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falcon4:theater_tutorial [2016-11-11 04:27]
snakeman switched tactical.nekromantix.com to www.pmctactical.org domain.
falcon4:theater_tutorial [2017-10-07 00:44]
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 ====== PMC Tactical Ultimate Theater Tutorial ====== ====== PMC Tactical Ultimate Theater Tutorial ======
  
-(post any additional questions in [[http://​www.pmctactical.org/​forum/​viewtopic.php?​t=18957|PMC Tactical forums]] about this tutorial). This tutorial teaches you the steps of how to produce Falcon 4.0 Theater addon. In our example theater we have chosen default sized (64 segments) European Theater.+(post any additional questions in [[https://​www.pmctactical.org/​forum/​viewtopic.php?​t=18957|PMC Tactical forums]] about this tutorial). This tutorial teaches you the steps of how to produce Falcon 4.0 Theater addon. In our example theater we have chosen default sized (64 segments) European Theater.
  
 ====== Part 1, TERRAIN ====== ====== Part 1, TERRAIN ======
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 - Choose Your Type Of Area Selection: Text-Entry ( ) ( ) Map-Based (uses a Java applet) click Map-Based. use your mouse to select the region. we have chosen a 10 by 10 degree datas for europe, so we will download JUST IN CASE 30 x 30 degree datas so we have room to manuevre in the dem2terrain selections. Our location is N 65.0, S 35.0, W -5.0, E 25.0 - Now select compression method: compressed TAR file. filename: europe5 and unique name: europe5. (europe5 is because I already downloaded 1-4 hehe). When you update the data in the web page, it sets the coordinates to XX.99999 style, don't worry about it as 64.999999 is 65 ;) fig 1. - Choose Your Type Of Area Selection: Text-Entry ( ) ( ) Map-Based (uses a Java applet) click Map-Based. use your mouse to select the region. we have chosen a 10 by 10 degree datas for europe, so we will download JUST IN CASE 30 x 30 degree datas so we have room to manuevre in the dem2terrain selections. Our location is N 65.0, S 35.0, W -5.0, E 25.0 - Now select compression method: compressed TAR file. filename: europe5 and unique name: europe5. (europe5 is because I already downloaded 1-4 hehe). When you update the data in the web page, it sets the coordinates to XX.99999 style, don't worry about it as 64.999999 is 65 ;) fig 1.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-01.jpg |fig 1.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-01.jpg |fig 1.}}
  
 - 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.
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 - 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. - 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://​www.pmctactical.org/​f4/​images/​THR_Tut-02.jpg |fig 2.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-02.jpg |fig 2.}}
  
 - select your theater size using the drop down menu on Segment L2 X. It defaults to 64 so in this tutorial theater you do not need to change it, but if you are creating 128 theater then select 128. fig 2.2. - select your theater size using the drop down menu on Segment L2 X. It defaults to 64 so in this tutorial theater you do not need to change it, but if you are creating 128 theater then select 128. fig 2.2.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-02-2.jpg |fig 2.2.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-02-2.jpg |fig 2.2.}}
  
 - write down the coordinates,​ move the red box by mouse in the MAP. Our Center coordinates are as the example image shows. 49/9. You can also select various other items to go along and fine tune your produced terrain or how you view it, but all those are just fine tunes. Most important is the coordinates as of now. - write down the coordinates,​ move the red box by mouse in the MAP. Our Center coordinates are as the example image shows. 49/9. You can also select various other items to go along and fine tune your produced terrain or how you view it, but all those are just fine tunes. Most important is the coordinates as of now.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-02-3.jpg |fig 2.3.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-02-3.jpg |fig 2.3.}}
  
 - select Data -> Load E00 File. select your uncompressed DCW feature datas for lets say germany. you will find these files in the DCW tgz packet (remember how to uncompress tar packets) : aepoint.e00,​ dnnet.e00, ponet.e00, popoint.e00,​ pppoint.e00,​ pppoly.e00 and rdline.e00 yeah lots of features. You need to select aepoint, dnnet, ponet, pppoint, pppoly and rdline features. (fig 3). You need to complete this for each country until all land masses in your terrain selection is "​featured"​. - select Data -> Load E00 File. select your uncompressed DCW feature datas for lets say germany. you will find these files in the DCW tgz packet (remember how to uncompress tar packets) : aepoint.e00,​ dnnet.e00, ponet.e00, popoint.e00,​ pppoint.e00,​ pppoly.e00 and rdline.e00 yeah lots of features. You need to select aepoint, dnnet, ponet, pppoint, pppoly and rdline features. (fig 3). You need to complete this for each country until all land masses in your terrain selection is "​featured"​.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-03.jpg |fig 3.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-03.jpg |fig 3.}}
  
