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falcon4:theater_tutorial [2008-07-28 05:57]
snakeman updated DEM globe link
falcon4:theater_tutorial [2009-04-10 01:22]
snakeman
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 - click Get Data. it takes while to compress the DEM data, follow the screen intructions if you want to disconnect and come back later to grab the packet. but when the wait is over, packet is ready for download you see "​Processing Complete"​ and it then can be clicked for download. - click Get Data. it takes while to compress the DEM data, follow the screen intructions if you want to disconnect and come back later to grab the packet. but when the wait is over, packet is ready for download you see "​Processing Complete"​ and it then can be clicked for download.
  
-- use winzip ​to uncompress the europe5.tgz file, make sure the TAR option is disabled, its the: +- use [[:​editing_tools#​archivers|RAR]] ​to uncompress the europe5.tgz file.
- +
-Options -> Configuration -> Miscellaneous -> TAR file smart CR/LF conversion. +
- +
-it needs to be OFF, unselected, unticked.+
  
 - surf to a DCW feature data site [[http://​www.maproom.psu.edu/​dcw/​|here]] select region europe, then select for germany and click continue. Next you will be prompted for Download Data, Produce Image and Download Points, you must select download data. Now you get to choose the datas to download, these are: - surf to a DCW feature data site [[http://​www.maproom.psu.edu/​dcw/​|here]] select region europe, then select for germany and click continue. Next you will be prompted for Download Data, Produce Image and Download Points, you must select download data. Now you get to choose the datas to download, these are:
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   * Aeronautical (point)   * Aeronautical (point)
  
-Click continue and then Compute Data (dont change the default settings on compression / arc view). Wait until the datas are ready, this will take a while. Next click Download Coverages and when it asks you filename to save, you should write like <​countryname>​-features.tgz to the save box. When you use .tgz as save name, you do not need to fiddle the unpacking of the tar, winzip ​recognizes .tgz correctly.+Click continue and then Compute Data (dont change the default settings on compression / arc view). Wait until the datas are ready, this will take a while. Next click Download Coverages and when it asks you filename to save, you should write like <​countryname>​-features.tgz to the save box. When you use .tgz as save name, you do not need to fiddle the unpacking of the tar, RAR recognizes .tgz correctly.
  
 Do this download / save procedure to all the countries included in your theater'​s terrain. Make a note that you dont only download the datas for the countries that will fight a war, but also those countries that borders comes into your terrain area. Do this download / save procedure to all the countries included in your theater'​s terrain. Make a note that you dont only download the datas for the countries that will fight a war, but also those countries that borders comes into your terrain area.
  
-- start dem2terrain,​ click Open - Browse to the europe5.HDR file for DEM data and open it. First you should see a screen like in fig 2.+- start [[falcon4:​tools:​dem2terrain|Dem2Terrain]], click Open - Browse to the europe5.HDR file for DEM data and open it. First you should see a screen like in fig 2.
  
 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-02.jpg |fig 2.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-02.jpg |fig 2.}}
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 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-03-1.jpg |fig 3.1.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-03-1.jpg |fig 3.1.}}
  
-- Next use File -> Generate Terrain to build the files (fig 3.2). Do not select the "Large Terrain"​ option, its the 4 Byte L2 saving mode, CATE does not read that format and neither does normal terrainview. This option "Large Terrain"​ is very miss leading as its nothing to do with 128 theaters, its just the fartiles limit in textures. You cannot have many textures with 2 byte fartiles, the limit is 65355 or something, but with 4 byte you can have pretty much. Codec just added this because he can and maybe in some weird setup someone wants to use 4 byte directly, but basically if you tick Large Terrain, you are saying that "​I'​m not going to use this terrain with CATE or with normal Terrainview,​ thanks"​ :) Also you have to edit theater.map with pathmaker to make 4 byte work in falcon. If you want to create the .MAP file dem2terrain asks for .PAL file, this is not the fartiles.pal that can be found in falcon terrain dir, its paint shop pro color palette file! How to create a PSP .pal color palette file, please read our [[falcon4:​textures|texture category]] for detailed instructions.+- Next use File -> Generate Terrain to build the files (fig 3.2). Do not select the "Large Terrain"​ option, its the 4 Byte L2 saving mode, CATE does not read that format and neither does normal terrainview. This option "Large Terrain"​ is very miss leading as its nothing to do with 128 theaters, its just the fartiles limit in textures. You cannot have many textures with 2 byte fartiles, the limit is 65355 or something, but with 4 byte you can have pretty much. Codec just added this because he can and maybe in some weird setup someone wants to use 4 byte directly, but basically if you tick Large Terrain, you are saying that "​I'​m not going to use this terrain with CATE or with normal Terrainview,​ thanks"​ :) 
 + 
 +Also you have to edit theater.map with pathmaker to make 4 byte work in falcon. If you want to create the .MAP file dem2terrain asks for .PAL file, this is not the fartiles.pal that can be found in falcon terrain dir, its paint shop pro color palette file! How to create a PSP .pal color palette file, please read our [[falcon4:​textures|texture category]] for detailed instructions.
  
