Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => MapWorx (Common) => Topic started by: SAS~Bombsaway on June 21, 2013, 09:02:54 AM

Title: Guide for installing maps in 4.12 SAS ModAct 5.X and general map info
Post by: SAS~Bombsaway on June 21, 2013, 09:02:54 AM
Foreword by Tom2:

In coordination with Mark (SAS~Bombsaway) I like to edit this thread's first post and topic so that new fans and those struggling with maps in modded 4.12 can have a look and get some 1st idea(s).

I cannot speak for 4.12 and HSFX as I do not use the latter atm.
The bottom line for a stock map'd 4.12 install is that it does not come with all the modded IL-2 community objects and textures. You need to add those and atm the one way you can do it is import stuff from

a) SAS~Boomer's object pack, within this very thread
b) From a previous install of comprehensive format like the now older DBW 1.71...a great modpack I recommend to anyone new here despite its age. Find a one in all install package in the Special Aircraft Sercice's Dark Blue World forum section
E.g. the one huge package "Stock 4.07m to DBW 1.71 SuperPack One-Stop Download & Install" by SAS~CirX.
http://www.sas1946.com/main/index.php/topic,21514.0.html
c) As I hope in the near future from within an all comprehensive map and objects pack.


The now relevant posts and replies in this thread can be found summarized in replies 10 (#10) and 53 (#53) in this thread, where SAS~Boomer and myself gave tips, on my post the first part is off topic aka dealing with the high resolution mod as side topic. The rest in post #53 sums this very thread up!

-------------------------------

Additional info, related to maps and also as basic guidline for map handling in modded IL-2 as follow:

How to install maps, help by SAS~Boomer:
And more ;)
http://www.sas1946.com/main/index.php/topic,37295.0.html


How to report errors correctly related to maps-use a logfile excerpt-this counts for all crashes and bugs in modded IL-2! Report your game version, your Windows operating system, when the crash or problem occoured and post the relevant data of the logfile:
Threads explaining this, and keep in mind what SAS~Storebror wrote in big red letters. ;)
The tool needed, already part of ModAct 5.3!

http://www.sas1946.com/main/index.php/topic,19308.0.html



Additional valuable info on how to use and post logfiles:
http://www.sas1946.com/main/index.php/topic,39780.0.html

This post leads to the two above, but worth reading nevertheless as summary. :D
http://www.sas1946.com/main/index.php/topic,13457.0.html




If you use a new map, keep in mind it may use the High Resolution True Colour Textures mod, all info on that here, IIRC at the end there is also troubleshooting.
http://www.sas1946.com/main/index.php/topic,33239.0.html

The latest version of this mod:
http://www.sas1946.com/main/index.php/topic,42744.0.html







--------------------------------------------------------
Now follows SAS~Bombsaway's original post... ;)  :D
-------------------------------------------------------

I would like to have anone that can report any maps that work in 4.12 to list them here.  8)

I have my BTM_Pacific Islands working but I have not tried to save a new mission on it yet. I copied and pasted the map folder, tex folder, all.ini listing and my mission folder from my DBW install. In quick qmb the mission loads but I can tell there are many objects missing so I dont think a mission can be saved on it yet but if you have that map and missions they will work, at least for me they have.

If anyone else can get maps to work please let us know. I am going to try to download Boomer's objects and try to get them in my ModAct5 and see how things go.


Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 21, 2013, 03:20:58 PM
If using the New SAS Modact 5 for 4.12

Then it is as simple as copy/pasting the SFS Files you want to the SFS_AUTO folder
and using the appropriate all.ini and or static.in in there correct locations

For example>

copy and paste the up_objects01.sfs to up_objects04.sfs into your SFS_AUTO folder>
SFS_AUTO/up_objects01.sfs to up_objects04.sfs

Then use a UP3 RC4 Static.ini to have all the UP3 Objects installed into your SAS Modact 5

You can do the same with the map and texture SFS Files
then use the all.ini from UP3

copy paste>
up_maps01.sfs to up_maps05.sfs
and....
updbw_mapex_01.sfs to updbw_mapex_08.sfs
use the UP3 RC4 all.ini

copy/paste>
up_textures01.sfs and up_textures02.sfs
These are the needed Textures for the UP3 RC4 Maps

Or add DBW Map/Tex and Object SFS Files
using then the Static.ini and all.ini from DBW

I have all UP3 RC4 Maps,Textures and Objects working fine in SAS Modact 5 for 4.12 this way
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Bombsaway on June 21, 2013, 03:46:12 PM
Thank you Boomer. I have DBW install and I followed your instructions for using the DBW sfs files but I also added the UP Object sfs files as well but still used my DBW static.ini and now all my objects are there. I also replaced the maps folder with my DBW maps folder along with my QMBQucik missions folder and all is right with the world. :)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Gerax on June 23, 2013, 09:20:25 AM
see this thread also, maybe its important to have a closer look!  :)
http://www.sas1946.com/main/index.php/topic,35434.0.html (http://www.sas1946.com/main/index.php/topic,35434.0.html)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 23, 2013, 09:46:15 AM
Yup,with all things
Back up,use at your own risk  :D

thanks for the tip,will merge my static.ini with the new objects from 4.12
easy thing with Winmerge  :)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Bombsaway on June 23, 2013, 09:57:28 AM
Could you please , when your done, post a link for your static.ini ?
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 23, 2013, 10:26:10 AM
Won't be anytime soon,will take awhile to sort through the objects
as there are a lot of them and I don't have much time   :D

I also do not have the same static.ini that UP3/DBW comes out with as I have already added a lot more objects so I would have to sort through everything I have added to remove it ,or add 4.12 to a default UP3/DBW static and then add it again to my updated UP3/DBW static
confusing and more work than I can do at the moment

You can use Winmerge to do it yourselves,very easy to do
and because everyone's static.ini changes as they themselves add stuff they really need to update there own static.ini's
and manage them as well IMHO

I am comparing a default 4.10 static.ini to a default 4.12 static.ini to see what 4.12 has that 4.10 does not
Then I save the info and will add it to my static.ini I use later
Works for me  ;)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Semor on June 23, 2013, 10:27:56 AM
Could you please , when your done, post a link for your static.ini ?

+1 would be very usefull.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: MR_G on June 23, 2013, 05:49:50 PM
Would it screw things up if I just added the UP3 static.ini to the end of the 4.12 static.ini, along with the SFS files in the SFS_AUTO file??

Would a few duplicate entries mess things up??
.
.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 23, 2013, 08:01:58 PM
No,duplicate entries would not screw up any maps or your game
it would just make it tough wading through all those objects building in the FMB  ;)

Well,there is quite a few new objects in 4.12
it seems most are at the end of the static.ini with a few new objects scattered throughout

I especially like the Roman stone road and pathway plates
The Roman columns,fallen down broken Roman columns among quite a few other things
There is quite a lot all in all for new objects,a whole new object folder named MED for Mediterranean objects
new ground plates,airfield plates,airfield objects,new large Buildings and Hangers/repaints etc  :)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 24, 2013, 09:53:14 PM
Note* Use at your own risk,make back up files before editing

Not all 4.12 new objects may be listed,this is just a start as to what I am aware of so far
some plates may be already in our games and those also will need to be examined closer

Any other newer content noticed in the game not posted below please feel free to add

Ok,if wanting to add this Object pack to your 4.12 download using the new SAS Modact 5 SFS Auto-mount folder>
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1621

This is the static.ini that matches that Object pack exactly,the UP3 RC4 Static.ini>
http://www.mediafire.com/?dgzc8qdnhohncp4

Download the object pack SFS Files and cut and paste all 4 of the SFS Files to>
IL-2/SFS_AUTO

Cut and paste the UP3 RC4 Static.ini to(make a back up of your static.ini)>
IL-2/#SAS/STD/com/maddox/il2/objects

Then edit in the 4.12 static.ini info I posted in code# below, to the UP3 RC4 static.ini linked above that you downloaded
You may enter the info anywhere you like,I usually add new content to the bottom of the static.ini checking it to work good before arranging it where I may want it in my list

Remember,this may not reflect all new content in 4.12 objects
and there may also be duplicates of 4.11 or earlier objects

Strictly experimental,and a "Use at your own risk"

4.12 static.ini info >
Code: [Select]

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////  start 4.12 Objects
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//===========================================================================
[***]
Title North Africa
//===========================================================================

[buildings.House$tobruk_mosque]
Title           Tobruk_Mosque
MeshLive        3do/Buildings/Tobruk/Mosque/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Mosque/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.30

[buildings.House$bank_AA]
Title           Tobruk_Bank_AA
MeshLive        3do/Buildings/Tobruk/Bank_AA/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_AA/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

[buildings.House$bank_Office]
Title           Tobruk_Bank_Office
MeshLive        3do/Buildings/Tobruk/Bank_Office/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_Office/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

//===========================================================================
[***]
Title Med
//===========================================================================

[buildings.House$arc]
Title Roman_arc
MeshLive 3do/Buildings/Med/arc/live/live.sim
MeshDead 3do/Buildings/Med/arc/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.7

[buildings.House$column1]
Title Column_1
MeshLive 3do/Buildings/Med/column1/live/live.sim
MeshDead 3do/Buildings/Med/column1/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column2]
Title Column_collapsed
MeshLive 3do/Buildings/Med/column2/live/live.sim
MeshDead 3do/Buildings/Med/column2/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column3]
Title Column_2
MeshLive 3do/Buildings/Med/column3/live/live.sim
MeshDead 3do/Buildings/Med/column3/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column4]
Title Column_2_collapsed
MeshLive 3do/Buildings/Med/column4/live/live.sim
MeshDead 3do/Buildings/Med/column4/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column5]
Title Column_2_collapsed_2
MeshLive 3do/Buildings/Med/column5/live/live.sim
MeshDead 3do/Buildings/Med/column5/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$olive_tree_1]
Title Olive_tree_1
MeshLive 3do/flora/Olive_Tree01/live/live.sim
MeshDead 3do/flora/Olive_Tree01/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$olive_tree_2]
Title Olive_tree_2
MeshLive 3do/flora/Olive_Tree02/live/live.sim
MeshDead 3do/flora/Olive_Tree02/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$romanway1]
Title Romanway_1
MeshLive  3do/Buildings/Med/romanway1/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway1/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway2]
Title Romanway_2
MeshLive  3do/Buildings/Med/romanway2/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway2/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway3]
Title Romanway_3
MeshLive  3do/Buildings/Med/romanway3/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway3/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway4]
Title Romanway_4
MeshLive  3do/Buildings/Med/romanway4/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway4/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


[buildings.House$crater1_summer]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_summer]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_winter]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_winter]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_desert]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_desert]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


//PLATES

//===========================================================================
[***]
Title GroundPlate
//===========================================================================

[buildings.Plate$GroundParking]
Title           Parking
Mesh            3do/airfield/ground/Parking/mono.sim

[buildings.Plate$GroundParkingLarge]
Title           Parking
Mesh            3do/airfield/ground/ParkingLarge/mono.sim

[buildings.Plate$GroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/ground/ParkingSide/mono.sim

[buildings.Plate$GroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/ground/ParkingCorner/mono.sim

[buildings.Plate$GroundRunway]
Title           Runway
Mesh            3do/airfield/ground/Runway/mono.sim


[buildings.Plate$GroundRunwayLong]
Title           Runway
Mesh            3do/airfield/ground/RunwayLong/mono.sim

[buildings.Plate$GroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/ground/RunwayEnd/mono.sim

[buildings.Plate$GroundTaxi]
Title           Taxi
Mesh            3do/airfield/ground/Taxi/mono.sim

[buildings.Plate$GroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/ground/TaxiLong/mono.sim

[buildings.Plate$GroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/ground/TaxiEnd/mono.sim

[buildings.Plate$GroundTurn]
Title           Turn
Mesh            3do/airfield/ground/Turn/mono.sim

[buildings.Plate$GroundHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandLarge/mono.sim

[buildings.Plate$GroundHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandMedium/mono.sim

[buildings.Plate$GroundHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandSmall/mono.sim


//===========================================================================
[***]
Title WinterGroundPlate
//===========================================================================

[buildings.Plate$GroundWinterParking]
Title           Parking
Mesh            3do/airfield/groundWinter/Parking/mono.sim

[buildings.Plate$GroundWinterParkingLarge]
Title           Parking
Mesh            3do/airfield/groundWinter/ParkingLarge/mono.sim

[buildings.Plate$GroundWinterParkingSide]
Title           ParkingSide
Mesh            3do/airfield/groundWinter/ParkingSide/mono.sim

