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#21
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thank you both again! I am really glad that I can play C4 on a modern computer with some changes, and even with additional missions. About the rar file, Blade: the terrain files seems all to be included in the C4Exp rar file, so probably everything will work fine with only the maps RAR and the main RAR.
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#22
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Yes that seems to be correct. I just found the collection in my archives and passed them on. I don't have the data info to look at just files.
Try... make a copy of your C4 folder (original one) call it C4-2 or such and add the pff's (mod) to that, make a shortcut... this way you can have a proper copy and a mod copy to work with. So if anything stuffs up you can just replace the needed files. |
#23
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Yes in my installation this worked, I only used the PFF files from the C4Exp and the maps / missions and started the game. Of course I have not tested everything and everywhere but I did not have any errors after opening some missions. As said I have also changed some things in the PFF so I will have to check what I will keep and what I will replace. Thank you again!
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#24
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Hello again,
in the meantime I played some interesting moments in C4 and it's great also with the new missions. As I prefer normal or fine weather and not so much overcast and fog, I normally look if I can change this in some mission. Therefore I convert from BMS to MIS with the converter by NovaSheep V1.02. But for quite a few missions in BMS I get the error 6 "Overflow", also when I only choose one file, not many. Is this a known error, how could I convert them anyway, or is there perhaps a more "recent" version of the C4BMS2MIS ? (it's for example for most of the missions included in the RAR above c4expmappack.) |
#25
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I don't remember ever getting that error. I thought it might be a compatibility issue (my system is Windows 10), and I checked the shortcut for the BMS2MIS, but I haven't made any compatibility customization.
Note that I've only ever converted stock C4 missions, not user-made custom missions, and it could be some mappers do things in missions that NL never tried. I can tell you that none of the DFBHD BMS2MIS programs I've tried can tell the difference between music locations and area triggers. These both use area trigger markers, and the converters will often give you an .mis with four area trigger markers with the same number, which then need to be detangled. I doubt that's what's happening here, but it might be something similar.
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Last edited by Baldo_the_Don; 11-04-2024 at 07:09 PM. |
#26
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hello, thank you for the hint with the compatibility, but indeed this was not the reason here either. I also looked for the permissions, everything fine.
My hope was that I have perhaps another older version of the converter, so perhaps anybody who has a newer version than V1.02 could check one of the C4Exp mod map BMS (like "eagle eyrie") ? |
#27
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I just converted a few maps from the Map Pack...
Only problem i see is it doesn't give a Terrain in the Map, so just go to Edit at top of Editor, General Settings and select a terrain, will have to play the bms to know which terrain suits which map. Im running Win11/64 Had to download a file COMDGL32 or something like that for it to work. Using the c4bms3mis 1.02 |
#28
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thank you, I tried again on another PC and thought it would work, but I was wrong about the example I gave above. Eagle mission works in conversion but not for example the first ones, like AA6.bms or Balkan or Black Hawk Down.
Well I thought perhaps I have the wrong version of the converter but the V1.02 seems to be to be the last one. That was my main question here, because it's not that important of course with the conversion. Would have been nice to change the name so that it is sorted all better and I could change daytime and fog as I enjoy C4 more with the normal weather. PS: I just checked a bit again, and concerning the thing you mentioned about the terrain: when I copied the C4 folder to a new one including the enhanced C4 Mission editor (by Bane) but also copied the three PFFs from the C4Exp into this folder, then the Editor opens the converted MIS (like the Eagle one) correctly including the terrain. So at least this is ok and the C4BMS2MIS convert those missions correctly. So remains only the issue with the error 6 for some of them. I will check tomorrow how many missions I can convert at all. Last edited by epikur; 10-31-2024 at 06:25 PM. |
#29
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Well I have not tried all, but I think only a third of the missions can probably not be converted. So I think I will have enough missions at the end, in addition to the ones from the old C4missions site.
After all this was not about if the missions (BMS) work at all - they do - but that I can change the name for better sorting and the weather to nice weather . So my last postings were about converting them because of this issue, not to correct anything really important. |
#30
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To ask some more general questions about missions here:
- there are tiles files (*.til) for some missions, but they also work without, so how can I check that the tiles file is really read by the mission and C4 ? Is it sufficient to have the til file with the same name as the bms in the C4 folder, or do I have to setup anything in the Mission Editor just to be sure that I have not lost the til file on the way of too much copy and edit ? - same for the bin file, how can I see in mission editor that the bin file is necessary and actually read? - and finally: while changing some missions and exporting to bms quite a few times the integrated briefing text gets cut and somehow mixed, is there anything that I can do about it? |
#31
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Okay, a lot of DFBHD(TS) maps are made by mappers that never intended them to be good single player experiences, and without fail, they have three saves and no power-ups. With such a map, the first thing I do is try it as is, and if I find it unfun in difficulty, I will use a hex editor on the .bms.