 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-03-2.jpg |fig 3.2.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-03-2.jpg |fig 3.2.}}
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 ====== Part 2, THEATER DIRECTORIES ====== ====== Part 2, THEATER DIRECTORIES ======
 +
 +First you should read about [[falcon4:​dirstruct|unified directory structure]],​ which all the recent well known theaters use now, it would be very good for unified look and file structure if your theater used the same directory (dir) struct. In our example case, the unified theater dir is Theaters\, then our own theaters dir is Theaters\Europe and everything goes below that sub dir.
  
 - Edit your europe5.L2 file the way you want (more about this in [[falcon4:​tools:​cate|CATE]] tutorial). Then change the fartile bits according to your texture amount. If you have lot of different textures, then you choose 4 bytes, but if you have limited texture set, then go for 2 bytes. Note that if you're using SP3 then you have no reason to go with 2 bytes... Ok to change. Start [[falcon4:​tools:​theatermaker|LODFixer]],​ load your L2 file and then select the Action -> convert 2-byte offsets to 4-byte offsets, like this (fig 19): - Edit your europe5.L2 file the way you want (more about this in [[falcon4:​tools:​cate|CATE]] tutorial). Then change the fartile bits according to your texture amount. If you have lot of different textures, then you choose 4 bytes, but if you have limited texture set, then go for 2 bytes. Note that if you're using SP3 then you have no reason to go with 2 bytes... Ok to change. Start [[falcon4:​tools:​theatermaker|LODFixer]],​ load your L2 file and then select the Action -> convert 2-byte offsets to 4-byte offsets, like this (fig 19):
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 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-19.jpg |fig 19.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-19.jpg |fig 19.}}
  
-then it asks you to save the L2 file. Place the newly saved L2 and O2 files into terrdata\europe\terrain dir under names theater.l2 and theater.o2 also copy europe5.map and europ5.mea into this directory ​but rename them to theater.map and theater.mea. If your theater is 64 and 4 byte, 128 or 128 and 4 byte, then you need to start PathMaker, select File -> Edit theater.map file. The browse your terrdata\europe\terrain ​directory ​and click theater.map file. You see fig 18 screen:+then it asks you to save the L2 file. Place the newly saved L2 and O2 files into Theaters\Europe\terrain dir under names theater.l2 and theater.o2 also copy europe5.map and europ5.mea into this dir but rename them to theater.map and theater.mea. If your theater is 64 and 4 byte, 128 or 128 and 4 byte, then you need to start PathMaker, select File -> Edit theater.map file. The browse your Theaters\Europe\terrain ​dir and click theater.map file. You see fig 18 screen:
  
 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-18.jpg |fig 18.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-18.jpg |fig 18.}}
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 So basically if you had 64 seg 2 byte theater, change nothing. When you're done editing, click the button on top right corner "Apply Changes"​. So basically if you had 64 seg 2 byte theater, change nothing. When you're done editing, click the button on top right corner "Apply Changes"​.
  
-- copy original korean weather dir into terrdata\europe\weather dir. Yes include subdirectories. This original korean weather dir can be found on terrdata\korea dir, under the name hmm "​weather"​. ​+- copy original korean weather dir into Theaters\Europe\weather dir. Yes include subdirectories. This original korean weather dir can be found on terrdata\korea dir, under the name hmm "​weather"​. ​
  
-- copy original korean terrdata\korea\texture dir into terrdata\europe\texture dir. +- copy original korean terrdata\korea\texture dir into Theaters\Europe\texture dir. 
  