[buildings.Plate$GroundWinterParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/groundWinter/ParkingCorner/mono.sim

[buildings.Plate$GroundWinterRunway]
Title           Runway
Mesh            3do/airfield/groundWinter/Runway/mono.sim

[buildings.Plate$GroundWinterRunwayLong]
Title           Runway
Mesh            3do/airfield/groundWinter/RunwayLong/mono.sim

[buildings.Plate$GroundWinterRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/groundWinter/RunwayEnd/mono.sim

[buildings.Plate$GroundWinterTaxi]
Title           Taxi
Mesh            3do/airfield/groundWinter/Taxi/mono.sim

[buildings.Plate$GroundWinterTaxiLong]
Title           Taxi
Mesh            3do/airfield/groundWinter/TaxiLong/mono.sim

[buildings.Plate$GroundWinterTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/groundWinter/TaxiEnd/mono.sim

[buildings.Plate$GroundWinterTurn]
Title           Turn
Mesh            3do/airfield/groundWinter/Turn/mono.sim

[buildings.Plate$GroundWinterHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandLarge/mono.sim

[buildings.Plate$GroundWinterHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandMedium/mono.sim

[buildings.Plate$GroundWinterHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandSmall/mono.sim


//===========================================================================
[***]
Title ConcretePlate
//===========================================================================

[buildings.Plate$ConcreteConnect]
Title           Connect
Mesh            3do/airfield/Concrete/Connect/mono.sim

[buildings.Plate$ConcreteHangar]
Title           Hangar
Mesh            3do/airfield/Concrete/Hangar/mono.sim

[buildings.Plate$ConcreteRunway]
Title           Runway
Mesh            3do/airfield/Concrete/Runway/mono.sim


[buildings.Plate$ConcreteRunwayLong]
Title           Runway
Mesh            3do/airfield/Concrete/RunwayLong/mono.sim

[buildings.Plate$ConcreteRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Concrete/RunwayEnd/mono.sim

[buildings.Plate$ConcreteTaxi]
Title           Taxi
Mesh            3do/airfield/Concrete/Taxi/mono.sim

[buildings.Plate$ConcreteTaxiLong]
Title           Taxi
Mesh            3do/airfield/Concrete/TaxiLong/mono.sim

[buildings.Plate$ConcreteTurn]
Title           Turn
Mesh            3do/airfield/Concrete/Turn/mono.sim

[buildings.Plate$ConcreteParkingLarge]
Title           Taxi
Mesh            3do/airfield/Concrete/ParkingLarge/mono.sim

[buildings.Plate$ConcreteHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandLarge/mono.sim

[buildings.Plate$ConcreteHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandMedium/mono.sim


//===========================================================================
[***]
Title BlankPlate
//===========================================================================

[buildings.Plate$BlankParking]
Title           Parking
Mesh            3do/airfield/Blank/Parking/mono.sim

[buildings.Plate$BlankParkingLarge]
Title           Parking
Mesh            3do/airfield/Blank/ParkingLarge/mono.sim

[buildings.Plate$BlankParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Blank/ParkingSide/mono.sim

[buildings.Plate$BlankParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Blank/ParkingCorner/mono.sim

[buildings.Plate$BlankRunway]
Title           Runway
Mesh            3do/airfield/Blank/Runway/mono.sim

[buildings.Plate$BlankRunwayLong]
Title           Runway
Mesh            3do/airfield/Blank/RunwayLong/mono.sim

[buildings.Plate$BlankRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Blank/RunwayEnd/mono.sim

[buildings.Plate$BlankTaxi]
Title           Taxi
Mesh            3do/airfield/Blank/Taxi/mono.sim

[buildings.Plate$BlankTaxiLong]
Title           Taxi
Mesh            3do/airfield/Blank/TaxiLong/mono.sim

[buildings.Plate$BlankTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Blank/TaxiEnd/mono.sim

[buildings.Plate$BlankTurn]
Title           Turn
Mesh            3do/airfield/Blank/Turn/mono.sim

//===========================================================================
[***]
Title PCPPlate
//===========================================================================

[buildings.Plate$PCPParkingLarge]
Title           Parking
Mesh            3do/airfield/PCP/ParkingLarge/mono.sim

[buildings.Plate$PCPConnect]
Title           Connect
Mesh            3do/airfield/PCP/Connect/mono.sim

[buildings.Plate$PCPHangar]
Title           Hangar
Mesh            3do/airfield/PCP/Hangar/mono.sim

[buildings.Plate$PCPRunway]
Title           Runway
Mesh            3do/airfield/PCP/Runway/mono.sim

[buildings.Plate$PCPRunwayLong]
Title           Runway
Mesh            3do/airfield/PCP/RunwayLong/mono.sim

[buildings.Plate$PCPRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/PCP/RunwayEnd/mono.sim

[buildings.Plate$PCPTaxi]
Title           Taxi
Mesh            3do/airfield/PCP/Taxi/mono.sim

[buildings.Plate$PCPTaxiLong]
Title           Taxi
Mesh            3do/airfield/PCP/TaxiLong/mono.sim

[buildings.Plate$PCPTurn]
Title           Turn
Mesh            3do/airfield/PCP/Turn/mono.sim

//===========================================================================
[***]
Title Pac_GrPlate
//===========================================================================

[buildings.Plate$Pac_GrParking]
Title           Parking
Mesh            3do/airfield/Pac_Gr/Parking/mono.sim

[buildings.Plate$Pac_GrParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Gr/ParkingLarge/mono.sim

[buildings.Plate$Pac_GrParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Gr/ParkingSide/mono.sim

[buildings.Plate$Pac_GrParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Gr/ParkingCorner/mono.sim

[buildings.Plate$Pac_GrRunway]
Title           Runway
Mesh            3do/airfield/Pac_Gr/Runway/mono.sim

[buildings.Plate$Pac_GrRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Gr/RunwayLong/mono.sim

[buildings.Plate$Pac_GrRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Gr/RunwayEnd/mono.sim

[buildings.Plate$Pac_GrTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/Taxi/mono.sim

[buildings.Plate$Pac_GrTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/TaxiLong/mono.sim

[buildings.Plate$Pac_GrTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Gr/TaxiEnd/mono.sim

[buildings.Plate$Pac_GrTurn]
Title           Turn
Mesh            3do/airfield/Pac_Gr/Turn/mono.sim

[buildings.Plate$Pac_GrHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandLarge/mono.sim

[buildings.Plate$Pac_GrHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandMedium/mono.sim

[buildings.Plate$Pac_GrHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandSmall/mono.sim

//===========================================================================
[***]
Title Pac_SandPlate
//===========================================================================

[buildings.Plate$Pac_SandParking]
Title           Parking
Mesh            3do/airfield/Pac_Sand/Parking/mono.sim

[buildings.Plate$Pac_SandParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Sand/ParkingLarge/mono.sim

[buildings.Plate$Pac_SandParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Sand/ParkingSide/mono.sim

[buildings.Plate$Pac_SandParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Sand/ParkingCorner/mono.sim

[buildings.Plate$Pac_SandRunway]
Title           Runway
Mesh            3do/airfield/Pac_Sand/Runway/mono.sim

[buildings.Plate$Pac_SandRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Sand/RunwayLong/mono.sim

[buildings.Plate$Pac_SandRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Sand/RunwayEnd/mono.sim

[buildings.Plate$Pac_SandTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/Taxi/mono.sim

[buildings.Plate$Pac_SandTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/TaxiLong/mono.sim

[buildings.Plate$Pac_SandTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Sand/TaxiEnd/mono.sim

[buildings.Plate$Pac_SandTurn]
Title           Turn
Mesh            3do/airfield/Pac_Sand/Turn/mono.sim

[buildings.Plate$Pac_SandHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandLarge/mono.sim

[buildings.Plate$Pac_SandHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandMedium/mono.sim

[buildings.Plate$Pac_SandHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandSmall/mono.sim


//===========================================================================
[***]
Title DesertGroundPlate
//===========================================================================

[buildings.Plate$DesertGroundParking]
Title           Parking
Mesh            3do/airfield/Desert/Parking/mono.sim

[buildings.Plate$DesertGroundParkingLarge]
Title           Parking
Mesh            3do/airfield/Desert/ParkingLarge/mono.sim

[buildings.Plate$DesertGroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Desert/ParkingSide/mono.sim

[buildings.Plate$DesertGroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Desert/ParkingCorner/mono.sim

[buildings.Plate$DesertGroundRunway]
Title           Runway
Mesh            3do/airfield/Desert/Runway/mono.sim

[buildings.Plate$DesertGroundRunwayLong]
Title           Runway
Mesh            3do/airfield/Desert/RunwayLong/mono.sim

[buildings.Plate$DesertGroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Desert/RunwayEnd/mono.sim

[buildings.Plate$DesertGroundTaxi]
Title           Taxi
Mesh            3do/airfield/Desert/Taxi/mono.sim

[buildings.Plate$DesertGroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/Desert/TaxiLong/mono.sim

[buildings.Plate$DesertGroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Desert/TaxiEnd/mono.sim

[buildings.Plate$DesertGroundTurn]
Title           Turn
Mesh            3do/airfield/Desert/Turn/mono.sim

[buildings.Plate$DesertHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandLarge/mono.sim

[buildings.Plate$DesertHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandMedium/mono.sim

[buildings.Plate$DesertHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandSmall/mono.sim



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RAILS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

[buildings.Plate$RailVokzalPlatform]
Title           VokzalPlatform
Mesh        3do/Buildings/Rail/Vokzal/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeft]
Title           VokzalRailLeft
Mesh            3do/Buildings/Rail/Vokzal/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLine]
Title           VokzalRailLine
Mesh            3do/Buildings/Rail/Vokzal/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRight]
Title           VokzalRailRight
Mesh            3do/Buildings/Rail/Vokzal/RailRight/mono.sim

[buildings.Plate$RailVokzalSquare]
Title           VokzalSquare
Mesh            3do/Buildings/Rail/Vokzal/Square/mono.sim



[buildings.Plate$RailVokzalPlatformW]
Title           VokzalPlatformWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeftW]
Title           VokzalRailLeftWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLineW]
Title           VokzalRailLineWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRightW]
Title           VokzalRailRightWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailRight/mono.sim

[buildings.Plate$RailVokzalSquareW]
Title           VokzalSquareWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Square/mono.sim

//===========================================================================
[***]
Title Masking Nets
//===========================================================================



[buildings.House$AirdromeMaskingnetMid]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_mid.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1

[buildings.House$AirdromeMaskingnetBig]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_big.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1



[buildings.House$AirdromeMaskingnetMidW]
equals buildings.House$AirdromeMaskingnetMid
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_mid.sim

[buildings.House$AirdromeMaskingnetBigW]
equals buildings.House$AirdromeMaskingnetBig
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_big.sim

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 25, 2013, 06:02:16 AM
Thanks for your work Boomer.

How about the SAS objects? Think it is needed for some Maps,like Gilbs West front etc..

