Ultimate Theater Tutorial
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Re: Ultimate Theater Tutorial
Keep posts on this topic directly related to commenting the tutorial.
If you want generic help, you should start new topic for that.
If you want generic help, you should start new topic for that.
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Re: Ultimate Theater Tutorial
Hello Snakeman, little question about the ultimate tutorial :
"- move all files to arteurope/art/resource directory"
What files do you speak about ?
Thank's
"- move all files to arteurope/art/resource directory"
What files do you speak about ?
Thank's
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Re: Ultimate Theater Tutorial
The tutorial has now been updated, it says:
- Copy existing korean files of: campmap.idx/.rsc, intel.idx/.rsc and main.idx/.rsc into arteurope/art/resource directory. You will find these files from falcon art\resource directory.
- Copy existing korean files of: campmap.idx/.rsc, intel.idx/.rsc and main.idx/.rsc into arteurope/art/resource directory. You will find these files from falcon art\resource directory.
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hi gents i´m new in this stuff and among other things i have a problem understanding how to change this files:
"Copy existing korean files of: campmap.idx/.rsc, intel.idx/.rsc and main.idx/.rsc into arteurope/art/resource directory. You will find these files from falcon art\resource directory. unpack them with ./procidx1.pl campmap.idx and you have BIG_MAP_ID.tga file, replace this korean tga with your own BIG_MAP_ID.tga you created a minute ago. run the next script like:
./irc2res1.pl campmap.irc (note the .IRC end), it should now say:
./irc2res1.pl campmap.irc
Add BIG_MAP_ID.tga as ID BIG_MAP_ID
Converted palette now is 256
next do main, first unpack it with ./procidx1.pl and you have tons of TGA files. replace korean files with your own: IA_MAP_TGA.tga and BID_3FLY_DIS.tga, then run the ./irc2res1.pl main.irc again (note the .IRC end). next unpack intel.idx with the command ./procidx1.pl intel.idx and you have few tga's in the dir again. now replace korean tga's with your own, which are: JSTARS_MAP.tga and KOREA_256.tga files. now run the command
./irc2res1.pl intel.irc
Add CAMP_SH_TOP.tga as ID CAMP_SH_TOP
Add SH_ARROW.tga as ID SH_ARROW
Add JSTARS_MAP.tga as ID JSTARS_MAP
Converted palette now is 256
Add KOREA_256.tga as ID KOREA_256
Converted palette now is 256
Add PAK_REGION_OVERLAY.tga as ID PAK_REGION_OVERLAY
Add PAK_OUTLINE_OVERLAY.tga as ID PAK_OUTLINE_OVERLAY
Add PRIORITY_RANGE_BAR.tga as ID PRIORITY_RANGE_BAR
done with the art files so far. [/i]
i´m triyng to create a portuguese theater for allied force and this part of the tutorial is a bit complicated for me to understand
bsrgds
"Copy existing korean files of: campmap.idx/.rsc, intel.idx/.rsc and main.idx/.rsc into arteurope/art/resource directory. You will find these files from falcon art\resource directory. unpack them with ./procidx1.pl campmap.idx and you have BIG_MAP_ID.tga file, replace this korean tga with your own BIG_MAP_ID.tga you created a minute ago. run the next script like:
./irc2res1.pl campmap.irc (note the .IRC end), it should now say:
./irc2res1.pl campmap.irc
Add BIG_MAP_ID.tga as ID BIG_MAP_ID
Converted palette now is 256
next do main, first unpack it with ./procidx1.pl and you have tons of TGA files. replace korean files with your own: IA_MAP_TGA.tga and BID_3FLY_DIS.tga, then run the ./irc2res1.pl main.irc again (note the .IRC end). next unpack intel.idx with the command ./procidx1.pl intel.idx and you have few tga's in the dir again. now replace korean tga's with your own, which are: JSTARS_MAP.tga and KOREA_256.tga files. now run the command
./irc2res1.pl intel.irc
Add CAMP_SH_TOP.tga as ID CAMP_SH_TOP
Add SH_ARROW.tga as ID SH_ARROW
Add JSTARS_MAP.tga as ID JSTARS_MAP
Converted palette now is 256
Add KOREA_256.tga as ID KOREA_256
Converted palette now is 256
Add PAK_REGION_OVERLAY.tga as ID PAK_REGION_OVERLAY
Add PAK_OUTLINE_OVERLAY.tga as ID PAK_OUTLINE_OVERLAY
Add PRIORITY_RANGE_BAR.tga as ID PRIORITY_RANGE_BAR
done with the art files so far. [/i]
i´m triyng to create a portuguese theater for allied force and this part of the tutorial is a bit complicated for me to understand
bsrgds
Falcao: I invite you to visit us here: http://f4spain.g-sims.com. I think we could join efforts in order to achieve our goals.
