Theater.map pallete and CATE
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More two issues today if the community is willing to help me…again.
1 - When I generate files using dem2terrain I checked the .MAP option. Than it asks for a pallete *.pal but I don’t have photo shop. It generates a theater.map file anyway but I noticed some issue when editing it on Path maker. I researched in some foruns but the link to Mapeditor is gone. So, I have to ask…
A - Do I really need this pallete? Is there any other way to creat/edit/fix a theater.map
B - To create a Theater is it a MUST to have the photoshop? I have GIMP here. Don’t know if it is enough.2 - I am having a message when running CATE “run time error 9 subscript out of range”. I checked the *.tdf files and they are ending with 0 as supposed to. I tried CATE2bytes and CATE4bytes. Version 4.17 and 4.15. Same issue.
I guess those are the issues preventing me to open my theater with Monster tools. I mean…. this is what was left to solve.
Cheers
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This post is deleted! -
1. I remember I had also problems to get a .pal, so I searched my HDD.
Try if one of those work …
http://www.mediafire.com/file/qlqacrg3r92q9se/KOREA.PAL.zip/file
http://www.mediafire.com/file/24fay16wti365yt/MYEU_PSP.PAL.zip/fileGimp should also work. because it AFAIK saves also .dds.
I personally prefer photoshop plus NVidia tools plugin.2. CATE can be touchy.
I think you want to proceed to much features, so you’ll get “run time error 9 subscript out of range”.
Try to feet CATE with a smaller file.Also try to go step by step with the scripts and see what works and where you get an error.
Don’t do to much steps within one script.You can’t for example do “full” tiles for forest and their “transition” tiles within one script.
It needs to run one script and save L2, then read saved L2 and run 2nd script and save …Make also sure your tile numbers in script match the tiles from the .bin.
Don’t ask for a tile in script that is not in the .bin.
Having Monsters tool open to look at the .bin is usefull when writing CATE scripts.I think if you do very simple and tile just 1 tile all over, you should be able to open
your terrain with Monsters tool.I hope that helps.
Cheers, :yo:
LS -
1. I remember I had also problems to get a .pal, so I searched my HDD.
Try if one of those work …
http://www.mediafire.com/file/qlqacrg3r92q9se/KOREA.PAL.zip/file
http://www.mediafire.com/file/24fay16wti365yt/MYEU_PSP.PAL.zip/fileGimp should also work. because it AFAIK saves also .dds.
I personally prefer photoshop plus NVidia tools plugin.2. CATE can be touchy.
I think you want to proceed to much features, so you’ll get “run time error 9 subscript out of range”.
Try to feet CATE with a smaller file.Also try to go step by step with the scripts and see what works and where you get an error.
Don’t do to much steps within one script.You can’t for example do “full” tiles for forest and their “transition” tiles within one script.
It needs to run one script and save L2, then read saved L2 and run 2nd script and save …Make also sure your tile numbers in script match the tiles from the .bin.
Don’t ask for a tile in script that is not in the .bin.
Having Monsters tool open to look at the .bin is usefull when writing CATE scripts.I think if you do very simple and tile just 1 tile all over, you should be able to open
your terrain with Monsters tool.I hope that helps.
Cheers, :yo:
LSLS always saving me :bowd:
I am out of town. As soon as I came back home I will try it.
Thanks a lot again
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As far as the theater.map file is concerned, it is the information/dimensions of the theater.
So, if you’re theater is 64 segment, you can use the theater.map from Korea!!
C9
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1. I remember I had also problems to get a .pal, so I searched my HDD.
You can’t for example do “full” tiles for forest and their “transition” tiles within one script.
It needs to run one script and save L2, then read saved L2 and run 2nd script and save …Make also sure your tile numbers in script match the tiles from the .bin.
Don’t ask for a tile in script that is not in the .bin.
Having Monsters tool open to look at the .bin is usefull when writing CATE scripts.I think if you do very simple and tile just 1 tile all over, you should be able to open
your terrain with Monsters tool.I hope that helps.
Cheers, :yo:
LSThanks for the tips and the files. I am going to make some experiments with the scripts. Maybe the city.tdf contains too long strings? Lets see…
I will check the *.bin because the “error 9” problem occurs when I run the city script.
My idea is to do it as simple as possible, use everything from KTO (bases, terrain, ddf, model, database, etc…) and then move one, if it is worth it. Like you said in the other post… I have a timming issue because 4.35/36 is at the door (3 to 4 weeks)
thanks again, you are helping a lot
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@Cloud:
As far as the theater.map file is concerned, it is the information/dimensions of the theater.
So, if you’re theater is 64 segment, you can use the theater.map from Korea!!
C9
hummm…. good, it helps a lot if it works :typing:
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LS, your Korean.PAl works very nice… but now I have a very frustrating issue… I had to generate the new theater.map using your PAL with dem2terrain. Piece of Cake, but now it doesn’t generate LABEL and AIPORT TDF files anymore, no matter what. I tryed to avcexport the ADF files all over again (in short… start from scratch), I also changed de directory, folder names, with or without rules, etc… and still nothing…
Any clue? :frusty:
i should leave this behind me… but I am very stubborn :ballchain:
EDIT: The question is to everybody who knows the answer ::):
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sasah, sasah!!!
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If your LABELS and AIRPORT.tdf was created before, then backup your work
and try to do the same as before.IIRC .tdf are just dem2terrain converted features of .e00 and should be not affected by a .pal.
.tdf files wouldn’t even be necessary to build a terrain if you want to place and tile everything by hand.So AFAIK .tdf files are just needed for tiling and object placing.
Try fo feed dem2terrain with Aeronautical (point).e00 only and see if you get a .tdf out of it.
Maybe do not enable “Map file”, or enable “TDF files” only.
And make sure you’re using the correct files (point, poly, line …)Political/Ocean (point)
Populated Places (polygon)
Populated Places (point)
Roads (line)
Drainage (network)
Aeronautical (point)Maybe LABELS count are to high if you create all features at once.
Remember you’re using (beside Monsters TE) very old tools.So again, try to feed dem2terrain with single .e00 files and see if you get something.
I hope it helps.
Cheers, :yo:
LS -
If your LABELS and AIRPORT.tdf was created before, then backup your work
and try to do the same as before.IIRC .tdf are just dem2terrain converted features of .e00 and should be not affected by a .pal.
.tdf files wouldn’t even be necessary to build a terrain if you want to place and tile everything by hand.So AFAIK .tdf files are just needed for tiling and object placing.
Try fo feed dem2terrain with Aeronautical (point).e00 only and see if you get a .tdf out of it.
Maybe do not enable “Map file”, or enable “TDF files” only.
And make sure you’re using the correct files (point, poly, line …)Political/Ocean (point)
Populated Places (polygon)
Populated Places (point)
Roads (line)
Drainage (network)
Aeronautical (point)Maybe LABELS count are to high if you create all features at once.
Remember you’re using (beside Monsters TE) very old tools.So again, try to feed dem2terrain with single .e00 files and see if you get something.
I hope it helps.
Cheers, :yo:
LSI will try one feature at a time and see what happens.
Thanks again
Cheers -
Ok, I found the problem and I will post to help other people with the same issue. I don’t know how or why but something (someone??) changed the e00 rules and this is preventing the dem2terrain to show labels AND generate tdf files. Funny thing is that I completely deleted dem2terrain, worldwide HDR and everyfile related to it. I cleaned the registry as well. Than I restarted the computer and reinstalled everything back to a diferent folder BUT the e00rule didn’t change back to default. I wonder where this “file” is stored…
It doesent matter anyway…. problem fixed…