itself ==> http://files.filefront.com/How+to+ad.../fileinfo.html ![]() Cheers, UberTorpedo |
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#4 |
Swabbie
![]() Join Date: Aug 2008
Posts: 6
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That is a good guide if you want to move/copy an existing harbour to a new location to make a new harbour.
But just imagine putting in an extra crane or adding another bank of sub pens for a multiplayer map for eight subs. I am trying to modify the files so that I can do what some other players have done and create brand new harbours. I am getting there slowly but it's annoying to get CTD's and not know the reasons for them. |
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#5 |
Stowaway
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Try PM Nautilus\Trainer
He has made locks and St Naz harbour so should be help you |
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#6 | ||||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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In short, new location-DAT's must contain all new ID's for chunk id/parent id fields, except for the 'Object to place' id's, which should point to ID's in the Harbor_kit.dat. To add objects to harbors add more/new placement chunks. A visual representation of harbors is unfortunately not possibly right now with S3D. Hope this helps.
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