GWX SH4TerrainEX Information!
This is information You need to know when using ref's program.
When exporting from a ZHF to the RAW format the program adds 4 bytes to the start of the file! Tthey can easily be removed when opening the RAW in PhotoShop! Failure to do this pushes all pixels 4 places out of place and can and probably will cause CTDs when transformed back to ZHF! Images below show the proper settings. Opening the RAW https://www.subsim.com/radioroom/pic...ictureid=12476 Saving the RAW https://www.subsim.com/radioroom/pic...ictureid=12477 |
Astvitaliy1982
Hello) Tell me, is there a finished version of Sh4 Terrain Extractor? Is it possible to replace the squares of the map in the game (as in SH3 Ter Ex) and not add them?
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Only way to place the information in the BFD file is with a Hex Editor.
Then you need to edit the BFI file so sizes match. I've done that several times so I know it works. |
Astvitaliy1982
I need help. Unfortunately, I am not a programmer and do not own this information... (I am currently working on editing the depths in SH4 and have rebuilt the entire Baltic and already half of the North Sea. This work differs from the one I did for SH3 by a much larger volume. But when I finish this mod, it will take up a lot of memory. I ask you to share information on how to replace the squares of the map but not add them to the Terrain/Data folder. If possible...
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If you add them into the BFD directly people would need to download the BFD.
That comes in at 1.04 GB compressed as it is now. |
Astvitaliy1982
Ok. I'll leave it as it is.
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Astvitaliy1982, look in the Stock game for examples. In "Data / Terrain / Data" folder are folders E157N022, W158N022, W159N022 and W178N029, that each contain a same-named ZHF file. The SH4 game sees those files, and replaces the BFD data with those four "tiles" of terrain data. Hence, as Jeff-Groves mentions, you only need properly built data in a proper folder structure for the altered segments you make. The game does the rest of the BFD structure itself. The ZHF files are only 6kb each. :salute:
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Astvitaliy1982
Thanks for the information, I will study this issue.
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Astvitaliy 1982
Jeff-Groves, can you give me a SH4 depth hint like you gave me in SH3?
// Depths in м 45 0 - 0xc4bb8000 = -1500.0 46 1 - 0xc3e00000 = -448.0 47 2 - 0xc3d00000 = -416.0 48 3 - 0xc3c00000 = -384.0 49 4 - 0xc3b00000 = -352.0 50 5 - 0xc3a00000 = -320.0 |
propbeanie is correct as to how the Game works with the files.
The BFD file is nothing more then all the ZHF files and RL2 files bundled together end to end. There's no special compression added as the files are already compressed. The BFI file contains the name and size of the files in the BFD. I add and remove the files with 010 if I wish doing nothing but cut and paste operations. Then a quick edit to the BFI and Bob's your Uncle! SH4's depths should be exactly the Same. Only SH5 is a little different. |
Astvitaliy 1982
These are the depths I use. I wanted to check them out, just in case...
// Depths in м Terrain.act\In editor : Echo sounder in game - 47 \ -20 : 14-15 - 46 \ -20,86 : 14-15 - 45 \ -21 : 14-15 - 44 \ -21,4 : 16-17 - 43 \ -23,5 : 17-18 - 43 \ -23,5 : 16-17 - 42 \ -25,3 : 19-20 - 41 \ -27,2 : 21-23 - 40 \ -29,4 : 24-25 - 39 \ -30,9 : 26-27 |
Not sure how your reading the terrain.act file.
But I can tell you I don't trust the echo sounder. I trust what the Devs told me and what the code shows me. |
Astvitaliy 1982
I created squares on the map with a tint of 47 to 0, installed them in the game and compared their readings in the mission editor and in the game.
I would like to insure once again with your help... |
Send me a link to down load that square. I can look at it in 010 and tell you exactly what is the depth settings.
It's possible Mission Editor reads them wrong. You must also take into account the possible slope between depths when sounding. And in Game? Thermal layers can distort deep depth readings. |
Astvitaliy 1982
Ok, sorry about the table, it's not complete. I have to explain it. I will send you the full answer a bit later.
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