Guantanamo Theater
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oh and e00 is dead long time… R.I.P.
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Please, everybody, I understand that you are trying to make the magic of getting the data from other sources. I am more than ok with that, I do support you.
What I was saying is that, as long as you have a Dem2Terrain generated terrain (.l2 and .o2), I think is better to make the new data into .e00 format for Dem2Terrain to work It out therefore your new data matches your not so perfect terrain. ( It might not be perfect, but is quite acurate, I must say. Wrong is not the word I would use.)
I think you all misunderstood me. I am not saying to stay using the legacy .e00 data, but to convert the new data into .e00 format.
cellphone
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We already getting the data the thing is to inject that data to current falcon terrain (for me at least). Cate is tiling a theater based on the heightmap of the theater… what that means? that whatever the l2 you have you can transform it in whatever theater you want as long as your data is the same segments how? by terrain editor and mod theater function…Monster very well explains in the documents online how u can use a real height map (witch guess what,u can also have through qgis ) and as long is 64seg for example you can inject it to the theater. ther “prepare” it with cate and your basic theater is ready. Here comes the tdfs and cate u need those tdfs if you want to get easy and fast and not take months/maybe years tiling the theater by hand. (with even in that you need the tdfs to guide you) so if theres a way to get new tdfs then we dont need the e00’s. As arty said are dead long time now. I think its time to move ahead a bit. Im not saying is bad to use e00’s but its better if we can use new technology (thats is available now) and what is available to us right now and make our life easier. The whole world works with .shp and other formats and we keeping e00s that the latest we can get are from 2006 if i remember correct. Again its not bad but we can have the power and programs to get better Anyway. we said enough off topic… Sorry for hijacking your thread BW… i can explain stuff you know where u can find me
Cheers -
Guys,.on a BMP pass on CATE the tile textures are assigned with an X offset of +68 if I overwrite the Theater.l2 or +12 if I save to a different name like i.e. “newTheater.l2”
Does anybody know why this is happening or how to overcome? My bmp file is fine as I have used other colors for a different area without problems
my conf file:
# Place base deep ocean tiles introducing variation. # Further variation will follow. BMPFileName=C:\Users\AlfonsoP\Documents\Escuadron111\Herramientas\CATE_v4.17_+stuff\CATE_configs\Guantanamo_index3.bmp [Rules: BMP Forest] Color=50,100,50 ForceFog=* * * TileRule=0 100000 (*) (116,256,257,258,259,260,261,644,1904,1920,1955,1983,2200) * * * * [EndRules] # EOF
i have tried both with this:
and this (actual conf belongs to this one, I also changed colors just for trying to solve it)
since postimages changes my format, I have uploaded them here -
Guys,.on a BMP pass on CATE the tile textures are assigned with an X offset of +68 if I overwrite the Theater.l2 or +12 if I save to a different name like i.e. “newTheater.l2”
Does anybody know why this is happening or how to overcome? My bmp file is fine as I have used other colors for a different area without problems
my conf file:
# Place base deep ocean tiles introducing variation. # Further variation will follow. BMPFileName=C:\Users\AlfonsoP\Documents\Escuadron111\Herramientas\CATE_v4.17_+stuff\CATE_configs\Guantanamo_index3.bmp [Rules: BMP Forest] Color=50,100,50 ForceFog=* * * TileRule=0 100000 (*) (116,256,257,258,259,260,261,644,1904,1920,1955,1983,2200) * * * * [EndRules] # EOF
i have tried both with this:
https://i.postimg.cc/JDN82fP3/Guantanamo-index2.png
and this (actual conf belongs to this one, I also changed colors just for trying to solve it)
Try what i told u after making the bmp open it with paint and save it again. That did the trick on me. I had the same problem in NAM. And try also having different passes. Dont have all colors in one pass only and only with real RGB colors that might help also. Use exact pallette when saving bmp otherwise the colors get porked. From 256.256.0 might have 255.256.1
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will try, I have not saved with paint but I did open it with paint to check the rgb numbers of the area. I only do one pass for one color.
EDIT: tried opening and saving with paint, didn’t solved it.
