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Author Topic: Can the FMB be unlocked in HSFX?  (Read 10054 times)

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rattodaddo

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Re: Can the FMB be unlocked in HSFX?
« Reply #12 on: December 20, 2013, 12:27:45 AM »

I should clarify, I'm using Il2 v4.12.2 & HSFX v7.01

cheers,
Ratto
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SAS~Boomer

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Re: Can the FMB be unlocked in HSFX?
« Reply #13 on: December 20, 2013, 05:31:08 AM »

For HSFX >
IL-2/MODS/MapMods/maps
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rattodaddo

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Re: Can the FMB be unlocked in HSFX?
« Reply #14 on: December 20, 2013, 06:28:07 AM »

Thanks for your swift reply there Boomer,

Hmmm,

Well that's interesting the folder doesn't exist, is this a case of, as you said earlier 'If it doesn't exist create it'? or could it be found in the jsgmemods folder with all the other mods OR the JSGME folder where there is a MODS folder where there is !BACKUP and !INSTLOGS folders (both empty)...?
Also is it right that I have only one file for the edited map in my Il2/Maps/'edited map' folder?

Sorry, this is how I end up annoying you to tears isn't it...

Ratto
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SAS~Boomer

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Re: Can the FMB be unlocked in HSFX?
« Reply #15 on: December 20, 2013, 06:34:53 PM »

HM,I thought HSFX starts you off with a MODS folder
if not,then create a folder named MODS in your root IL-2 Folder

Then,go into IL-2/Files
copy the "com" folder and the "i18n" folder
paste into another folder you create named STD inside your created MODS folder

IL-2/MODS/STD/(Paste com and i18n folder here

Now create a MapMods folder inside the MODS folder,inside it create a maps folder>
IL-2/MODS/MapMods/maps

Go into the IL-2/Files/maps folder
copy paste the all.ini from there into your new MapMods/maps folder you created  inside your MODS folder

Your now set up to add maps,planes whatever to your HSFX game

When you save in unlocked FMB,the files created in IL-2/MAPS/
Need to be pasted to the created MapMods/maps folder
inside a folder named after the map your working on
it will then load the changes that were saved

First JSGME Mods folder loads,then the MODS folder loads
then the Filesfolderloads....
then the  SFS Files load

whatever loads first,the game uses
anything thereafter gets ignored with same file name
Mods load in Alpha numerical order

hope that helps
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rattodaddo

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Re: Can the FMB be unlocked in HSFX?
« Reply #16 on: December 21, 2013, 10:27:43 AM »

Thanks Boomer,

I'll give it the old college try tonight and see if it pans out! Your heroics know no bounds mate!

Let you know if it works!

Cheers again!

Ratto
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rattodaddo

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Re: Can the FMB be unlocked in HSFX?
« Reply #17 on: December 21, 2013, 01:38:22 PM »

Right then,

Got it to show up in the map list, but getting this error:

Section [map 2D]not found in 'Maps/Hornx_Campaign/Load.ini

I have a feeling this refers to the fact that I only have the one file in the folder, it was the only one generated when I saved it, I used save as because it wouldn't allow me to straight save the edited map (I guess because it would be trying to save it over the original 352nd FG channel map which I have no idea where it's saved, possibly rolled into an .sfs file somewhere?)

any idea dude this is a real head scratcher, can't help feeling I'm one simple step away from cracking it!

Ratto
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rattodaddo

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Re: Can the FMB be unlocked in HSFX?
« Reply #18 on: December 21, 2013, 06:11:17 PM »

So, I downloaded the original map files for the 352nd Cross Channel map and dropped all the files into the Hornx_Campaign_Map folder and copied the _TEX folder in seperatly so now I have:

Mods/MapMods/Maps/_TEX/Hornx_Campaign_Map/(various 352nd files)
Mods/MapMods/Maps/Hornx_Campaign_Map/actors.static
                                                                  all.ini
                                                                  ed_m01.tga
                                                                  ed_m02.tga
                                                                  ed_mo3.tga
                                                                  ed_map_t.tag
                                                                  Hornx_Campaign_Map
                                                                  labels.txt
                                                                  load.ini
                                                                  load.ini.old
                                                                  map_c.tga
                                                                  map_c.tga_table
                                                                  map_F.tga
                                                                  map_h.tga
                                                                  map_t.tga
                                                                  texts.txt

I have changed the load.ini and load.ini.old files so that the files they look up read Hornx_Campaign_Map/xxxx and i'm still getting the same error as I said in a previous post!

Not as close as I thought as it turns out...!

