No Shipping?
#1

I just got back from the FMB and had started on a mission about the sinking of the German hospital ship Wilhelm Gustloff. I was using LAL Rhone's wonderful Finland Autumn map but when I went to place a moving ship in the water....... Confusedhock: it was a no go! I tried other of LAL's maps and all of them worked fine with both "stock" and "mod" ships.

Any ideas why?
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#2

The map_T needs altering RGB 28 for the sea and 31 for a surf coastline border
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#3

I don't know because I think all what RONE changed for finsgulf was the load.ini, no modifications of the other original map files (map_T etc). Maybe I'm not updated but what other files are in the finsgulf folder?
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#4

As far as my research shows movement for vehicles and ships is controlled by ed_map_t.tga. This is essentially a copy of map_t and seems to define land and water for moving objects. Not all maps appear to need it, but my English Channel did, and so does my current map.

Joe
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#5

canonuk Wrote:As far as my research shows movement for vehicles and ships is controlled by ed_map_t.tga. This is essentially a copy of map_t and seems to define land and water for moving objects. Not all maps appear to need it, but my English Channel did, and so does my current map.
Joe

Joe, for The Slot, Skunk had to build us an ed_map_t.tga, in order to properly define the "navigable" waters on our maps. This was critical to ensuring that players would be able to place moving ships in the narrow channels near Kolombangara and Munda.

With all the naval gunfire support that occured in these areas, it was a "must". If memory serves me correctly, I think he also had to change the "reef depth" on the map_c.tga to ensure that moving ships would have enough "water under the keel" to allow then to transit narrrow channels.

I suspect the problems Boris is having are indeed related to ed_map_t.tga issues.
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#6

I did find one solution.

I put the ships waypoints on the "regular" (read vp_media's re-textured) GoF1 map and copied the Chiefs/Chief Waypoints onto RONE's (sorry for the mis-spelling in the previous post :oops: ) GoF Spring map.
Works great! A little bit of a PITA but not so bad. At least it works. Big Grin
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#7

Beebop, could you give me the download link for the map or send the download to me by email? I can check...I have an autumn and spring by RONE but it contains only the load.ini files, no ed_map_t....so that puzzles me...see the other posts in the thread.
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#8

lofi,

Now the only map that's giving me trouble is the LAL_FinG_spring map. All others work fine.

In my MAPMODS folder I have a folder called "finsgulf". Inside are 4 .ini files, 'LAL_FinsG__autumn', 'LAL_FinsG_spring', 'load' and 'load_w'. That's all.

All the other LAL maps have several .tga files inside them.

The original map is in the (The link is inoperative) AAA - community map pack
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#9

Ok I looked and RONE spring version uses some winter files (some default winterfinsgulf files).
Please compare with the load.ini for default summer i'll post below,
Try changing only ed_map_t_w.tga into ed_map_t.tga in the spring load.ini and see if all is fine...

Code:
[MAP]
ColorMap  = map_c.tga
HeightMap = map_h.tga
SmallMap  = map_M.tga
TypeMap   = map_T.tga
FarMap    = map_F.tga
ReflMap   = map_R.tga

[LIGHT]
  LandLight = LandLight.mat
  CloudShadows = CloudShadows.mat

[MAP2D]

ed_m03.tga
ed_m02.tga
ed_m01.tga

[TMAPED]
ed_map_t.tga


[WORLDPOS]
CAMOUFLAGE = SUMMER
MONTH=7
DECLIN = 60
PRESSURE    = 745
TEMPERATURE =  15

[CUBE]
Down  = Cube_bott.tga
East  = Cube_right.tga
North = Cube_front.tga
South = Cube_back.tga
Up    = Cube_top.tga
West  = Cube_left.tga

[static]
actors.static
;empty_actors.static

[text]
texts.txt

[WOOD]
Wood0  = forest/summer/Wood0.tga
Wood1  = forest/summer/Wood1.tga
Wood2  = forest/summer/Wood2.tga
Wood3  = forest/summer/Wood3.tga
Wood4  = forest/summer/Wood4.tga

WoodMask2  = forest/summer/ForestMask.tga
WoodMask3  = forest/summer/ForestMask2.tga
WoodMiniMasks = forest/summer/MiniMask.tga
SideWood = forest/summer/ForestSide.tga

[APPENDIX]
  HighClouds  = Clouds256.tga
  HighCloudsNoise  = CloudsNoise.tga
//  CloudsMap  = CloudMap4x4km.tga
  Moon = Moon\Moon0000.tga
  ShadeNoise = land/Noise.tga
  WaterNoise = water/WaterNoise.tga
  WaterNoiseAnimStart = Water/Animated/WaterNoise00.tga
  ForestNoise= forest/summer/ListForestNoise.tga
  BeachFoam  = water/Foam_.tga
  BeachSurf  = water/BeachSurf_.tga
  BeachLand  = water/RiverLand.tga

  Tree0 = Trees\AlteredBush8a.tga
  TreeLightMask = Trees\LightM256.tga

[WATER]
Water    = water/Water.tga

[ROADS]
Rail     = land/summer/Rail
Road     = land/summer/Road
Highway  = land/summer/Highway

[FIELDS]
LowLand0 = land/summer/LowLand_1.tga,2
LowLand1 = land/summer/LowLand_2.tga
LowLand2 = land/summer/FIELDS1.tga
LowLand3 = land/summer/FIELDS2.tga

MidLand0 = land/summer/midland.tga
MidLand1 = land/summer/mount.tga
MidLand2 = land/summer/mount.tga
MidLand3 = water/CoastLine.tga

Mount0   = land/summer/bottommount.tga
Mount1   = land/summer/mount.tga
Mount2   = land/summer/greynoise.tga
Mount3   = land/summer/factory.tga

Country0 = land/summer/bigcountry.tga
Country1 = land/summer/Dcountry.tga
Country2 = land/summer/Peterhof.tga
Country3 = land/summer/factoryC.tga

City0    = land/summer/DownCity.tga
City1    = land/summer/MidCity.tga
City2    = land/summer/CenterCity.tga
City3    = land/summer/greyway_.tga

AirField0= land/summer/airfieldGr.tga

;AirField1= land/summer/factory_.tga
;AirField2= land/summer/factory_.tga

AirField1= land/summer/Piter_Center_1.tga,-2
AirField2= land/summer/Piter_Center_2.tga,-2

AirField3= land/summer/Hels-centr.tga,-2

Wood0    = forest/summer/forestGr.tga
Wood1    =
Wood2    = forest/summer/ForestFar.tga
Wood3    =

Water0   = water/water.tga
Water1   = water/water.tga


Water2   = water/CoastLine.tga
Water3   = water/CoastLine.tga
;Water3   = water/Beach.tga
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