SAS Objects ?
not exactly sure what those are

The Object pack I linked to above,
will save missions on any map that is listed in UP3 RC4 (Gilb's WF map is in UP3)

Here is the map list in UP3 RC4
UP3 all.ini info>
Code: [Select]
[all]
2B_FlightTest 2B_FlightTest/load.ini
****E**** Net1Winter/load.ini
Balaton Balaton/load.ini
Balaton_winter Balaton/load_w.ini
Bessarabia  Bessarabia/load.ini
BlackSea BlackSea/load.ini
uzav_EastBalt uzav_EastBalt/load.ini
uzav_EastBalt_W uzav_EastBalt/load_w.ini
Crimea Crimea/load.ini
Crimea_Autumn(LAL) Crimea/LAL_crimeaautumn.ini
Crimea_Mud(LAL) Crimea/LAL_crimeamud.ini
Crimea_Summer(LAL) Crimea/LAL_crimeasummer.ini
Crimea_Winter(LAL) Crimea/LAL_crimeawinter.ini
cztx_Caucasus cztx_Caucasus/load.ini
cztx_Caucasus_W cztx_Caucasus/load_w.ini
Kt_Finland_summer Kt_Finland/load.ini
Kt_Finland_winter Kt_Finland/load_winter.ini
FinsGulf FinsGulf/load.ini
WinterFinsGulf FinsGulf/load_w.ini
Iasi_Online Bessarabia/load_Iasi.ini
ag_kt_Karelia ag_kt_Karelia/load.ini
ag_kt_Karelia_autumn ag_kt_Karelia/load_autumn.ini
ag_kt_Karelia_winter ag_kt_Karelia/load_winter.ini
ag_kt_Karelia_winterH ag_kt_Karelia/load_winter_ice.ini
Kiev Kiev/load.ini
Kiev_WAutumn Kiev/WAutumn_Kiev_load.ini
Kiev_SAutumn Kiev/SAutumn_Kiev_load.ini
Kuban Kuban/load.ini
Kurland_Autumn Kurland/load.ini
Kurland_Winter Kurland/wload.ini
Kurland_Autumn_online Kurland/load_online.ini
Kurland_Winter_online Kurland/wload_online.ini
Kursk Kursk/load.ini
Kursk(LAL) Kursk/LAL_load.ini
Lvov Lviv/load.ini
Lvov_Winter Lviv/Winter_CKY_load.ini
SummerMoscow Moscow/sload.ini
Moscow Moscow/load.ini
Murmansk_Summer MurmanskS/load.ini
Murmansk murmansk/load.ini
Odessa_Online Bessarabia/load_Odessa.ini
Prokhorovka Prokhorovka/load.ini
Prokhorovka(LAL) Prokhorovka/LAL_load.ini
Smolensk Smolensk/load.ini
Autumn_Stalingrad Stgrad/aload.ini
Summer_Stalingrad Stgrad/sload.ini
Stalingrad Stgrad/load.ini
Kt_svir Kt_svir/load.ini
Kt_svir_W Kt_svir/loadw.ini
Kt_syvari Kt_syvari/load.ini
Kt_syvari_winter Kt_syvari/load_w.ini
Kt_syvari_winter_hard Kt_syvari/load_wh.ini
AP_Ukraine AP_Ukraine/load.ini
Donbass Donbass/load.ini
AP_Ukraine_W AP_Ukraine/load_w.ini
Kt_viipuri_AA11 Kt_viipuri/load_U.ini
Kt_viipuri_winter_e Kt_viipuri/load_winter_e.ini
Kt_viipuri_winter Kt_viipuri/load_winter.ini
****T**** 2B_FlightTest/load.ini
****W**** Netmountains/load.ini
zip_Alpen_east zip_Alpen/zip_Alpen_east_load.ini
zip_Alpen_mid zip_Alpen/zip_Alpen_mid_load.ini
zip_Alpen_west zip_Alpen/zip_Alpen_west_load.ini
Ardennes_S Ardennes/sload.ini
Ardennes_W Ardennes/wload.ini
ArdennesWinter(tab) Ardennes/tab_wload.ini
AtlanticSummer CoralSea/Atlantic_summer_CKY_load.ini
AtlanticWinter CoralSea/Atlantic_winter_CKY_load.ini
Berlin Berlin/load.ini
Berlin_Autumn Berlin/Autumn_CKY_load.ini
Berlin_Winter Berlin/Winter_CKY_load.ini
352nd_Cross_Channel 352nd_Cross_Channel/load.ini
English_Channel(Can) CAN_Channel/CAN_40_load.ini
CAN_ChanSpr CAN_Channel/CAN_spring_load.ini
CAN_ChanW CAN_Channel/CAN_winter_load.ini
1940_1941_Channel CAN_EnglishChannel/1940load.ini
1942_1945_Channel CAN_EnglishChannel/1943load.ini
Winter_40_41_Channel CAN_EnglishChannel/W1940load.ini
Winter_42_45_Channel CAN_EnglishChannel/W1943load.ini
GSpr_1940_1941_Channel   CAN_EnglishChannel/GSpr_1940load.ini
GSpr_1943_1945_Channel   CAN_EnglishChannel/GSpr_1943load.ini
GSum_1940_1941_Channel   CAN_EnglishChannel/GSum_1940load.ini
GSum_1943_1945_Channel   CAN_EnglishChannel/GSum_1943load.ini
GAut_1940_1941_Channel   CAN_EnglishChannel/GAut_1940load.ini
GAut_1943_1945_Channel   CAN_EnglishChannel/GAut_1943load.ini
GWin_1940_1941_Channel   CAN_EnglishChannel/GWin_1940load.ini
GWin_1943_1945_Channel   CAN_EnglishChannel/GWin_1943load.ini
ChannelDF(kt) Kt_channel/load.ini
Circus DRK_Circus/load.ini
CircusW DRK_Circus/loadw.ini
CSvsD1938 CSvsD1938/load.ini
Denmark RW32_Denmark/load.ini
CY6_ash_BoF_Ruhr CY6_ash_BoF_Ruhr/load.ini
Dogfight_Nordbayern Dogfight_Nordbayern/load.ini
GothicLine_Summ. Slovakia_Lite/TEloads.ini
GothicLine_Wint. Slovakia_Lite/TEloadw.ini
KM_Nordbayern KM_Nordbayern/load.ini
Normandy1 Normandy/load2.ini
Normandy2 Normandy/load.ini
Normandy3 Normandy/load1.ini
GW_Normandy_January  normandy/GW_norm2_load.ini
GW_Normandy_March  normandy/GW_norm_load.ini
Normandy-43(LAL) LALnormandy1/LAL_load1.ini
Normandy-44(LAL) LALnormandy2/LAL_load2.ini
Nordsee Wag_Nordsee/load_s.ini
ag_Narvik ag_Narvik/load.ini
mixx_Zapolar'e mixx_Zapolar'e/ms_load.ini
Norway Norway/load.ini
NorwayW Norway/fly_Z_w_load.ini
Norway_Summer_GW Norway/GS_load.ini
Norway_Winter_GW     Norway/GW_load.ini
NWEurope NWEurope/load.ini
Slovakia_summer Slovakia/load.ini
Slovakia_winter Slovakia/load_winter.ini
Slovakia_sum.(online) Slovakia/load_online.ini
Slovakia_wnt.(online) Slovakia/load_winter_online.ini
Slov.Winter(Mbug) Mbug_Slovakia_winter/load.ini
Zuti_Slovenia_Summer Zuti_Slovenia/Slovenia_Summer.ini
Zuti_Slovenia_ON_Summer Zuti_Slovenia/Slovenia_On_S.ini
Zuti_Slovenia_OFF_Summer Zuti_Slovenia/Slovenia_Off_S.ini
Zuti_Slovenia_Winter Zuti_Slovenia/Slovenia_Winter.ini
Zuti_Slovenia_ON_Winter Zuti_Slovenia/Slovenia_On_W.ini
Zuti_Slovenia_OFF_Winter Zuti_Slovenia/Slovenia_Off_W.ini
WestFront44(Summer) WestFront44/WF44S_load.ini
WestFront44(Winter) WestFront44/WF44W_load.ini
****T**** 2B_FlightTest/load.ini
****M**** SandsOfTime/load.ini
Central_Mediterranean mrz_Centmed/mrz_centmed_load.ini
CentralMed(GW) mrz_Centmed/GW_centmed_load.ini
vkg_Crete vkg_Crete/load.ini
vkg_CreteOnline vkg_Crete/loadL.ini
OnlineDesert desert/load.ini
R_desert redko_desert/load.ini
vkg_El_Alamein vkg_El_Alamein/load_ZAF.ini
vkg_El_AlameinOnline vkg_El_Alamein/load.ini
Ita_Afr_Greece(vol) vol_ItalyAfricaGreece/vol_ita_load.ini
OnlineItaly Italy_DF/load.ini
ItalyII_DF It_new_italy_DF/It_load.ini
LYBIA_N-E  JV69_LYBIA_N-E/JV69_M_load.ini
Malta(mrz) mrz_Malta/mrz_load.ini
Malta-medium(mrz) mrz_Malta/mrz_load_medium.ini
Malta-high(mrz) mrz_Malta/mrz_load_high.ini
Malta_42    Malta_42/fiv_load_high.ini
Mediterran_War_Over_Italy Mediterran_W.o.I/Med_W_o_I_load.ini
MTO         MTO/load.ini
MTO_Light   MTO/load_light.ini
Northern_Africa_Jir Northern_Africa_Jir/load.ini
redko_Mto redko_Mto/load.ini
SandsOfTime SandsOfTime/load.ini
R_SandsOfTime redko_SandsOfTime/load.ini
Sardegna(vol) vol_Sardegna/vol_load.ini
Sinai(dlv) dlv_Sinai/load.ini
Tunisia MrO_Tunis/load.ini
****T**** 2B_FlightTest/load.ini
****P**** Net8Islands/load.ini
Aleutians Aleutians/load.ini
B29_Alley B29_Alley/load.ini
Burma Burma/load.ini
cztx_BurmaLower cztx_BurmaLower/load.ini
CarolinesMid44 Western_Carolines_Mid_1944/load.ini
CarolinesLate44 Western_Carolines_Late_1944/load.ini
Chichi Chichi/load.ini
CoralSea CoralSea/load.ini
CoralSeaOnline CoralSea/Online_load.ini
CoralSeaOnline2 CoralSea/2_load.ini
NTL_Darwin_1942_43 NTL_Darwin_1942_43/NTL_Darwin_1942_43_load.ini
GuadalE Guadal/eload.ini
Guadal Guadal/load.ini
Hawaii Hawaii/load.ini
HawaiiIsl tc_hawaain-islands/load.ini
Hokkaido HB_Hokkaido/load.ini
HokkaidoW HB_Hokkaido/wload.ini
Iwo Iwo/load.ini
IwoOnine Iwo/Online_load.ini
KhalkhinGol KhalkhinGol/load.ini
KhalkhinGolMixx mixx_Kh-Gol/load.ini
KokodaTrail MrO_Kokoda/load.ini
3BG_KTO 3BG_KTO/load.ini
3BG_KTO_Winter 3BG_KTO_Winter/load.ini
Kwajalein Kwajalein/load.ini
Kyushu Japan1/load.ini
redko_japan1 redko_japan1/load.ini
MakinAtoll Makin2/load.ini
Manchuria Manchuria/load.ini
Marianas Marianas/load.ini
MarianasOnline Marianas/Online_load.ini
Midway Midway/load.ini
BP_Midway Midway/BPload.ini
Cat_Midway Cat_Midway/load.ini
NewGuinea NewGuinea/load.ini
CY6_North_Korea_Summer_1950 CY6_North_Korea/load.ini
CY6_North_Korea_Fall_1950 CY6_North_Korea/loadf.ini
CY6_North_Korea_Winter_1950 CY6_North_Korea/loadw.ini
CY6_North_Korea_Spring_1951 CY6_North_Korea/loads.ini
CY6_North_Korea_Summer_1951-53 CY6_North_Korea/load_MLR.ini
CY6_North_Korea_Winter_1951-53 CY6_North_Korea/loadw_MLR.ini
Okinawa Okinawa/load.ini
OkinawaOnline Okinawa/Online_load.ini
Okinawa_Redko Okinawa_Redko/load.ini
OkinawaOnline_Redko Okinawa_Redko/Online_load.ini
Palau Palau/load.ini
PalauOnline Palau/Online_load.ini
redko_palau redko_palau/load.ini
redko_palauOnline redko_palau/Online_load.ini
IJ_Palembang_42 IJ_Palembang/42load.ini
IJ_Palembang_45 IJ_Palembang/45load.ini
Philippines(dlv) dlv_Philippines/load.ini
Rabaul_beta Rabaul_beta/load.ini
RabaulOn Rabaul_beta/net_load.ini
Rennell1943(LS) LS_Rennell43/load.ini
Rennell(LS) LS_Rennell/load.ini
IJ_Sakishima IJ_Sakishima/load.ini
SantaCruz1942(LS) LS_SantaCruz42/load.ini
SantaCruz(LS) LS_SantaCruz/load.ini
Setouchi Setouchi_beta/load.ini
Singapore singapore/load.ini
Singapore2 singapore/load2.ini
Solomons0842 Solomons/load_0842.ini
Solomons1042 Solomons/load_1042.ini
Solomons1242 Solomons/load_1242.ini
Solomons0643 Solomons/load_0743.ini
Solomons1043 Solomons/load_1043.ini
Solomons0144 Solomons/load_0144.ini
Tarawa Tarawa/load.ini
Thailand(ffb) ffb_Thailand/load.ini
LS_Truk LS_Truk/load.ini
TrukLagoon Truk/load.ini
Wake Wake/load.ini
****T**** 2B_FlightTest/load.ini
****ESP**** Netmountains/load.ini
HRt_ebro1938GCE HRt_ebro1938GCE/HRt_ebro1938GCE_load.ini
SpainN36 Jir_Northern_Spain_1936/load.ini
****T**** 2B_FlightTest/load.ini
****Other**** Netmountains/load.ini
Canarias1 HRt_canarias7/HRt_canarias7_load.ini
Canarias2 HRt_canarias7/HRt_canarias7GCE_load.ini
Madeira HRt_madeira/HRt_madeira_load.ini
Magallanes Magallanes/load.ini
****T**** 2B_FlightTest/load.ini
****OL**** Net5Summer/load.ini
NetIslands NetIslands/load.ini
Net5Summer Net5Summer/load.ini
NetMountains Netmountains/load.ini
Net6Island Net6Island/load.ini
Net3Summer Net3Summer/load.ini
Net8Islands Net8Islands/load.ini
Net8Islands_v2 Net8Islands/load_v2.ini
Net7Islands Net7Islands/load.ini
Net1Summer Net1Summer/load.ini
Net1Winter Net1Winter/load.ini
Net2Summer Net2Summer/load.ini
Net2Winter Net2Winter/load.ini