(Edit: I'm not sure about the 'save games' hex 22B, or the 'health regen' hex 108 in C4, but all other hexes described below have the same or similar function in C4, DFBHD(TS), and most other NovaLogic games.) Edit hex 22B to [09] for nine saves. Edit hex 108 to [01] to regen health by 1 hp every 0.25 seconds. There are other things you can change as well, like pushing back the fog up to 32,512 meters. Crazy stuff. You can edit mission names to an extent in a hex editor. The weather is tricky. Hex B8 is [00] Nice Day, [01] Rain, [02] Snow. But... Hex 88 controls which Environment Override checkboxes are activated or not. It gets complicated. I don't know if I understand the math correctly, but the consumer MEd has 5 environmental override checkboxes, so I think that means there are (2×2×2×2×2) 32 values that are valid for hex 88. Or maybe (5×5×5×5×5) 3125. The logic evades me. It's possible that other checkboxes contribute to hex 88. I'd need to experiment. But if you open a .bms with a hex editor, then: Confirm hex B8 is [00] for weather type Nice Day. If hex 88 is [00] {no overrides activated}, then Change it to [08] to activate the Weather checkbox. If hex 88 is [01] {• Water Level (x.05 m)}, then Change it to [09] to also activate the Weather checkbox. If hex 88 is [02] {• Fog Distance (m)}, then Change it to [0A] to also activate the Weather checkbox. If hex 88 is [03] {• Water Level (x.05 m) AND • Fog Distance (m)}, then Change it to [0B] to also activate the Weather checkbox. If hex 88 is [04] {• Fog Color), then Change it to [0C] to also activate the Weather checkbox. If hex 88 is [05] {• Water Level (x.05 m) AND • Fog Color}, then Change it to [0D] to also activate the Weather checkbox. If hex 88 is [06] {• Fog Distance (m) AND • Fog Color}, then Change it to [0E] to also activate the Weather checkbox. If hex 88 is [07] {• Water Level (x.05 m) AND • Fog Distance (m) AND • Fog Color}, then Change it to [0F] to also activate the Weather checkbox. If hex 88 is anything else, then I don't know... Oh! If hex 8A is [10], then the Night checkbox is activated. Change it to [00] to deactivate the Night checkbox. No C4 mission should ever have the Night checkbox activated because it does not function correctly, and the NVG overlay is broken.
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Last edited by Baldo_the_Don; 11-06-2024 at 12:40 PM. |
#32
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Quote:
Occasionally, the DFBHD(TS) MEd might not load a .til automatically. You can then manually load it (or a .til from a different mission, for that matter) by switching to the Tiler tab in the lower-left corner in the MEd. I imagine that's possible in the C4 MEd, as well. Quote:
Quote:
Maybe make a backup .txt with the text copy-pasted into it before it breaks? I'm not completely sure, but I think the MEd allows only 128 characters in a .bms briefing.
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#33
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wow thank you very much. This helps when there is no mis but only a bms which does not want to be converted. Probably this is also relevant for C4 ? (only ask as you mention DFBHD(TS) at the beginning)
Actually I have tested in the meantime a lot of the missions (well I started them at least...) and all seems to be working. What I still wonder: where in the mission are the targets stored that appear then in the game as "Targets: Number" which is reduced as the player achieves it ? I looked in the mis file in the mission editor but did not find any toggle / switch to enable the target count. In the opposite, some missions I have now added have HUGE numbers of targets now while they did not in the past (which I have to check, like in Heliport). So in any case it would be interesting where some information about this is stored (I know the mission goals in the information window in the editor, really only talking about this target counter) ......and also thank you for your latest answers which I just see now. |
#34
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The total targets are automatically tallied by the C4.exe while loading the mission. I'm mostly sure any destroyable item on Red Team is added to the total. Unless...
Counterintuitively, in a Red Team item's 'Item Attributes' dialog, if you activate the Mission Critical checkbox, it will not be added to the tally of targets. And I may be misremembering this about C4, but it is true in DFBHD(TS): if a target counted into the total target tally is not destroyed by a player's weapon (or possibly a teammate?), it will not be subtracted from the total target tally. Like if an enemy soldier is standing on or near a parked technical, and you make it explode by shooting enough bullets into it, and the explosion kills him, that kill will not be subtracted from the total. Also, if something counted in the tally is destroyed by an event in the .bms or .wac, it will also not be subtracted from the tally. It is frustratingly possible to complete a mission, destroying all targets, and still not reduce the tally to zero. I deny grinding my teeth in my sleep over this. Vehemently.
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#35
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thank you again, well that is something that I did not think of, I may test it if it has an impact on the counted targets. But when missions also work without any critical, but otherwise existing targets, perhaps it is not necessary in those custom missions to activate any of them as critical if one prefers this kind of overview target counting. But anyway this is of course now some high level critizising of the custom missions which are great of course and an appreciated add-on to the existing C4.