 - When all features are selected, you should see something like the fig 3.1 but the coloration might change according to the order how you loaded the E00 files. It might be rivers that are more visible (blue) or features or cities. you'll find out and its not important which way they are loaded. What is important is that you load ALL the countries involved in your theater, just like you see in the example figure. - When all features are selected, you should see something like the fig 3.1 but the coloration might change according to the order how you loaded the E00 files. It might be rivers that are more visible (blue) or features or cities. you'll find out and its not important which way they are loaded. What is important is that you load ALL the countries involved in your theater, just like you see in the example figure.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-03-1.jpg |fig 3.1.}}+{{ https://​www.pmctactical.org/​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"​ :) - 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"​ :)
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 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. 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://​www.pmctactical.org/​f4/​images/​THR_Tut-03-2.jpg |fig 3.2.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-03-2.jpg |fig 3.2.}}
  
 We suggest you only select Mea, Description and TDF files options. Mea is the terrain elevation model so to speak which is used by low flying aircrafts to plan flight... plans and also the Radars read it to check line of sight. Anyways, when you click OK the next dem2terrain asks a filename to save where you can use anything you like but in our example its "​europe5"​. It then saves europe5.L2, europe5.O2, .map and .mea if you selected so, europe5.txt and if selected the .TDF files. We suggest you only select Mea, Description and TDF files options. Mea is the terrain elevation model so to speak which is used by low flying aircrafts to plan flight... plans and also the Radars read it to check line of sight. Anyways, when you click OK the next dem2terrain asks a filename to save where you can use anything you like but in our example its "​europe5"​. It then saves europe5.L2, europe5.O2, .map and .mea if you selected so, europe5.txt and if selected the .TDF files.
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 - 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):
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-19.jpg |fig 19.}}+{{ https://​www.pmctactical.org/​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 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: 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://​www.pmctactical.org/​f4/​images/​THR_Tut-18.jpg |fig 18.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-18.jpg |fig 18.}}
  
 Edit the "Flags (future use)" part. Here is the explanations:​ Edit the "Flags (future use)" part. Here is the explanations:​
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 - open terrainview,​ load europe5.L2 file, load up all feature files and you should be seeing something like this (fig 5). - open terrainview,​ load europe5.L2 file, load up all feature files and you should be seeing something like this (fig 5).
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-05.jpg |fig 5.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-05.jpg |fig 5.}}
  
 - Now clear the features and load only Coast, River, City and Road features, then select the Operations -> Save Bitmap and enter europe5-features.bmp as filename (yes add the .bmp). You can also change the overlapping of these features. Leave the most important feature load last. For example I always like to load rivers coast first, then rivers, then roads and lastly cities. This does not effect any way your theater build, its just cosmetics. Then clear all features again, select only Coast and City files and finally save that bitmap into filename "​europe5-tacedit.bmp"​. - Now clear the features and load only Coast, River, City and Road features, then select the Operations -> Save Bitmap and enter europe5-features.bmp as filename (yes add the .bmp). You can also change the overlapping of these features. Leave the most important feature load last. For example I always like to load rivers coast first, then rivers, then roads and lastly cities. This does not effect any way your theater build, its just cosmetics. Then clear all features again, select only Coast and City files and finally save that bitmap into filename "​europe5-tacedit.bmp"​.
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 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://​www.pmctactical.org/​f4/​images/​THR_Tut-09.jpg |fig 9.}}+{{ https://​www.pmctactical.org/​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://​www.pmctactical.org/​f4/​images/​THR_Tut-14.jpg |fig 14.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-14.jpg |fig 14.}}
  
 More detailed PAK tutorial [[falcon4:​campaign:​pak|here]]. Next view cities only, View -> Show Primary and Show Parent Links. This will display all priority PAK cities for you. PAK cities are with priority 81 - 89 (I never used pri over 89), it means that if city has pri 81 or above it can be found on the campaign priority PAK menu list fig16. More detailed PAK tutorial [[falcon4:​campaign:​pak|here]]. Next view cities only, View -> Show Primary and Show Parent Links. This will display all priority PAK cities for you. PAK cities are with priority 81 - 89 (I never used pri over 89), it means that if city has pri 81 or above it can be found on the campaign priority PAK menu list fig16.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-16.jpg |fig 16.}}+{{ https://​www.pmctactical.org/​f4/​images/​THR_Tut-16.jpg |fig 16.}}
  
 Now select certain important cities/​areas which you want to become a PAK cities, double click on the city to get Objective Dump view and change the priorities to somewhere between 81-90. After all priority cities are set, use Objectives -> Reset Parents, then click once on any objective on the map to update the display for parent links. Now select certain important cities/​areas which you want to become a PAK cities, double click on the city to get Objective Dump view and change the priorities to somewhere between 81-90. After all priority cities are set, use Objectives -> Reset Parents, then click once on any objective on the map to update the display for parent links.
  
-{{ http://​www.pmctactical.org/​f4/​images/​THR_Tut-17.jpg |fig 17.}}+{{ https://​www.pmctactical.org/​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 also read [[http://​www.pmctactical.org/​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 [[https://​www.pmctactical.org/​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.
falcon4/theater_tutorial.txt ยท Last modified: 2017-10-07 00:44 by snakeman