DBW was built on the base of UP3
So the object pack would save missions on all maps that come with the basic install of DBW

Any maps added to UP3 and or DBW after initial install by the end user,that actually have new objects on them...
Then the end user would need to install those new objects along with the new map they are installing

example:
The new BoM map (Battle over Moscow)
It is a new map made since UP3/DBW came out
so it needs to be installed,and it also has objects that need to be installed in order to be able to save missions on it in FMB




Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Murph on June 25, 2013, 07:07:34 AM
Boomer, I know that HSFX is not really your thing, but how would I go about adding the objects/maps, etc., from it to 4.12?
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on June 25, 2013, 07:34:44 AM
I'm not really up on there file and folder structure anymore,so can not really help for HSFX
It would be relatively the same as with UP3 and DBW I would think,like I highlighted in red in my below quote


If using the New SAS Modact 5 for 4.12

Then it is as simple as copy/pasting the SFS Files you want to the SFS_AUTO folder
and using the appropriate all.ini and or static.in in there correct locations

For example>

copy and paste the up_objects01.sfs to up_objects04.sfs into your SFS_AUTO folder>
SFS_AUTO/up_objects01.sfs to up_objects04.sfs

Then use a UP3 RC4 Static.ini to have all the UP3 Objects installed into your SAS Modact 5

You can do the same with the map and texture SFS Files
then use the all.ini from UP3

copy paste>
up_maps01.sfs to up_maps05.sfs
and....
updbw_mapex_01.sfs to updbw_mapex_08.sfs
use the UP3 RC4 all.ini

copy/paste>
updbw_mapex_01.sfs and updbw_mapex_02.sfs
These are the needed Textures for the UP3 RC4 Maps

Or add DBW Map/Tex and Object SFS Files
using then the Static.ini and all.ini from DBW

I have all UP3 RC4 Maps,Textures and Objects working fine in SAS Modact 5 for 4.12 this way

Then don't forget to add the 4.12 static.ini I have posted 
if and when I find more new object content in 4.12 I will post it also
anyone else finds any please post the static.ini info
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: BravoFxTrt on June 25, 2013, 05:48:13 PM
Carsmaster's   CMR_Bessarabia v. 1.0-2048 pix in SFS  works in 4.12    http://www.sas1946.com/main/index.php/topic,30816.msg325781.html#msg325781
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: cgagan on June 29, 2013, 12:58:07 AM
Hi folks, I thought I better post here, since this is 412/map related. I get a CTD whenever I try to start a mission with the vol. ItalyAfricaGreece map in my 412/SAS ModAct 5.1 setup; here's what the log says,
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/Ru_VVS (5).bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Pilot PaintSchemes/Pilots/Ru_VVS (5).bmp NOT loaded
Any suggestions warmly welcome, thanks in advance,
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: modlife on July 01, 2013, 11:23:54 PM
Thx!  UP~Boomer
 :P :P :P
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Heretic on July 04, 2013, 02:39:46 PM
Boomer, I know that HSFX is not really your thing, but how would I go about adding the objects/maps, etc., from it to 4.12?

http://www.sas1946.com/main/index.php/topic,35484.0.html

Is built on 4.11 though.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: CzechTexan on July 06, 2013, 04:36:57 PM
I'd  like to thank everyone who is involved in helping organize this.  Getting Modact for 4.12 and adding the SFS object files from M4T really makes it easy to get maps and install newer maps as well. 
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: 4ent on July 12, 2013, 02:11:47 AM
I used DBW SFS map and mapex files in SFS_Auto and DBW static merged with 4.12 objects.All seems ok except for Moscow winter.
Log says:INTERNAL ERROR: Can't open file 'maps/moscow/GW_ed_m03.tga'
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on July 12, 2013, 02:28:45 AM
game must be looking at another Moscow folder or something
try re-installing the moscow map again now after you have installed the SFS Files maybe

BTW,there is a bug with the small hanger when installing the object SFS Files>

Pete, you know these FMB thingy thing is all greek to me, so forgive me if this is a stupid question: The net hangers bug happens in Modact 5 only and not in stock 4.12? In either case, could you please tell the precise name of the regarding net hanger object?

Best regards - Mike

Ok,I have a solution to the Hanger Bug
It happens only when trying to add the Object SFS Files to the auto SFS File folder
using the UP3 static.ini to add more objects

It does not happen in 4.12 SAS Modact 5 or in the default game

To use the Object SFS Files,to add more objects to your SAS Modact 5 and to cure the hanger bug
You need to extract "up_objects02.sfs" with the SFS File extractor

Once extracted,search>
up_objects02/3do/Buildings/Airdrome/Maskingnet

delete that folder from the extracted files
delete> Maskingnet

Now place the extracted up_objects02 folder and all it's contents into your #SAS Folder>
IL-2/#SAS/up_objects02

Now.... if using up_objects01 and 03 and the 04 SFS Files in the auto SFS File folder
and the extracted up_objects02 folder in the #SAS folder(minus the maskingnet folder)

You now just need to edit your static.in

Using the UP3 Static.ini that goes with the up_object SFS Files

You need to search nets,remove in whole the first net entry you come to using the search function of your text editor
remove everything in Red

[buildings.House$AirdromeMaskingnet]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead.sim
Body            WoodSmall              // FIXME: need special type 'Cloth'
Panzer          0.0001

Then add the 4.12 static.ini info to your static.ini (Post #252)

you'lle have all the UP3 objects added to your install using 01,03 and 04 of the up_object SFS Files
The up_objects02 folder will be exxctracted using it in the #SAS folder
and you'll have the offending static.ini info removed from the older masking net as well as the actual object
which keeps it from over-riding the default new masking net of the same type and size

The bug must be in the properties of that objects somehow
removing it and doing as I described cured the exploding planes in the 4.12 taxi test mission for me
with being able to use the SFS Files other than up_objects02 which could use being re-compiled into an SFS File with the maskingnet folder removed

Cheers

4.12 static.ini info for new 4.12 objects>
Code: [Select]

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////  start 4.12 Objects
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//===========================================================================
[***]
Title North Africa
//===========================================================================

[buildings.House$tobruk_mosque]
Title           Tobruk_Mosque
MeshLive        3do/Buildings/Tobruk/Mosque/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Mosque/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.30

[buildings.House$bank_AA]
Title           Tobruk_Bank_AA
MeshLive        3do/Buildings/Tobruk/Bank_AA/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_AA/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

[buildings.House$bank_Office]
Title           Tobruk_Bank_Office
MeshLive        3do/Buildings/Tobruk/Bank_Office/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_Office/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

//===========================================================================
[***]
Title Med
//===========================================================================

[buildings.House$arc]
Title Roman_arc
MeshLive 3do/Buildings/Med/arc/live/live.sim
MeshDead 3do/Buildings/Med/arc/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.7

[buildings.House$column1]
Title Column_1
MeshLive 3do/Buildings/Med/column1/live/live.sim
MeshDead 3do/Buildings/Med/column1/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column2]
Title Column_collapsed
MeshLive 3do/Buildings/Med/column2/live/live.sim
MeshDead 3do/Buildings/Med/column2/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column3]
Title Column_2
MeshLive 3do/Buildings/Med/column3/live/live.sim
MeshDead 3do/Buildings/Med/column3/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column4]
Title Column_2_collapsed
MeshLive 3do/Buildings/Med/column4/live/live.sim
MeshDead 3do/Buildings/Med/column4/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column5]
Title Column_2_collapsed_2
MeshLive 3do/Buildings/Med/column5/live/live.sim
MeshDead 3do/Buildings/Med/column5/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$olive_tree_1]
Title Olive_tree_1
MeshLive 3do/flora/Olive_Tree01/live/live.sim
MeshDead 3do/flora/Olive_Tree01/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$olive_tree_2]
Title Olive_tree_2
MeshLive 3do/flora/Olive_Tree02/live/live.sim
MeshDead 3do/flora/Olive_Tree02/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$romanway1]
Title Romanway_1
MeshLive  3do/Buildings/Med/romanway1/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway1/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway2]
Title Romanway_2
MeshLive  3do/Buildings/Med/romanway2/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway2/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway3]
Title Romanway_3
MeshLive  3do/Buildings/Med/romanway3/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway3/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway4]
Title Romanway_4
MeshLive  3do/Buildings/Med/romanway4/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway4/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


[buildings.House$crater1_summer]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_summer]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_winter]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_winter]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_desert]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_desert]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


//PLATES

//===========================================================================
[***]
Title GroundPlate
//===========================================================================

[buildings.Plate$GroundParking]
Title           Parking
Mesh            3do/airfield/ground/Parking/mono.sim

[buildings.Plate$GroundParkingLarge]
Title           Parking
Mesh            3do/airfield/ground/ParkingLarge/mono.sim

[buildings.Plate$GroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/ground/ParkingSide/mono.sim

[buildings.Plate$GroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/ground/ParkingCorner/mono.sim

[buildings.Plate$GroundRunway]
Title           Runway
Mesh            3do/airfield/ground/Runway/mono.sim


[buildings.Plate$GroundRunwayLong]
Title           Runway
Mesh            3do/airfield/ground/RunwayLong/mono.sim

[buildings.Plate$GroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/ground/RunwayEnd/mono.sim

[buildings.Plate$GroundTaxi]
Title           Taxi
Mesh            3do/airfield/ground/Taxi/mono.sim

[buildings.Plate$GroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/ground/TaxiLong/mono.sim

[buildings.Plate$GroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/ground/TaxiEnd/mono.sim

[buildings.Plate$GroundTurn]
Title           Turn
Mesh            3do/airfield/ground/Turn/mono.sim

[buildings.Plate$GroundHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandLarge/mono.sim

[buildings.Plate$GroundHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandMedium/mono.sim

[buildings.Plate$GroundHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandSmall/mono.sim


//===========================================================================
[***]
Title WinterGroundPlate
//===========================================================================

[buildings.Plate$GroundWinterParking]
Title           Parking
Mesh            3do/airfield/groundWinter/Parking/mono.sim

[buildings.Plate$GroundWinterParkingLarge]
Title           Parking
Mesh            3do/airfield/groundWinter/ParkingLarge/mono.sim

[buildings.Plate$GroundWinterParkingSide]
Title           ParkingSide
Mesh            3do/airfield/groundWinter/ParkingSide/mono.sim

[buildings.Plate$GroundWinterParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/groundWinter/ParkingCorner/mono.sim

[buildings.Plate$GroundWinterRunway]
Title           Runway
Mesh            3do/airfield/groundWinter/Runway/mono.sim

[buildings.Plate$GroundWinterRunwayLong]
Title           Runway
Mesh            3do/airfield/groundWinter/RunwayLong/mono.sim

[buildings.Plate$GroundWinterRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/groundWinter/RunwayEnd/mono.sim

[buildings.Plate$GroundWinterTaxi]
Title           Taxi
Mesh            3do/airfield/groundWinter/Taxi/mono.sim

[buildings.Plate$GroundWinterTaxiLong]
Title           Taxi
Mesh            3do/airfield/groundWinter/TaxiLong/mono.sim

[buildings.Plate$GroundWinterTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/groundWinter/TaxiEnd/mono.sim

[buildings.Plate$GroundWinterTurn]
Title           Turn
Mesh            3do/airfield/groundWinter/Turn/mono.sim

[buildings.Plate$GroundWinterHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandLarge/mono.sim

[buildings.Plate$GroundWinterHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandMedium/mono.sim

[buildings.Plate$GroundWinterHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandSmall/mono.sim


//===========================================================================
[***]
Title ConcretePlate
//===========================================================================

[buildings.Plate$ConcreteConnect]
Title           Connect
Mesh            3do/airfield/Concrete/Connect/mono.sim