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#36
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I tried a bit but could not "turn on or off" the target counting in the HUD. I tried to uncheck the critical definition in the mission properties, but this did not change anything.
Is there any other player where I could look to enable the target count, or are there missions and objectives where it's just not possible to have a target count? Other open question about the HUD would be: probably it is not possible to only change the color of the cannon? (I know the HUD color option in the cfg but only the cannon without changing the HUD color otherwise?) |
#37
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Maybe you can insert enemies into the mission set to green team in their Item Attributes, and change them to red team with an event after mission start.
Do you mean change the color of the cannon's reticle? I just tried making a red coma20mm.tga, and it worked, but then I realized that I won't see a friendly fire warning on a red crosshair, so I made it amber. That worked better. Edit: Just realized the crosshair turns amber when you set it on a target. I'll try a blue one late, 'cause... You know, there's a point in my daily sleep cycle when all my brain garbles. Bursts of static and memory recall half a molecule deep. I hit that point about two hours ago. I should go lay down... Edit again: Um, 'all my brain garbles'? I rest my case.
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Last edited by Baldo_the_Don; 11-08-2024 at 12:10 PM. |
#38
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hello, sorry for being not exact, with the cannon I meant only the appearance of the weapon fire, not the crosshair or anyting "really" in the HUD. But the fire is also the same color as the HUD so my guess is that for C4 the fire is (concerning the color) part of the HUD. And this is why I think it probably difficult or impossible to change the color of the cannon fire only, while the other complete HUD stays the same color (green) ?
Also about the other topic I unfortunately did not find any reason or solution although I made man changes in the mission editor and tested the missions. I can't see any specific thing in the Heliport custom mission, e.g., that shows me why there are targets counted in the HUD in this mission, but on all C4Exp mission there are not. I tested the critical option and also the mission type, looked for the groups, waypoint - nothing. But as I am a beginner in this perhaps there can be found any switch or object definition for this? |
#39
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Quote:
Edit: Comanche 4 has two .3di files for tracers. Both use the same .dds for a skin. Each .3di contains values for tinting the .dds green or red. The best way to change the Comanche's cannon tracer color would be to edit the tracer1g.3di to tint the tracer1.dds differently. I looked at the tracer1g.3di and tracer1r.3di in a hex editor, compared them by switching between them in full screen windows, and tried to narrow down the differences so I could untangle what edits might be possible. I found the particular hexes easily enough, but I could not understand how they functioned. I can't help you with editing the tracer1g.3di. Next best way to change the tracer color is to edit the tracer1.dds. I did this without problems, and I'm putting the new .dds in my C4 mod, but not recolored, 'cause even though I made the tracer very red, it was still tinted a little green, and I didn't like it. I did improve the shape of the tracer drastically, though, and that's why I want to keep the new tracer1.dds. I'm gonna attach a .zip with the red tracer .dds for you here. Drag and drop the tracer1.dds from the .zip into your game folder, and confirm your shortcut has the /d tag in the target line. Another way you could change the tracer color is to edit the 20mm entry in the ammo.def. Edit the type_id from 4406 to 4405. The 20mm will then use the tracer1r.dds. I think the edited ammo.def would have to be reencrypted and packed into a new c4tdata.pff. I'm unsure if a .def file in the game folder will be recognized, but C4 will not recognize an unencrypted .def no matter where it finds it. Similarly, you could edit the items.def. Last edit(?): Can confirm that an unencrypted ammo.def will crash the game upon firing a weapon. Can also confirm that an encrypted ammo.def in the game folder will be recognized and loaded into the game, superceding the ammo.def in the .pff. Next last edit(?): I added the red tracer1.tga, the new tracer1.dds I'm using, and the 20mlp1.wav I edited, 'cause it's pretty good. *sigh* Edits never end: Updated the .zip with a new 20mlp1.wav that I edited from a better source and matched perfectly to the actual fire rate of the 20mm in the game.
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Last edited by Baldo_the_Don; 11-10-2024 at 11:24 AM. |
#40
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hello, thank you very much, very helpful again!
It worked with your file, but I tried to change the color little bit more into yellow. See attached version as .tga, I tried it as .dds of course, with the dds-converter here from the download section. I attach the TGA because I am not totally sure (as I know nearly nothing about developing and file types) if this is a working DDS at the end and does not make problems to working C4 games... (?). I tried first to edit the .dds directly in paint.net but after saving, it did not work in C4. With the dds converter it works, but still I am not sure which options in the converter are the best (nvidia? version?). So many question marks again, that I prefer only uploading the tga. So get back to the topic, I really like it that way, could be better indeed. But as you say, the green somehow always gets through again . I think it's because of transparency, and the distance in the horizon. And the daytime, when it is darker, the cannon gets greener . Until in the night it's green which is very fine, of course. But as I play mostly at day without bad weather, the appearance is quite good now. I think you wanted to change the look into more like a bold line and less like cannon balls, which is good indeed. |
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