Absolutly closter thank you it´s a great idea i´ll help as i canCloster wrote:Falcao: I invite you to visit us here: http://f4spain.g-sims.com. I think we could join efforts in order to achieve our goals.
i´ve made the registration on f4spain website yesterday still waiting for a reply
count me in
Falcão
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i have some questions about theater making:
i'm working with the ultimate theater tut.
about building a theater:
- is it possible to do it on a RedViper install? i think/hope so.
- is it also possible to make the "new" theater stuff into the Falcon4/Theaters/ dict as in your latest theater installs. i mean to have it easy, if i want to remove it.
- i'm planning to make a "winter tiles" theater, i have installed RV and WINTER Hitiles. would the new created theater also have the winter tiles?
-i'm at this step now in theater building:
[img][img]http://i212.photobucket.com/albums/cc25 ... estion.jpg[/img][/img]
what is that "procidx1.pl...." is that a programme or how to unpack?
Thanks in advance & CHEERS!
greetings from Austria
Stef
i'm working with the ultimate theater tut.
about building a theater:
- is it possible to do it on a RedViper install? i think/hope so.
- is it also possible to make the "new" theater stuff into the Falcon4/Theaters/ dict as in your latest theater installs. i mean to have it easy, if i want to remove it.
- i'm planning to make a "winter tiles" theater, i have installed RV and WINTER Hitiles. would the new created theater also have the winter tiles?
-i'm at this step now in theater building:
[img][img]http://i212.photobucket.com/albums/cc25 ... estion.jpg[/img][/img]
what is that "procidx1.pl...." is that a programme or how to unpack?
Thanks in advance & CHEERS!
greetings from Austria
Stef
I dont have all the answers, but I ll try:
A3- Same.
A4- It all depends on the texture zip and texture bin that you tell the theater to use. So yes if you make it that way.
A1-That is a perl script, part of the terrain scripts package that you can download from this web site. You need the perl interpreter itself, you can search for Active Perl.Q1-what is that "procidx1.pl...." is that a programme or how to unpack?
A2- I think so. But perhaps better start from a good old SP42... not sure.Q2- is it possible to do it on a RedViper install? i think/hope so.
Q3- is it also possible to make the "new" theater stuff into the Falcon4/Theaters/ dict as in your latest theater installs. i mean to have it easy, if i want to remove it.
Q4- i'm planning to make a "winter tiles" theater, i have installed RV and WINTER Hitiles. would the new created theater also have the winter tiles?
A3- Same.
A4- It all depends on the texture zip and texture bin that you tell the theater to use. So yes if you make it that way.
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Closter wrote:I dont have all the answers, but I ll try:
A1-That is a perl script, part of the terrain scripts package that you can download from this web site. You need the perl interpreter itself, you can search for Active Perl.Q1-what is that "procidx1.pl...." is that a programme or how to unpack?
A2- I think so. But perhaps better start from a good old SP42... not sure.Q2- is it possible to do it on a RedViper install? i think/hope so.
Q3- is it also possible to make the "new" theater stuff into the Falcon4/Theaters/ dict as in your latest theater installs. i mean to have it easy, if i want to remove it.
Q4- i'm planning to make a "winter tiles" theater, i have installed RV and WINTER Hitiles. would the new created theater also have the winter tiles?
A3- Same.
A4- It all depends on the texture zip and texture bin that you tell the theater to use. So yes if you make it that way.
Hi Closter,
Thanks for the great anwsers here!
i'll check it out....
so i have to loook for programme that is called ActivePerl? Right?
Cheers!
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Re: Ultimate Theater Tutorial
When you have them ready, start tacedit?Snake Man wrote:Well you must have you campaign objectives made somewhat to get the csv. When you have them ready, start tacedit, select to view only airbases, then drag a box around them with mouse and select Export Viewed.
This is where it saves the .CSV file for you.
How do you get them ready? When you start Tacedit it prompts you for a .tac ,.trn or .cam file. I see none of this in the dir my theater is created in.
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You get airbases ready when you import your theaters objectives in and use view filter to only show airbases.
When you start to create a theater's campaigns, you need to copy the korean save?.cam files to be used, they need to be cleared out of korean units/objectives before using in your theater. I believe its all explained in the tutorial (which I havent read in a year)
When you start to create a theater's campaigns, you need to copy the korean save?.cam files to be used, they need to be cleared out of korean units/objectives before using in your theater. I believe its all explained in the tutorial (which I havent read in a year)
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Yeah you need to create the campaign to get airbase csv file. And CATE works only with 2byte L2 file.
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The DEM link is dead (changed), does anyone know where to find new one or replacement site for the dem data?
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Go here: http://www.ngdc.noaa.gov/mgg/topo/globe.htmlPhoenix711 wrote:http://edcimswww.cr.usgs.gov/pub/imswelcome/
found this. Trying to reach data still.
http://www.ngdc.noaa.gov/cgi-bin/mgg/ff ... stomdatacd
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Thanks alot 87th_striker, PMC Editing Wiki - Ultimate Tutorial link updated. The tutorial pages in the old location (through the web page) are not updated as they are coming out of commission as soon as I get around to delete them.
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