[buildings.Plate$ConcreteHangar]
Title           Hangar
Mesh            3do/airfield/Concrete/Hangar/mono.sim

[buildings.Plate$ConcreteRunway]
Title           Runway
Mesh            3do/airfield/Concrete/Runway/mono.sim


[buildings.Plate$ConcreteRunwayLong]
Title           Runway
Mesh            3do/airfield/Concrete/RunwayLong/mono.sim

[buildings.Plate$ConcreteRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Concrete/RunwayEnd/mono.sim

[buildings.Plate$ConcreteTaxi]
Title           Taxi
Mesh            3do/airfield/Concrete/Taxi/mono.sim

[buildings.Plate$ConcreteTaxiLong]
Title           Taxi
Mesh            3do/airfield/Concrete/TaxiLong/mono.sim

[buildings.Plate$ConcreteTurn]
Title           Turn
Mesh            3do/airfield/Concrete/Turn/mono.sim

[buildings.Plate$ConcreteParkingLarge]
Title           Taxi
Mesh            3do/airfield/Concrete/ParkingLarge/mono.sim

[buildings.Plate$ConcreteHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandLarge/mono.sim

[buildings.Plate$ConcreteHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandMedium/mono.sim


//===========================================================================
[***]
Title BlankPlate
//===========================================================================

[buildings.Plate$BlankParking]
Title           Parking
Mesh            3do/airfield/Blank/Parking/mono.sim

[buildings.Plate$BlankParkingLarge]
Title           Parking
Mesh            3do/airfield/Blank/ParkingLarge/mono.sim

[buildings.Plate$BlankParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Blank/ParkingSide/mono.sim

[buildings.Plate$BlankParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Blank/ParkingCorner/mono.sim

[buildings.Plate$BlankRunway]
Title           Runway
Mesh            3do/airfield/Blank/Runway/mono.sim

[buildings.Plate$BlankRunwayLong]
Title           Runway
Mesh            3do/airfield/Blank/RunwayLong/mono.sim

[buildings.Plate$BlankRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Blank/RunwayEnd/mono.sim

[buildings.Plate$BlankTaxi]
Title           Taxi
Mesh            3do/airfield/Blank/Taxi/mono.sim

[buildings.Plate$BlankTaxiLong]
Title           Taxi
Mesh            3do/airfield/Blank/TaxiLong/mono.sim

[buildings.Plate$BlankTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Blank/TaxiEnd/mono.sim

[buildings.Plate$BlankTurn]
Title           Turn
Mesh            3do/airfield/Blank/Turn/mono.sim

//===========================================================================
[***]
Title PCPPlate
//===========================================================================

[buildings.Plate$PCPParkingLarge]
Title           Parking
Mesh            3do/airfield/PCP/ParkingLarge/mono.sim

[buildings.Plate$PCPConnect]
Title           Connect
Mesh            3do/airfield/PCP/Connect/mono.sim

[buildings.Plate$PCPHangar]
Title           Hangar
Mesh            3do/airfield/PCP/Hangar/mono.sim

[buildings.Plate$PCPRunway]
Title           Runway
Mesh            3do/airfield/PCP/Runway/mono.sim

[buildings.Plate$PCPRunwayLong]
Title           Runway
Mesh            3do/airfield/PCP/RunwayLong/mono.sim

[buildings.Plate$PCPRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/PCP/RunwayEnd/mono.sim

[buildings.Plate$PCPTaxi]
Title           Taxi
Mesh            3do/airfield/PCP/Taxi/mono.sim

[buildings.Plate$PCPTaxiLong]
Title           Taxi
Mesh            3do/airfield/PCP/TaxiLong/mono.sim

[buildings.Plate$PCPTurn]
Title           Turn
Mesh            3do/airfield/PCP/Turn/mono.sim

//===========================================================================
[***]
Title Pac_GrPlate
//===========================================================================

[buildings.Plate$Pac_GrParking]
Title           Parking
Mesh            3do/airfield/Pac_Gr/Parking/mono.sim

[buildings.Plate$Pac_GrParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Gr/ParkingLarge/mono.sim

[buildings.Plate$Pac_GrParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Gr/ParkingSide/mono.sim

[buildings.Plate$Pac_GrParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Gr/ParkingCorner/mono.sim

[buildings.Plate$Pac_GrRunway]
Title           Runway
Mesh            3do/airfield/Pac_Gr/Runway/mono.sim

[buildings.Plate$Pac_GrRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Gr/RunwayLong/mono.sim

[buildings.Plate$Pac_GrRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Gr/RunwayEnd/mono.sim

[buildings.Plate$Pac_GrTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/Taxi/mono.sim

[buildings.Plate$Pac_GrTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/TaxiLong/mono.sim

[buildings.Plate$Pac_GrTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Gr/TaxiEnd/mono.sim

[buildings.Plate$Pac_GrTurn]
Title           Turn
Mesh            3do/airfield/Pac_Gr/Turn/mono.sim

[buildings.Plate$Pac_GrHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandLarge/mono.sim

[buildings.Plate$Pac_GrHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandMedium/mono.sim

[buildings.Plate$Pac_GrHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandSmall/mono.sim

//===========================================================================
[***]
Title Pac_SandPlate
//===========================================================================

[buildings.Plate$Pac_SandParking]
Title           Parking
Mesh            3do/airfield/Pac_Sand/Parking/mono.sim

[buildings.Plate$Pac_SandParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Sand/ParkingLarge/mono.sim

[buildings.Plate$Pac_SandParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Sand/ParkingSide/mono.sim

[buildings.Plate$Pac_SandParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Sand/ParkingCorner/mono.sim

[buildings.Plate$Pac_SandRunway]
Title           Runway
Mesh            3do/airfield/Pac_Sand/Runway/mono.sim

[buildings.Plate$Pac_SandRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Sand/RunwayLong/mono.sim

[buildings.Plate$Pac_SandRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Sand/RunwayEnd/mono.sim

[buildings.Plate$Pac_SandTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/Taxi/mono.sim

[buildings.Plate$Pac_SandTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/TaxiLong/mono.sim

[buildings.Plate$Pac_SandTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Sand/TaxiEnd/mono.sim

[buildings.Plate$Pac_SandTurn]
Title           Turn
Mesh            3do/airfield/Pac_Sand/Turn/mono.sim

[buildings.Plate$Pac_SandHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandLarge/mono.sim

[buildings.Plate$Pac_SandHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandMedium/mono.sim

[buildings.Plate$Pac_SandHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandSmall/mono.sim


//===========================================================================
[***]
Title DesertGroundPlate
//===========================================================================

[buildings.Plate$DesertGroundParking]
Title           Parking
Mesh            3do/airfield/Desert/Parking/mono.sim

[buildings.Plate$DesertGroundParkingLarge]
Title           Parking
Mesh            3do/airfield/Desert/ParkingLarge/mono.sim

[buildings.Plate$DesertGroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Desert/ParkingSide/mono.sim

[buildings.Plate$DesertGroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Desert/ParkingCorner/mono.sim

[buildings.Plate$DesertGroundRunway]
Title           Runway
Mesh            3do/airfield/Desert/Runway/mono.sim

[buildings.Plate$DesertGroundRunwayLong]
Title           Runway
Mesh            3do/airfield/Desert/RunwayLong/mono.sim

[buildings.Plate$DesertGroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Desert/RunwayEnd/mono.sim

[buildings.Plate$DesertGroundTaxi]
Title           Taxi
Mesh            3do/airfield/Desert/Taxi/mono.sim

[buildings.Plate$DesertGroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/Desert/TaxiLong/mono.sim

[buildings.Plate$DesertGroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Desert/TaxiEnd/mono.sim

[buildings.Plate$DesertGroundTurn]
Title           Turn
Mesh            3do/airfield/Desert/Turn/mono.sim

[buildings.Plate$DesertHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandLarge/mono.sim

[buildings.Plate$DesertHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandMedium/mono.sim

[buildings.Plate$DesertHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandSmall/mono.sim



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RAILS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

[buildings.Plate$RailVokzalPlatform]
Title           VokzalPlatform
Mesh        3do/Buildings/Rail/Vokzal/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeft]
Title           VokzalRailLeft
Mesh            3do/Buildings/Rail/Vokzal/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLine]
Title           VokzalRailLine
Mesh            3do/Buildings/Rail/Vokzal/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRight]
Title           VokzalRailRight
Mesh            3do/Buildings/Rail/Vokzal/RailRight/mono.sim

[buildings.Plate$RailVokzalSquare]
Title           VokzalSquare
Mesh            3do/Buildings/Rail/Vokzal/Square/mono.sim



[buildings.Plate$RailVokzalPlatformW]
Title           VokzalPlatformWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeftW]
Title           VokzalRailLeftWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLineW]
Title           VokzalRailLineWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRightW]
Title           VokzalRailRightWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailRight/mono.sim

[buildings.Plate$RailVokzalSquareW]
Title           VokzalSquareWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Square/mono.sim

//===========================================================================
[***]
Title Masking Nets
//===========================================================================



[buildings.House$AirdromeMaskingnetMid]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_mid.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1

[buildings.House$AirdromeMaskingnetBig]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_big.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1



[buildings.House$AirdromeMaskingnetMidW]
equals buildings.House$AirdromeMaskingnetMid
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_mid.sim

[buildings.House$AirdromeMaskingnetBigW]
equals buildings.House$AirdromeMaskingnetBig
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_big.sim


Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: 4ent on July 12, 2013, 04:43:06 AM
Ok as usually error was between my ears I forgot add one of updbw_mapex.sfs :)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on July 12, 2013, 05:12:19 PM
cool,easy fix then  ;D
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: max_thehitman on July 13, 2013, 09:14:20 PM

You know something UP~Boomer, one of these days my head is going to explode with
so many changes and modding to my IL2-1946 game.  :D

WHY, Oh Why can´t the new 4.12 game patch be simplified so we can all install new mods
into it easily?
Why do they make it so hard on everybody?  :P It ain´t fun man. This ain´t fun.
I just want to say for the record, THIS IS NOT FUN!
 
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: BravoFxTrt on July 13, 2013, 10:09:56 PM
I totally agree Max, It aint fun when you have to jump through so many hoops just to get the Game version you want to have fun with, WTF?
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: sphantom on July 14, 2013, 09:39:17 AM
Keeps the aging brain active so it does not go bad
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: max_thehitman on July 14, 2013, 08:16:50 PM
Keeps the aging brain active so it does not go bad

AAAAHAHAAH  ;D too late man, I already got a few loose nuts in my brain!

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: jcalonso on July 15, 2013, 11:53:59 AM
 :-[
Hi guys!
Has anybody had the Cross Channel map to work in 4.12?
I get a memory allocation error whenever I try to launch a mission with this map.
No problems in 4.11, though.
Regards,
JCA
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on July 15, 2013, 02:43:46 PM
Sometimes these paratrooper named errors vary with different setups. ->if it is a paratrooper error. :D
Even with the same maps, depending on the overall mod weight or memory allocation you use.
Basically, you got 2-3 options:
Use more RAM allocation on the exe
Or
Use texture compression
Or
Get rid of some mods  :)

Of course this is a complex map (at least it was in 2010) so maybe you simply miss some objects or something that map needs. Assume it is a memory issue.
Also, sometimes it is as easy as the planes chosen.
Some or better: Specific plane/cockpit combos like P-51Ds with Freddy's pits or some WIPs I checked would never load in maps like South Vietnam or Hawaiian Islands (by Saburo Sakai/porto72/WHC) in my installs.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: jcalonso on July 17, 2013, 12:52:18 PM
 :)
Thanks for your info, Tom2!
After some testing I found out that the problem is not Cross Channel map related, but it resides in the mods I got installed for the Bf109. Any other plane and the map works fine. I've tried to fly the Bf109 in MTO light and I get the same error. I guess I'll have to look into this!
Best Regards,
JC
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Semor on August 04, 2013, 03:11:59 AM
Hi Gents.

I think I need a helping Hand to get this to work.

I follow Boomers advice from the first site but I can´t get most of the Mod Maps to work under 4.12

Here is what I have done:

-Copy the " up_objects01.sfs to up_objects04.sfs"

-Copy "up_maps01.sfs to up_maps05.sfs"

-Copy "updbw_mapex_01.sfs to updbw_mapex_08.sfs"

-All of them into my SFS_AUTO Folder

-Replace the Static.ini with the one from UP

I look into the Game...No new Maps in the FMB, okay,now I added the Maps list from Site 1 into my all.ini in the Mapmods folder. The UP Maps are now on its place but ~90% wont work b´cause of some missing Textures/Objects?? Dont know.