-- copy original SP3 campaign\Save ​directory ​in whole into your campaign\europe directory. delete .trn, korea.idx, korea.pak, korea.thr, korea.wch and also any other .tac files.+- copy original SP3 campaign\Save ​dir in whole into your Theaters\Europe\campaign dir. delete .trn, korea.idx, korea.pak, korea.thr, korea.wch and also any other .tac files.
  
-- create europe.tdf and europe.tga files into terrdata\theaterdefinition ​dir. open europe.tdf info notepad or similiar editor, for now write only these lines into it:+- create europe.tdf and europe.tga files into Theaters\Europe root dir. open europe.tdf info notepad or similiar editor, for now write only these lines into it:
  
 <​code>​ <​code>​
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 </​code>​ </​code>​
  
-the europe.tga file specs are 300x375 16m colors TGA.+the europe.tga file specs are 300x375 16m colors TGA. Read more about in [[falcon4:​ui|UI]] page.
  
 - edit theater.lst file in falcon dir, add this line into it: - edit theater.lst file in falcon dir, add this line into it:
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 Dont get confused about this file and the dem2terrain created TDF files used for Terrainview. They are not the same at all. Dont get confused about this file and the dem2terrain created TDF files used for Terrainview. They are not the same at all.
  
-- run SPTinstall.exe, point it to the terrdata\europe ​dir and click Create. Note that this version of Tinstall ​is only for 4 byte fartiles terrains. If you are creating your terrain to 2 byte then you need to use ntF4PTinstall.exe to rebuild the terrain files.+- run [[falcon4:​tools:​sptinstall|terrain rebuilder]], point it to the Theaters\Europe\terrdata ​dir and click Create. Note that this version of SPTinstall ​is only for 4 byte fartiles terrains. If you are creating your terrain to 2 byte then you need to use ntF4PTinstall.exe to rebuild the terrain files, this this should not happen anymore.
  
  
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 please do not concern yourself with little bugs like the Netherlands being underwater, there is nobody except Widowmaker and latest SIGINT tells us that he is actually a Fish :) please do not concern yourself with little bugs like the Netherlands being underwater, there is nobody except Widowmaker and latest SIGINT tells us that he is actually a Fish :)
  
-- Start your paint program, open europe-features.bmp,​ resize it to 256x256 256 colors GIF and save it into the campaign\europe directory ​under the name of kneemap.gif - this is your kneemap ingame.+- Start your paint program, open europe-features.bmp,​ resize it to 256x256 256 colors GIF and save it into the Theaters\Europe\campaign dir under the name of kneemap.gif - this is your kneemap ingame.
  
-- open europe-features.bmp,​ resize it to 2048x2048 256 color TGA, flip it (vertical), save it to **BIG_MAP_ID**.tga filename (8bit, uncompressed). open the europe-features.bmp file again (not sure if this is needed we could always manipulate the same opened file, yet this is how I do it) and resize it to 344x344 256 color TGA, flip it (vertical) and save it to **BID_3FLY_DIS**.tga filename. Open the europe-features.bmp file again and resize it to 172x172 256 color TGA, flip it (vertical) and save it to **IA_MAP_TGA**.tga filename. open the europe-features.bmp file, resize it to 370x370 256 color TGA, flip it (vertical) and save it to **JSTARS_MAP**.tga - ok one more time we open europe-features.bmp,​ resize it to 256x256 256 color TGA and save it to **KOREA_256**.tga filename. ​finally ​all map art files done.+- open europe-features.bmp,​ resize it to 2048x2048 256 color TGA, flip it (vertical), save it to **BIG_MAP_ID**.tga filename (8bit, uncompressed). open the europe-features.bmp file again (not sure if this is needed we could always manipulate the same opened file, yet this is how I do it) and resize it to 344x344 256 color TGA, flip it (vertical) and save it to **BID_3FLY_DIS**.tga filename. Open the europe-features.bmp file again and resize it to 172x172 256 color TGA, flip it (vertical) and save it to **IA_MAP_TGA**.tga filename. open the europe-features.bmp file, resize it to 370x370 256 color TGA, flip it (vertical) and save it to **JSTARS_MAP**.tga - ok one more time we open europe-features.bmp,​ resize it to 256x256 256 color TGA and save it to **KOREA_256**.tga filename. ​Finally ​all map art files done.
  