Ratto
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SAS~Boomer

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Re: Can the FMB be unlocked in HSFX?
« Reply #19 on: December 22, 2013, 02:23:56 AM »

Hi

If your editing a map,you must use the map's actual name
I am not sure where you are getting this "Hornx_Campaign_Map folder name from ?
you can not just make names up,you must follow file and folder name strings

To edit a map,it has nothing to do with campaign or mission files
In order to edit the 352 map,you must use the exact same map folder name

352nd_Cross_Channel 352nd_Cross_Channel/load.ini

first name is the FMB map list name
then one space and then the actual map folders name
a forward/ and then which load.ini should load

You should always just use "save" in Unlocked and not "save as"
if you just add one building,then only an actors.static file will be saved
if map_t is edited with textureing then a new map_t will be generated
or if map_h is edited then a new map_h will be generated when saving
there is always a couple text files generated when saving,but they are usually unneeded

other problems>
Mods/MapMods/Maps/_TEX/Hornx_Campaign_Map/(various 352nd files)
you have installed the map,in the _Tex (texture folder)
it should just be in the maps folder

Mods/MapMods/Maps/Hornx_Campaign_Map/actors.static
                                                                  all.ini

The all.ini has nothing to do with individual map files,
and it should be in the maps folder rather than in the actual maps folder
it is the drop down list in the FMB and needs to be in the maps folder

It may help to read up on map editing>
http://ultrapack.tuttovola.org/index.php/topic,1977.0.html

map tools thread>
https://www.sas1946.com/main/index.php/topic,33463.0.html

Map Building Tutorial v4 -by KevinP
http://www.gamefront.com/files/20333194/Map_Building_Tutorial_v4_rar

hope this helps


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rattodaddo

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Re: Can the FMB be unlocked in HSFX?
« Reply #20 on: December 22, 2013, 11:50:19 AM »

So I deleted all my work up to that point, copied ALL the original files (from 352nd FG) into the maps folder and edited them in FMB+, WITHOUT changing the names in anything! Saved the files (to the maps folder) and then deleted what I needed to within the map, (It actually saved first time!) then copied all the files from the maps folder into the MODS/Mapmods... file where they should be and... blow me!?!?!? if it didn't work, now I have a blank slate to work with! I can now redesign the airfield as I see fit and begin writing the 5 year campaign I've been dreaming of, WATCH THIS SPACE!

Mr Boomer Sir? I am beholden to you! I do realize that at times this must have felt like pulling teeth... and I have been known to test the patience of a saint at times! Thanks for sticking with me mate! I owe you a big fat pint down at 'The Good Intent' sometime in the future! ALL HAIL THE BOOMER!!!!!! Without your advice I'd still be chasing my own tale...!

Now I can crack on with the Air Ministry plans and build the airfield properly and then build the campaigns around it!

Cheers pal, the pint of ale in my hand is raised to you sir! Happy holidays to you and yours!

Ratto xxx
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SAS~Boomer

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Re: Can the FMB be unlocked in HSFX?
« Reply #21 on: December 23, 2013, 02:55:27 AM »

Cheers,glad you got it sorted
Happy Holiday's
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DigitalEngine

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Re: Can the FMB be unlocked in HSFX?
« Reply #22 on: June 03, 2015, 11:50:34 PM »

Solved
"No 'Title' in file 'com/maddox/il2/objects/static.ini', section 'buildings.House$House_I" located here.

I'm having a 70% ctd when attempting to start IL-2 + HSFX7 with the unlocked FMB
Versions are 4.12.2 + HSFX 7.3
Any help please?

Edited the bldconf.ini file as below;
Code: [Select]
[builder_plugins]
  (builder.PlMapLoad)
  (builder.PlMapActors,sectFile=com/maddox/il2/objects/static.ini)
  (builder.PlMapAirdrome)
  (builder.PlMapLabel)
  (builder.PlMapText)
[builder config]
  bShowGrid true
  bShowName true
  bViewRunaway true
  bShowTime true
  bShowArmy [3,true,true,true]
  iLightLand 255
  iconSize 16
  bViewBridge true
  bAnimateCamera true
  bActorOnLand true
  bSaveViewHLand false
  bShowLandscape true
  iLightDestruction 128
  iWaterLevel 191
  defFullDX 32.0
  defFullDY 24.0

Log file is;
Code: [Select]
'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
Main begin: PlMapActors: No 'Title' in file 'com/maddox/il2/objects/static.ini', section 'buildings.House$House_I'
java.lang.RuntimeException: PlMapActors: No 'Title' in file 'com/maddox/il2/objects/static.ini', section 'buildings.House$House_I'
at com.maddox.il2.builder.PlMapActors.configure(PlMapActors.java:1553)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3158)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:849)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[04.06.2015 0:45:43] -------------- END log session -------------
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