Here is a pic of my SFS_AUTO Folder:

(http://i1247.photobucket.com/albums/gg632/chiefrogger76/Bildschirminhalterfassen-1_zps87e7b151.png)

I´m sure that I miss a step or forget something...but I dont know what!! Any help is welcome!  :)

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on August 04, 2013, 05:25:03 AM
You need to also have the UP texture SFS Files added to your SFS Auto folder  ;)

up_textures01.sfs and up_textures02.sfs
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Semor on August 04, 2013, 06:41:16 AM
Ahhh,ok. Maybe,can you or Someone else upload the two files? I dont want to download the complete UP (6.59 GiG!) again...
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Dakpilot on August 04, 2013, 10:10:43 AM
IF you have a UP/DBW install just copy paste out of that..no need to re download

Cheers Dakpilot
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Semor on August 04, 2013, 11:00:49 AM
Thanks,but I know this of course...I´m not new to mod my IL-2  :D

I stick always with the actual Game version and delete the outdated ones (its useless to me) to save space on my HD.

But it´s ok.I´m still downloading the UP files atm..only 2h left.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: WindWpn on August 04, 2013, 12:52:44 PM
Some things for folks to test regarding maps/objects.  I now have all the HSFX 3do and map sfs files mounted via automount in 5.121 w/modact 5.2.  Additionally, all up object sfs's are also needed.  Basically, all maps are now functional and correctly populated such as CANs Channel maps and the Korean map.  Additionally, with all the HSFX 3dos most planes have the cockpit repaints and other objects are preloaded with only need to update inis to load such as various ships etc...  Only 3do sfs I did not automount from the HSFX set is 26.  This one porks the FW 190-A4. 

All in all though, all is working well.  continuing testing...
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: BravoFxTrt on August 04, 2013, 01:28:55 PM
Very Cool Wind, Im going to do this too. I have a 4.12.1m Bravo HolyGrail Install Im going to try all this in.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: MR_G on August 04, 2013, 01:43:06 PM
I also seem to have problems saving most mod maps in my FMB with 4.12 with ModAct 5.

I've loaded my SFS_AUTO with all the maps, textures and objects that I can find.
As of today, my SFS_AUTO has :sas_ai_3do01.sfs, sas_basic_50.sfs, sas_basic_512.sfs, sas_maps_01.sfs, sas_sound_01.sfs, sas_sound_02.sfs, sasup_decals_01.sfs, sasup_effects01.sfs,
up_maps.01.sfs, through up_maps.05.sfs, upobjects01.sds through upobjects04.sfs, up_textures01.sfs,
up_textures02.sfs, updbw_mapex_01.sfs through updbw_mapex_08.

I'm using the ini's from DBW, so I can't figure out why the maps aren't saving in the FMB.

What's even stranger, is that there are missions for these maps in the QMB Pro, that play perfectly.

I'm guessing that I missed something simple.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Semor on August 04, 2013, 03:39:46 PM
Sooo,Operation sucessfull. With up_textures01.sfs and up_textures02.sfs & the UP Ini,the UP maps works so far!

Now I can make the next step in testing like Wind & Bravo are doing. This can´t be so difficult to get the HSFX stuff to work under 4.12. until the point that I can play the most,or better all of the actual DGen/DCG/Static Campaigns.

Cheers to all  :)

@ MR_G: It´s better to post a snapshot from your SFS_AUTO Folder.This is less confusing...  :D

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: tuskegee76 on August 05, 2013, 04:11:02 PM
Does somebody here know how to install those maps created by cyberolas, I can manage the tex_ files but I think I mess-up with the(in this case) Ardennen map folder, also no problem with the bumph files. I do have ModAct 5.20 installed.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on August 05, 2013, 05:46:10 PM
Does somebody here know how to install those maps created by cyberolas, I can manage the tex_ files but I think I mess-up with the(in this case) Ardennen map folder, also no problem with the bumph files. I do have ModAct 5.20 installed.

Hello Tuskegee76,

usually it is only a matter of copying the Ardennes map folder into the MapMods\Maps parent and the textures into MapMods\Maps\_Tex.

Then add the all.ini entry into the all.ini file if needed. IIRC the Ardennes map overwrites the default map, except you rename it and add it as extra map. So-this map should be already inside the 4.12 install, a default IL-2 map AFAIK. And no all.ini entry needed.

Do you have the Hi Res Mod installed? In case you do not use it and try to load hi resolution textures/skins --...you will have issues, also if you use the bump.H files in the huge format....

Information is here...
http://www.sas1946.com/main/index.php/topic,33239.132.html

You can also fly this map without bump.H files.
In addition, sometimes maps only load with texture compression enabled as per config.ini, depending on your PC and the map's complexity/size/Tex.


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
...
TexFlags.TexCompressARBExt=1


Well, that's all atm..

Cheerio

Tom
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: tuskegee76 on August 06, 2013, 05:49:57 AM
So Tom if i did everything right the winter and summer map should appear in the QMB, right? If i want to get rid of the default map how do i do that? Something else, in your post you said that the Ardennes map is named AFAIK, i only see Ardennes winter. And how do you IIRC this map. And what does it actually mean IIRC?

tnx in advance
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on August 06, 2013, 07:09:31 AM
So Tom if i did everything right the winter and summer map should appear in the QMB, right? If i want to get rid of the default map how do i do that? Something else, in your post you said that the Ardennes map is named AFAIK, i only see Ardennes winter. And how do you IIRC this map. And what does it actually mean IIRC?

tnx in advance


Tuskegee76:
As for the map overriding the default.  :-\
If the map has the same all.ini entry and load.ini name as the default map, it should override it, means also no additional all.ini entry is necessary.

As for QMBs:
That has nothing to do with the map, you need to have inside the QMB folder dedicated missions with the correct name of the map in them when you open them and their load.ini and the correct folder name.

I would adress both issues to cyberolas as he can answer best, at least for the map.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on August 06, 2013, 11:49:12 AM
PS:
IIRC means "if I recall correctly".   :)

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: tuskegee76 on August 06, 2013, 02:15:06 PM
So Tom if i did everything right the winter and summer map should appear in the QMB, right? If i want to get rid of the default map how do i do that? Something else, in your post you said that the Ardennes map is named AFAIK, i only see Ardennes winter. And how do you IIRC this map. And what does it actually mean IIRC?

tnx in advance


Tuskegee76:
As for the map overriding the default.  :-\
If the map has the same all.ini entry and load.ini name as the default map, it should override it, means also no additional all.ini entry is necessary.

As for QMBs:
That has nothing to do with the map, you need to have inside the QMB folder dedicated missions with the correct name of the map in them when you open them and their load.ini and the correct folder name.

I would adress both issues to cyberolas as he can answer best, at least for the map.

So it's not like that I can do a test flight with a plane then? This should be possible or not?
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on August 06, 2013, 04:29:44 PM
Hi,

engage this mod:
"#SAS_True Color HD Skins by Carsmaster"
as per JSGME in your ModAct install.

Or, for other installs, get it here:
http://www.sas1946.com/main/index.php/topic,33239.0.html

I also recommend this mod, and, if you have issues, the announced light version in its thread:

http://www.sas1946.com/main/index.php/topic,14789.0.html


So, I use:
The Hi Res texture mod by SAS.
But:
The dII files from THis mod above, carsmaster's. And the light version in my case.


For more info, read my explanations in the Hi Res thread at post No 117. :P

 :)
Good Huntin
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Semor on August 06, 2013, 11:52:28 PM
A little Sidenote: Tom,Carstsmasters Lightmod in the Second Link is not compatible with the 4.12 Game version. Sad but true.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Drewm3i on August 20, 2013, 05:39:25 PM
Then add the all.ini entry into the all.ini file if needed. IIRC the Ardennes map overwrites the default map, except you rename it and add it as extra map. So-this map should be already inside the 4.12 install, a default IL-2 map AFAIK. And no all.ini entry needed.

Where is all.ini for 4.12.1 m+Modact 5.21? I am trying to install Bombsaway's late war Midway map and I can't find where to place the lines meant for all.ini. Where is all.ini in Modact?
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: cgagan on August 20, 2013, 06:12:55 PM
In #SAS/Mapmods
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Badmuthafunker on August 26, 2013, 09:54:55 AM
Here's one for you, guys.

I've tried to install The Westfront, Cyberolas' Ardennes and Prokorhovka maps, but without success. Despite all objects and textures being in place, and the relevant all.ini entries, none show in QMB or FMB. I also added the QMB pro missions for the two Cyberolas maps, but when I fly the missions the default map loads.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: BravoFxTrt on August 26, 2013, 09:59:26 AM
Did you deactivate the Default Maps, and rename RRR? Or edit RRR in your all.ini?
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Badmuthafunker on August 26, 2013, 01:14:18 PM
Hi Bravo, thanks for your reply.

I expected the Cyberolas repaints to overwrite the defaults, as in DBW, without requiring any editing of the all.ini. Besides, this doesn't explain the fact that the westfront maps don't show in the FMB or QMB lists.

Edit: I've just installed the Prokhorovka_RRR folder and added the all.ini entry. No dice. In short the game's not reading any new all.ini entries.

Edit 2: My mistake. I overlooked the lack of a "maps" folder inside "MAPMODS"! The game now, of course reads my all.ini. Sadly the maps are too big to load. Thanks for your help, mate.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: BravoFxTrt on August 26, 2013, 01:54:46 PM
Try this,   Put a  -  on  Prokhorovka Default Map  then remove   _RRR   from Cyberolas's Map.

Or if you want to keep the default Map   here is my all.ini entry 
Prokhorovka_RRR  Prokhorovka_RRR/load.ini 

(http://www.sas1946.com/images/imageshit/a/img571/1747/hnio.jpg)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on August 26, 2013, 05:24:19 PM
A little Sidenote: Tom,Carstsmasters Lightmod in the Second Link is not compatible with the 4.12 Game version. Sad but true.

Semor:
Worked for me:
Chose the easy DII files only, not the rest of the easy mod version and put those in the main install.
And the 4.09m version of the easy ones!

il2_core.dll
il2_corep4.dll
il2corSSE3.dll
il2corSSE4.dll
msvcp71.dll
msvcr71.dll

Then put the Modact jsgme "True Color HD Skins" inside the #SAS folder, no more, not the DIIs.
I can load hi res skins and textures.

(http://s20.postimg.cc/6kjfd4qx5/2013_08_27_00_23_52.jpg) (http://postimg.cc/image/6kjfd4qx5/)

(http://s20.postimg.cc/6blun7e4p/2013_08_27_00_31_34.jpg) (http://postimg.cc/image/6blun7e4p/)

(http://s20.postimg.cc/4z8qz262x/2013_08_27_00_32_34.jpg) (http://postimg.cc/image/4z8qz262x/)

(http://s20.postimg.cc/h2e2mmh55/2013_08_27_00_33_51.jpg) (http://postimg.cc/image/h2e2mmh55/)

(http://s20.postimg.cc/r9s0ladzd/2013_08_27_00_34_46.jpg) (http://postimg.cc/image/r9s0ladzd/)

(http://s20.postimg.cc/taik64a4p/2013_08_27_00_40_31.jpg) (http://postimg.cc/image/taik64a4p/)

(http://s20.postimg.cc/jehh6h4cp/2013_08_27_00_41_25.jpg) (http://postimg.cc/image/jehh6h4cp/)



General tips
As for getting all my maps:

I followed this forum's tips closely:
Went to my DBW 1.71 install:
Copied the entire maps folder over inside the #SAS\MapMods folder.
#SAS\MAPMODS\MAPS


Then...from UP~Boomer's post:
# 10
http://www.sas1946.com/main/index.php/topic,35419.0.html


Used his UP3 static ini file and copied the 4.12 static entries in as advised.
Backed the static.ini file up and copied the new static ini in #SAS\STD\com\maddox\il2\objects.

After this took the 4SFS UP3 object files as per Boomer's linked post into "IL-2 Sturmovik 1946\SFS_AUTO".

up_objects01.sfs
up_objects02.sfs
up_objects03.sfs
up_objects04.sfs

Finally, opened my DBW install again and copied and pasted the following files as well into the
IL-2 Sturmovik 1946\SFS_AUTO:

up_maps01.sfs
up_maps02.sfs
up_maps03.sfs
up_maps04.sfs
up_maps05.sfs

up_textures01.sfs
up_textures02.sfs

updbw_mapex_01.sfs
updbw_mapex_02.sfs
updbw_mapex_03.sfs
updbw_mapex_04.sfs
updbw_mapex_05.sfs
updbw_mapex_06.sfs
updbw_mapex_07.sfs
updbw_mapex_08.sfs

Done. :-*

Tom
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: bergkamp on October 14, 2013, 07:58:44 AM
Hi all, looking for some advice. I have copied over my MapMods folder into my SAS Modact5 folder (for v4.12.1) together with the related SFS files, as described above. All maps load ok, except for BB North Vietnam and BB South Vietnam. I get the load ini error message when loading map in my modact install but both maps work fine in my DBW Full Monty and New TFM install.