-- 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:+- Copy existing korean files of: campmap.idx/​.rsc,​ intel.idx/​.rsc and main.idx/​.rsc into Theaters\Europe\art\resource ​dir. You will find these files from falcon art\resource ​dir. 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:
  
 <​code>​ <​code>​
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 Done with the art files so far. Done with the art files so far.
  
-These te/ia/camp instructions are missing PAK map image stuff, ​NOTE!+These TE/IA/Camp instructions are missing PAK map image stuff, ​as well as other UI stuff should be found from [[falcon4:​ui|UI]] page.
  
 ====== Part 4, CAMPAIGN ====== ====== Part 4, CAMPAIGN ======
  
-- go to campaign\europe ​dir and edit the save0.tri file, make it look like this: +- go to Theaters\Europe\campaign ​dir and edit the save0.tri file, make it look like this: 
  
 <​code>​ <​code>​
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 </​code>​ </​code>​
  
-- start [[falcon4:​tools:​theatermaker|Pathmaker]],​ select L2 file and texture.bin (both europe of course), now you must select the old 2 byte L2 file because pathmaker does not read 4 byte files. then select file -> generate .thr map. Save the europe.thr file into campaign\europe directory+- start [[falcon4:​tools:​theatermaker|Pathmaker]],​ select L2 file and texture.bin (both europe of course), now you must select the old 2 byte L2 file because pathmaker does not read 4 byte files. then select file -> generate .thr map. Save the europe.thr file into Theaters\Europe\campaign dir
  
-- open tacedit, change the file -> properties to "​europe",​ it should read like /​campaign/​save or something. so make it to this: \campaign\europe ​click ok and exit tacedit. start tacedit and see if the config changed. now open save0.cam file from campaign\europe directory ​(make sure you choose right dir). first in campaign view choose edit -> delete all. change Theater to "​europe"​ and click update. select map -> colours -> clear and click ok. save and restart tacedit (exit and start it again). now select object list view, select edit -> delete all. select plt and click reset all. select units view, select edit -> delete all. save and restart tacedit. ​+- open tacedit, change the file -> properties to "​europe",​ it should read like /​campaign/​save or something. so make it to this: \Theaters\Europe\campaign\ click ok and exit tacedit. start tacedit and see if the config changed. now open save0.cam file from Theaters\Europe\campaign dir (make sure you choose right dir). first in campaign view choose edit -> delete all. change Theater to "​europe"​ and click update. select map -> colours -> clear and click ok. save and restart tacedit (exit and start it again). now select object list view, select edit -> delete all. select plt and click reset all. select units view, select edit -> delete all. save and restart tacedit. ​
 Make sure the theater is europe and campaign, object list & units views are totally empty. now select map view and Objectives -> import Objectives, select the dem2terrain created .csv file. Now you see blue squares in the map view, save and it asks you theater strings filename. browse to the campaign/​europe dir and write "​europe.wch"​ and click save. restart tacedit. select map view and you should see tons of city, village and airport objectives in the screen like this. fig 9: Make sure the theater is europe and campaign, object list & units views are totally empty. now select map view and Objectives -> import Objectives, select the dem2terrain created .csv file. Now you see blue squares in the map view, save and it asks you theater strings filename. browse to the campaign/​europe dir and write "​europe.wch"​ and click save. restart tacedit. select map view and you should see tons of city, village and airport objectives in the screen like this. fig 9:
  
 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-09.jpg |fig 9.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-09.jpg |fig 9.}}
  
-Now make sure all objectives are selected (view -> objectives -> view all) and use your left mouse button to draw box around the objectives on screen. please note that if you press left mouse button on top of some object and drag... well then you'll drag that object around and not a box, so be careful and use Edit -> Undo (ctrl-z) if you mess up. in the Objective Operation window you set the Objective Data, Current and Orig owners. Use the team number and click Set Viewed button. Do this to all the teams/​countries in your theater. Then select View -> Show Links and Edit -> Link Mode, to get into the link creating mode. now use your left mouse button to draw a line between two objectives, these objectives are the two opposing teams. ​first time you do this tacedit asks the THR file which you point to the europe.THR file. these links must be made for each team in your campaign. Try to draw the links near or top of roads (brown lines shown on the example image). Its not necessary but it will help tacedit/​campaign operation in ground unit movements fig 14.+Now make sure all objectives are selected (view -> objectives -> view all) and use your left mouse button to draw box around the objectives on screen. please note that if you press left mouse button on top of some object and drag... well then you'll drag that object around and not a box, so be careful and use Edit -> Undo (CTRL-Z) if you mess up. in the Objective Operation window you set the Objective Data, Current and Orig owners. Use the team number and click Set Viewed button. Do this to all the teams/​countries in your theater. Then select View -> Show Links and Edit -> Link Mode, to get into the link creating mode. now use your left mouse button to draw a line between two objectives, these objectives are the two opposing teams. ​First time you do this tacedit asks the THR file which you point to the europe.THR file. these links must be made for each team in your campaign. Try to draw the links near or top of roads (brown lines shown on the example image). Its not necessary but it will help tacedit/​campaign operation in ground unit movements fig 14.
  