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will try, I have not saved with paint but I did open it with paint to check the rgb numbers of the area. I only do one pass for one color.
EDIT: tried opening and saving with paint, didn’t solved it.
Try to shorten your .bmp file name to a 8+3 style, we are working with old tools here
so that might help. (similar for .L2/.O2 IMHO)Else, the error must be in your .bmp or your script.
Sidenote: Variations should be done last.
You’ll have a hard(er) time to write transitions and RR, etc. scripts for all those
variations you already have.IMHO better keep it simple as possible to create the crucial features like RR, cities and airbases
first, then make it pretty after.
Cheers, :yo:
LS -
For now this project is on hold until Spain-Portugal-Maroc-Algeria theater (Pillars of Hercules) is updated to 4.35.
Sorry people, I Will get back yo this ASAP.
cellphone
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Sounds fair and reasonable that, BlackWolf.
I can wait (and await too ).
With best regards.
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For BMS 4.35 ?
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I can’t guarantee. It’s hard to maintain 1 theater up to date.
Imagine two theaters for one person.
Anyway, If I ever leave the project I will release what I have before. And hopefully that would be at least flyable.
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Some good people is giving a hand on this project. I am grateful for that.
Hopefully Guantanamo 4.35 will happend.
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If so, I just can’t await to give it a closer look when its time comes, then.
Good luck and with best regards.
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YES! This did work.
I did it this way:
a) Save the save0.cam in MC as version 73 without touching nothing.
b) Open in TacEdit
c) Delete all Objectives
d) Delete all Airbases
e) Import from my csv
f) Save it.
g)Open in MC and allow a fix on a missing squadron or something like that
h) Change now from the campaign tab my theater name to guantanamo and save as v100https://i.postimg.cc/Qt97NKzQ/guantanamo-Objectives.jpg
Thanks again Manos!
Hello ^^
Is it working in 4.35?
To make a new theater, I saved CAM file with v73 and then I re-opened it again in MC and TacEdit. But I can’t open it normally.
I wanna know how to open CAM file in Tacedit and then import .csv file.
Thank you for reading this post ^^ -
Hi Silverius, I did this using MC 5.16 with 4.34 files.
If 4.35 files can’t reopen if saved to v73…(hope you backed the files ) then I guess you are going to need older version files.
I have not tried this method directly on 4.35 files. But you can use MC to upgrade the 4.34 files to 4.35 files using the ,“convert mission” tab in MC
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Hi Silverius, I did this using MC 5.16 with 4.34 files.
If 4.35 files can’t reopen if saved to v73…(hope you backed the files ) then I guess you are going to need older version files.
I have not tried this method directly on 4.35 files. But you can use MC to upgrade the 4.34 files to 4.35 files using the ,“convert mission” tab in MC
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Ok!! Thank you so much ^^
I’ll do that ^^
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On a sidenote, probably it was not 5.16 but an earlier version because it only offered two versions of files (v73, and v100) while 5.16 offers three options. If 4.34 files don’t work either you may have to roll back to an older version of MC… but I highly doubt MC is not backwards compatible.
If it wasn’t, the developer wouldn’t have left the v73 tick.
Another possibility is to look for the original F4 save0.cam files ( you may have already a copy of old f4, needed to install BMS), open directly in TacEdit and from there first try to convert directly to actual 4.35.
(i.e. I have mine at c/program files(x86)/steam/steamapps/common/Falcon 4.0/campaign/save)
To convert this files you may need to have 4.33 (uses v73), or even both 4.33 and 4.34 (uses v100) if converting directly from 4.33 to 4.35 (uses v103) gives failure because converting needs references to the database of each version and I am unsure if you can directly jump from v73 to v103 (Although I would try that first If I were you)
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To convert this files you may need to have 4.33 (uses v73), or even both 4.33 and 4.34 (uses v100) if converting directly from 4.33 to 4.35 (uses v103) gives failure because converting needs references to the database of each version and I am unsure if you can directly jump from v73 to v103 (Although I would try that first If I were you)
You are more than right on these, bro, I guess…
the last time I attempted to do that kind of conversion was a total failure, at least.
So this is more probably the reason, and the db is the key, as usual.With best regards.