I am probably missing something obvious but as usual, cannot see the wood for the trees. Logfile enclosed.

Thanks for any help.

Code: [Select]


[Oct 14, 2013 1:32:26 PM] ------------ BEGIN log session -------------
[1:32:26 PM] OpenGL provider: Opengl32.dll
[1:32:26 PM] OpenGL library:
[1:32:26 PM]   Vendor: NVIDIA Corporation
[1:32:26 PM]   Render: GeForce GTX 660 Ti/PCIe/SSE2
[1:32:26 PM]   Version: 4.3.0
[1:32:26 PM]   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_texture GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[1:32:26 PM] Size: 1920x1080
[1:32:26 PM] ColorBits: 32
[1:32:26 PM] DepthBits: 24
[1:32:26 PM] StencilBits: 8
[1:32:26 PM] isDoubleBuffered: true
[1:32:26 PM]
[1:32:26 PM] *** Looking for Advanced CPU Instructions...
[1:32:26 PM] [x] PentiumPro
[1:32:26 PM] [x] Multimedia (MMX)
[1:32:26 PM] [x] 3D (SSE)
[1:32:26 PM] [x] 3D (SSE2)
[1:32:26 PM] [-] 3D (3DNow)
[1:32:26 PM] ColourBits 32, ABits 0, ZBits 24
[1:32:26 PM]
[1:32:26 PM] *** Looking for Render API Extensions ...
[1:32:26 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[1:32:26 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[1:32:26 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[1:32:26 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[1:32:26 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[1:32:26 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[1:32:26 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[1:32:26 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[1:32:26 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[1:32:26 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[1:32:26 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[1:32:26 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[1:32:26 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[1:32:26 PM]
[1:32:26 PM] Maximum texture size : 16384
[1:32:26 PM] Maximum simultaneous textures :4
[1:32:26 PM] MaxAnisotropic (1.0 = none) : 16.000000
[1:32:26 PM] 15 Splashscreens available.
[1:32:27 PM] AutoMounting SFS files from folder SFS_AUTO now...
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - MiniMap Mod by P.A.L.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_03.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_04.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_05.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_06.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_07.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_08.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps03.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps04.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_maps05.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects02.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects03.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_objects04.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_textures01.sfs... mounted successfully!
[1:32:27 PM] Trying to AutoMount SFS_AUTO\up_textures02.sfs... mounted successfully!
[1:32:27 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:32:27 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[1:32:29 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[1:32:29 PM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[1:32:29 PM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[1:32:29 PM] INTERNAL ERROR: Texture required
[1:32:29 PM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[1:32:30 PM] Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42
[1:32:30 PM] Ship: Value of [USSYorktownCV5_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:194)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
[1:32:30 PM] Ship: Value of [USSHornetCV8_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:195)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42
[1:32:30 PM] Ship: Value of [USSHornetCV8_42D]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:196)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42D
[1:32:30 PM] Ship: Value of [USSEnterpriseCV6_42]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:197)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[1:32:30 PM] Ship: Value of [USSEnterpriseCV6_44]:<Mesh> not foundCan't set property
[1:32:30 PM] java.lang.RuntimeException: Can't set property
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[1:32:30 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[1:32:30 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:198)
[1:32:30 PM] at java.lang.Class.forName0(Native Method)
[1:32:30 PM] at java.lang.Class.forName(Unknown Source)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[1:32:30 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[1:32:30 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1737)
[1:32:30 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1670)
[1:32:30 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[1:32:30 PM] at com.maddox.il2.game.Main.exec(Main.java:430)
[1:32:30 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:32:30 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_44
[1:32:31 PM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[1:32:31 PM] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:31 PM] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:31 PM] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:32 PM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[1:32:32 PM] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:32 PM] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:32 PM] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:33 PM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[1:32:33 PM] FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:33 PM] FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:33 PM] FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
[1:32:34 PM] Initializing DirectSound playback device...
[1:32:34 PM] Primary buffer created.
[1:32:34 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[1:32:34 PM] Not enought hardware buffers (0), hardware disabled
[1:32:34 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[1:32:34 PM] Default speaker config is : 1310724.
[1:32:34 PM] Direct sound audio device initialized successfully :
[1:32:34 PM] DX Version : 7
[1:32:34 PM] Hardware    - disabled [buffers : 0]
[1:32:34 PM] Extensions  - enabled :
[1:32:34 PM]   EAX ver. 1 [ ]  - disabled
[1:32:34 PM]   EAX ver. 2 [ ]  - disabled
[1:32:34 PM]   EAX ver. 3 [ ]  - disabled
[1:32:34 PM]   I3D ver. 2 [ ]  - disabled
[1:32:34 PM]   ZoomFX     [ ]  - disabled
[1:32:34 PM]   MacroFX    [ ]  - disabled
[1:32:34 PM] SIMD render [X]
[1:32:34 PM] num channels 32
[1:32:34 PM]
[1:32:48 PM] Detected Vertex Shaders 3.0.
[1:32:48 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:32:48 PM] Vertex texture units: 32
[1:32:48 PM]
[1:32:50 PM] PBuffer: suitable formats: 6
[1:32:50 PM]
[1:32:50 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:32:50 PM] Depth = 24, stencil = 8
[1:32:50 PM] PBuffer: suitable formats: 6
[1:32:50 PM]
[1:32:50 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:32:50 PM] Depth = 24, stencil = 8
[1:32:53 PM] Loading vertex/fragment programs: *170127312*
[1:32:53 PM] *** Loading: [vpFogFar2Tex2D]
[1:32:53 PM] *** Loading: [vpFog2Tex2DBlend]
[1:32:53 PM] *** Loading: [vpFogFar4Tex2D]
[1:32:53 PM] *** Loading: [vpFogFar8Tex2D]
[1:32:53 PM] *** Loading: [vpFogNoTex]
[1:32:53 PM] *** Loading: [vpFog4Tex2D]
[1:32:53 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:32:53 PM] *** Loading: [vp4Tex2D]
[1:32:53 PM] *** Loading: [vp6Tex2D]
[1:32:53 PM] *** Loading: [vpTexUVTex2D]
[1:32:53 PM] *** Loading: [vpWaterGrid_NV]
[1:32:53 PM] *** Loading: [vpWaterSunLight_NV]
[1:32:53 PM] *** Loading: [vpWaterSunLight_ATI]
[1:32:53 PM] *** Loading: [vpWaterSunLight_FP]
[1:32:53 PM] *** Loading: [vpTreeSprite]
[1:32:53 PM] *** Loading: [vpTreeTrunk]
[1:32:53 PM] *** Loading: [vpVAObjectsN]
[1:32:53 PM] *** Loading: [vpVAObjectsL0]
[1:32:53 PM] *** Loading: [vpSprites]
[1:32:53 PM] *** Loading: [vpSimpleGL]
[1:32:53 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpSimpleGL]
[1:32:53 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpRiverCoastAA]
[1:32:53 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [vpWaterDM_CPU]
[1:32:53 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:32:53 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:32:53 PM] *** Loading: [fpWaterLFogDM]
[1:32:53 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:32:53 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:32:53 PM] Load bridges
[1:32:54 PM] Load static objects
[1:32:55 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[1:32:56 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[1:32:56 PM] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse_blasted01/live.sim)
[1:32:56 PM] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Colonnade/live.sim)
[1:32:57 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[1:32:58 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[1:32:58 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[1:33:15 PM] Detected Vertex Shaders 3.0.
[1:33:15 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:33:15 PM] Vertex texture units: 32
[1:33:15 PM]
[1:33:15 PM] INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/PS/Rice-1.tga'
[1:33:15 PM] INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/summer/PS/Rice-1.tga')
[1:33:15 PM] WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNIN'
[1:33:15 PM] WARNING: TLandscape::LoadMap('BB_North_Vietnam/load.ini') - errors in loading
[1:33:15 PM] World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'BB_North_Vietnam/load.ini' loading error
[Oct 14, 2013 1:33:36 PM] -------------- END log session -------------
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on October 14, 2013, 08:21:22 AM
Hi Bergkamp

I edited your post to use # code for the long log post
click # then paste long text between bracketed code like doing a quote

Besides all the ship errors your log throws out...
your map error is quoted below  ;)

Quote
[1:33:15 PM]   INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/PS/Rice-1.tga'
[1:33:15 PM]   INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/land/summer/PS/Rice-1.tga')
[1:33:15 PM]   WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNIN'
[1:33:15 PM]   WARNING: TLandscape::LoadMap('BB_North_Vietnam/load.ini') - errors in loading
[1:33:15 PM]   World.land().LoadMap() error: java.lang.RuntimeException: Landscape 'BB_North_Vietnam/load.ini' loading error
[Oct 14, 2013 1:33:36 PM] -------------- END log session -------------


I quoted the last part of your log
it displays why your map will not load>
INTERNAL ERROR: Can't open file 'MAPS/_Tex/land/summer/PS/Rice-1.tga'

you are missing the texture named Rice-1.tga

once you find and install that texture it may give you another texture error maybe not
if you have ANY other textures missing for that map you will need to load the map each time to find each missing texture
The game will only give the error of the FIRST missing texture it finds when loading
it takes loading the game several times sometimes to find all the missing textures

To find the textures,find the thread from where the map is downloadable
re-download and read the thread carefully as you may need to install some other map to have all the textures needed
I don't know what that map come out with for textures,or if it is dependent on another map and textures
I am working from memory here,so just giving you the available info and examples to try locate what you need

SAS Modact versions of the game need absolutely everything installed by the end user
every map,texture and mod of any kind

Compared to Mod packs that have pretty much everything installed for you as an end user,
or any Pack made for a Mod pack which is usually dependent on the Mod pack to run right

Check and read the BB North Vietnam and BB South Vietnam map threads for downloads needed  ;)



Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: bergkamp on October 14, 2013, 08:53:10 AM
Thanks for the explanation Boomer. I don't normally have too much trouble installing mods but when they go wrong, it is the internal nuts and bolts that leave me wanting.

Anyway, thanks again and I can now start my investigation.

Cheers, Bergkamp
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: bergkamp on October 15, 2013, 10:32:26 AM
Hi again, Boomer. Just thought I would let you know that I have both N & S Vietnam maps up and running, so thanks again for your help.

The link to Batbombs v2.1 North Vietnam map is dead, so I used by VpMedia's map provided with his campaign. I've been busy today, so I cannot yet tell
if Vp's map is populated with updated objects.

ps-I forgot to apologise for not inserting #code, in my original post, making for long thread. Will engage brain next time.

Cheers again,

Bergkamp
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Boomer on October 15, 2013, 04:27:45 PM
That's great Bergkamp,glad to see you got it working  :)

NP with the code,takes awhile to get to learn the icons etc. when posting on a new forum  ;)

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: fightingirish on January 08, 2014, 07:16:16 AM
Just wanted to thankyou guys for the tips and explanations in this thread. Followed the advice and it all works a treat..........maptastic!! cheers guys
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Fryslanboy on February 21, 2014, 02:12:49 PM
Wow! I just read 'till the 2nd post of this thread, because Boomer explained perfectly how to put the DBW+TFM maps into the SAS installation, works like a charm!
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: 'MadDog' on April 28, 2014, 07:01:13 PM
I have been reading this thread and trying to follow where I might have gone wrong. I am using the TFM-412 and for some reason Monty hasn't currently included the full Cyberolas retextured stock maps, though he does seem to have included some of the actual textures. I remember flying over Crimea and Kuban in DBW TFM and the retextured maps were incredible. I understand that in theory there isn't any reason why these maps shouldn't work in TFM-412 and I followed Cyberolas' instructions on where to put the folders.

Has anyone out there successfully included the Cyberolas portfolio of retextured maps into TFM-412? I reckon I am missing something obvious, it would be great if someone could point me in the right direction. When I try to copy the downloaded files and folders I don't get anything new in the QMBPro to fly on.