 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-14.jpg |fig 14.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-14.jpg |fig 14.}}
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 {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-17.jpg |fig 17.}} {{ http://​tactical.nekromantix.com/​f4/​images/​THR_Tut-17.jpg |fig 17.}}
  
-these green lines show you roughly the area of PAKs. +These green lines show you roughly the area of PAKs. 
  
-- Now run create.PAK.objectives.tcl script (can be found on default Tacedit download ​zip also read [[http://​tactical.nekromantix.com/​forum/​viewtopic.php?​t=20773|Tacedit TCL Corner]] from the forum). it will produce the additional PAK objectives for you. After you have created them, it would be good time to run the following Objectives -> Remove Bad Links, Check Objectives, Repair Objectives, Auto Flag Objectives and finally Clean Objective Flags -> Yes. now save and exit. +- Now run create.PAK.objectives.tcl script (can be found on default Tacedit download also read [[http://​tactical.nekromantix.com/​forum/​viewtopic.php?​t=20773|Tacedit TCL Corner]] from the forum). it will produce the additional PAK objectives for you. After you have created them, it would be good time to run the following Objectives -> Remove Bad Links, Check Objectives, Repair Objectives, Auto Flag Objectives and finally Clean Objective Flags -> Yes. now save and exit. 
  
 - Painting occupation map. in the campaign view click Map, then select the tacedit suggested map size and click "Set New Map Size". Then select map view and Insert -> Build Occupation Map when tacedit asks your THR file which you point to it. It takes few moments to process so be patient and wait. - Painting occupation map. in the campaign view click Map, then select the tacedit suggested map size and click "Set New Map Size". Then select map view and Insert -> Build Occupation Map when tacedit asks your THR file which you point to it. It takes few moments to process so be patient and wait.
  
-- Next we build PAK map. Select Insert -> Build PAK Map. The PAK is created pretty much instantly and it will be displayed on the screen for you to view. If it looks ok to you, select File -> Save PAK Map and point to europe.pak filename in your campaign\europe directory. (Remember, more detailed PAK tutorial [[falcon4:​campaign:​pak|here]])+- Next we build PAK map. Select Insert -> Build PAK Map. The PAK is created pretty much instantly and it will be displayed on the screen for you to view. If it looks ok to you, select File -> Save PAK Map and point to europe.pak filename in your Theaters\Europe\campaign dir. (Remember, more detailed PAK tutorial [[falcon4:​campaign:​pak|here]])
  
 - Then select Operations -> Export objectives and save it to safe place. then click object list view, use edit -> delete all and save & restart tacedit. now import the objectives back from operations -> import objectives and save & restart tacedit. ​ - Then select Operations -> Export objectives and save it to safe place. then click object list view, use edit -> delete all and save & restart tacedit. now import the objectives back from operations -> import objectives and save & restart tacedit. ​
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 After you exit the campaign and it CTD's on you, then you need to restore the objects. restoring the objects is done with tacedit, first export objectives and units. then delete all objects and units, save and exit. restart tacedit, make sure everything is deleted and then import the objectives and units back. save & exit. now when you play campaign it should not CTD when exiting. After you exit the campaign and it CTD's on you, then you need to restore the objects. restoring the objects is done with tacedit, first export objectives and units. then delete all objects and units, save and exit. restart tacedit, make sure everything is deleted and then import the objectives and units back. save & exit. now when you play campaign it should not CTD when exiting.
  
-//please note that the above tutorial still uses the OLD directory install method, you should absolutely use the new [[falcon4:​dirstruct|unified directory structure]]!//​ 
falcon4/theater_tutorial.txt · Last modified: 2017-10-07 00:44 by snakeman