EDIT : I hadn't properly followed instructions. These maps work fine now within QMBPro and all is well. I shall be putting myself on the naughty step tonight!
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Ribs on May 07, 2014, 09:22:13 PM
Boomer, Bombs and Tom,

Many thanks to you all for this! Great to have the QMB missions back! Again, thanks! :)

Ribs
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: <Gunny> on May 08, 2014, 09:40:29 AM
Would some one be so kind as to show the link or up-load these files?
up_textures01.sfs
up_textures02.sfs

I don't have UP and can't down load it --too large.
I have the objects down loaded and working but it would also be good to have the textures.

Thank you for your help. 
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on June 27, 2014, 08:39:54 AM
Gunny,

sorry for the late reply here. I personally don't sport enough upload banwidth, but I hope in the near future all needed map /objects files for modded 4.12 will be available without the need to previously install DBW1.71/UP3.
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Whiskey_Sierra_972 on June 27, 2014, 11:11:32 AM
In the next weeks (I hope to release a internal beta test in about two weeks so I think the begin of august can be a good date to look for....) I'll release a mod that 'll give you (about) all maps in a compatible with all game version!

This 'll get us rid of all the redunding maps/texture/staticobjects sfs files with new one over which you can still add the few (if) missing maps or differen retexture at your pleasure!

ATM I have almost ended the installation of all maps available and debugged it to be compatible with all version of the game....next step delete redundant map (for example Hawaii: we have the stock , the stock retexture by VKG , the stock retexture of FFB and finally the great TC Hawaii one SO at the end I have keep only A) the stock retextured by FFB because 1) have a nice texturing and a good update of the actors for the Pearl and Luke area 2) all previous missons build over the stock one still usable; and B) the TC one but extended by myself further north to be able to make the correct distance between Pearl Harbour and IJN striking carriers....and ATM I'm thinking to add also a little of sea to for a 'what if' scenarios involving the returning Enterprise from her aircraft delivery at Wake....)

Just wait a little!
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: cgagan on June 27, 2014, 11:26:18 AM
Gunny, check PM
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on June 27, 2014, 12:03:40 PM
In the next weeks (I hope to release a internal beta test in about two weeks so I think the begin of august can be a good date to look for....) I'll release a mod that 'll give you (about) all maps in a compatible with all game version!

This 'll get us rid of all the redunding maps/texture/staticobjects sfs files with new one over which you can still add the few (if) missing maps or differen retexture at your pleasure!

ATM I have almost ended the installation of all maps available and debugged it to be compatible with all version of the game....next step delete redundant map (for example Midway: we have the stock , the stock retexture by VKG , the stock retexture of FFB and finally the great TC Hawaii one SO at the end I have keep only the stock retextured by FFB because have a nice texturing and a good update of the actors for the Pearl and Luke area , and moreover to have all previous missons build over the stock one still usable , and the TC one but extended by me further north to be able make the correct route from IJN carriers....and I'm thinking to add also a little of west sea because for a what if scenarios involving the returning Enterprise from her aircraft delivery at Wake....)

Just wait a little!


Hi Walter..first congrats to your project.
Then a question: Could it be you confuse a few maps here?
TC Hawaiian Islands is not related to MidWay, and we have the great repaint by WhiteCat:

http://www.sas1946.com/main/index.php?board=72.20

Now MidWay is somewhat 1500+ kms northwest, so you merged one of the TC Hawaiian Island map versions?
If so, make sure to contain WHC's load.ini and texture repaints. ;D

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: Whiskey_Sierra_972 on June 28, 2014, 06:22:55 AM
Sorry I was speaking about Hawaii and wrote Midway for mistake!

Post corrected!

;)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: SAS~Tom2 on June 28, 2014, 08:56:24 AM
Cool!  ;)

Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: <Gunny> on July 01, 2014, 12:18:51 AM
Gunny, check PM
Sir I can't thank enough for the texture files. They work very nice.
After months of searching and trying to get the Somme Winter map to work with no luck.
It now works.

Again Thank You  Cgagan.  :)
Title: Re: 4.12 SAS ModAct 5 Map Works.
Post by: cgagan on July 01, 2014, 01:26:41 AM
U R welcome, glad I could help,
Title: Re: Guide for installing maps in 4.12 SAS ModAct 5.X and general map info
Post by: SAS~Tom2 on October 03, 2014, 10:03:29 AM
Now I added a summary on how to install maps in ModAct 5.3 and general map related links in post 1!
Always recall the error log! ;)
 ;)

Thanks to SAS~Bombsaway for allowing me to rape his post and to SAS~Boomer.

Cheers

Thorsten aka Tom2

Title: Re: Guide for installing maps in 4.12 SAS ModAct 5.X and general map info
Post by: wb21 on December 13, 2014, 11:16:06 AM
Sorry to butt in, but the T-28 and -35 tanks in Boomer's objects pack (in up_objects03.sfs to be specific) conflict with the 4.12 multi-turret code even after updating the relevant entries in technics.ini as provided by asheshouse here (http://www.sas1946.com/main/index.php/topic,35434.msg386267.html#msg386267) (I'm using 4.12.2m/ModAct 5.3/TotalMODder v3 EasyPack ~ just to be sure, the relevant inis are in the Activators-MA530 folder)

Ingame with a single moving T-35 and T-28 placed in a map, the tanks can't move, stationary armor can't be placed in FMB:
Code: [Select]
[5:38:26 PM] null
[5:38:26 PM] java.lang.NullPointerException
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$FireDevice.access$200(TankGeneric.java:186)
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric.destroy(TankGeneric.java:831)
[5:38:26 PM] at com.maddox.il2.engine.Engine.destroyListGameActors(Engine.java:156)
[5:38:26 PM] at com.maddox.il2.engine.InterpolateAdapter.resetGameClear(InterpolateAdapter.java:240)
[5:38:26 PM] at com.maddox.il2.engine.Engine.resetGameClear(Engine.java:211)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGame(Main.java:144)
[5:38:26 PM] at com.maddox.il2.builder.Builder.leave(Builder.java:2345)
[5:38:26 PM] at com.maddox.il2.gui.GUIBuilder._leave(GUIBuilder.java:60)
[5:38:26 PM] at com.maddox.il2.game.GameState.leavePop(GameState.java:95)
[5:38:26 PM] at com.maddox.il2.game.GameStateStack.pop(GameStateStack.java:67)
[5:38:26 PM] at com.maddox.il2.builder.Builder.doMenu_FileExit(Builder.java:2213)
[5:38:26 PM] at com.maddox.il2.builder.Builder$41.execute(Builder.java:2383)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[5:38:26 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[5:38:26 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[5:38:26 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[5:38:26 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[5:38:26 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[5:38:26 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:38:26 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:38:26 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[5:38:26 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[5:38:26 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:38:26 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[5:38:26 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:38:26 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:38:26 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:38:26 PM] null
[5:38:26 PM] java.lang.NullPointerException
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$FireDevice.access$200(TankGeneric.java:186)
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric.destroy(TankGeneric.java:831)
[5:38:26 PM] at com.maddox.il2.engine.Engine.destroyListGameActors(Engine.java:156)
[5:38:26 PM] at com.maddox.il2.engine.InterpolateAdapter.resetGameClear(InterpolateAdapter.java:240)
[5:38:26 PM] at com.maddox.il2.engine.Engine.resetGameClear(Engine.java:211)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGame(Main.java:144)
[5:38:26 PM] at com.maddox.il2.builder.Builder.leave(Builder.java:2345)
[5:38:26 PM] at com.maddox.il2.gui.GUIBuilder._leave(GUIBuilder.java:60)
[5:38:26 PM] at com.maddox.il2.game.GameState.leavePop(GameState.java:95)
[5:38:26 PM] at com.maddox.il2.game.GameStateStack.pop(GameStateStack.java:67)
[5:38:26 PM] at com.maddox.il2.builder.Builder.doMenu_FileExit(Builder.java:2213)
[5:38:26 PM] at com.maddox.il2.builder.Builder$41.execute(Builder.java:2383)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[5:38:26 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[5:38:26 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[5:38:26 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[5:38:26 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[5:38:26 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[5:38:26 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:38:26 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:38:26 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[5:38:26 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[5:38:26 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:38:26 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[5:38:26 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:38:26 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:38:26 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:38:26 PM] null
[5:38:26 PM] java.lang.NullPointerException
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$FireDevice.access$200(TankGeneric.java:186)
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric.destroy(TankGeneric.java:831)
[5:38:26 PM] at com.maddox.il2.engine.Engine.destroyListGameActors(Engine.java:156)
[5:38:26 PM] at com.maddox.il2.engine.Engine.resetGameClear(Engine.java:216)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGame(Main.java:144)
[5:38:26 PM] at com.maddox.il2.builder.Builder.leave(Builder.java:2345)
[5:38:26 PM] at com.maddox.il2.gui.GUIBuilder._leave(GUIBuilder.java:60)
[5:38:26 PM] at com.maddox.il2.game.GameState.leavePop(GameState.java:95)
[5:38:26 PM] at com.maddox.il2.game.GameStateStack.pop(GameStateStack.java:67)
[5:38:26 PM] at com.maddox.il2.builder.Builder.doMenu_FileExit(Builder.java:2213)
[5:38:26 PM] at com.maddox.il2.builder.Builder$41.execute(Builder.java:2383)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[5:38:26 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[5:38:26 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[5:38:26 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[5:38:26 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[5:38:26 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[5:38:26 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:38:26 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:38:26 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[5:38:26 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[5:38:26 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:38:26 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[5:38:26 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:38:26 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:38:26 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[5:38:26 PM] null
[5:38:26 PM] java.lang.NullPointerException
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric$FireDevice.access$200(TankGeneric.java:186)
[5:38:26 PM] at com.maddox.il2.objects.vehicles.tanks.TankGeneric.destroy(TankGeneric.java:831)
[5:38:26 PM] at com.maddox.il2.engine.Engine.destroyListGameActors(Engine.java:156)
[5:38:26 PM] at com.maddox.il2.engine.Engine.resetGameClear(Engine.java:216)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
[5:38:26 PM] at com.maddox.il2.game.Main.resetGame(Main.java:144)
[5:38:26 PM] at com.maddox.il2.builder.Builder.leave(Builder.java:2345)
[5:38:26 PM] at com.maddox.il2.gui.GUIBuilder._leave(GUIBuilder.java:60)
[5:38:26 PM] at com.maddox.il2.game.GameState.leavePop(GameState.java:95)
[5:38:26 PM] at com.maddox.il2.game.GameStateStack.pop(GameStateStack.java:67)
[5:38:26 PM] at com.maddox.il2.builder.Builder.doMenu_FileExit(Builder.java:2213)
[5:38:26 PM] at com.maddox.il2.builder.Builder$41.execute(Builder.java:2383)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
[5:38:26 PM] at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
[5:38:26 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
[5:38:26 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[5:38:26 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[5:38:26 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[5:38:26 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[5:38:26 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:38:26 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:38:26 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[5:38:26 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[5:38:26 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:38:26 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[5:38:26 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:38:26 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:38:26 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:38:26 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Guide for installing maps in 4.12 SAS ModAct 5.X and general map info
Post by: Crazy G on February 06, 2015, 02:37:39 AM
I´m getting a window: "Stand by" - "Loading Mission"

Never mind. I managed to make it work. Put all up sfs files in SFS_AUTO..
Title: Re: Guide for installing maps in 4.12 SAS ModAct 5.X and general map info
Post by: sfabert on July 03, 2016, 12:24:57 PM
I have been searching for answers to a group of related questions concerning problems with the New Guinea-New Britain maps. These maps load but won't permit saving of missions, apparently due to some missing object files in CUP-WAW. I can build a mission using these maps in my alternate stock install of version 4.13.1 and the missions can then be copied to my CUP install and played there but the can't be opened in FMB in that install. Many of the airfield objects are not present when I play these missions in CUP-WAW so that the airfield runways do not display and everyone takes off and lands on bare grass strips.

I would track down these problems myself but the FMB won't unlock these maps even though I have unlocked all of the other maps using the suggested edits to the bldconf.ini file. So I am stuck between choosing to play these maps in the stock install using stock aircraft but full airfield objects or playing them in CUP-WAW without the ability to edit them or to view the airfield objects. I don't think these maps are available apart from the 4.13.1 install files unless I want to track them down and extract them. If someone has already fixed the bug I would hate to do it all over again from scratch.

There seem to be similar problems with the other revised New Guinea files too.

Has anyone tracked down the missing objects that prevent the NGNB maps from saving missions? Is there a more general method for unlocking maps in CUP-WAW and stock version 4.13.1? Either fix would be great and both would be super if they arrived together. This is a real pain for serious fans of the Rabaul/New Guinea theater of operations.