Gunship Mod developer tools and resources
Beta releases | |
Crossable
Bridge mod Now ground units can cross rivers over "solid" bridges. See readme for file placement info.
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bridgemod.zip 5/22/2003 84kb |
Gunship.exe
ver 2.3 This new .exe has been hex-edited to create
new platoons containing Cobras, Hinds and Hokums, as well as platoons with Blackhawks and
Kiowas armed with MG's. Also Infantry can now be hidden in some houses, and Red/Blue FARP
units are available. |
Gunship_v2.3 beta.zip
500kb |
Map / Tile object
placement tool Used for positioning objects on tiles, and roads/cities on maps. A bit cranky in spots, but it works. (Access database file. Access2000 required) 2/5/05 |
Map2.zip 725kb |
Online 3D
object viewer using Alessandro's new Java code. He wrote it for EAW, and some of the hardpoint codes are slightly different. He also was kind enough to send me his source code if any Java heads want to work on it further. |
http://www.simwarrior.com/gunship/mods/3dzviewer.htm |
Terrain and map Stuff | |
Gunship Terrain tile/RGB
spreadsheet Shows the tile and their sequence when used in the original maps. Also included in the Whole Shmear, below. |
shades_compare_revB.xls |
The Old way to make maps. This zip contains basically everything I have related to map making in GS: -A spreadsheet identifying all the tile RGB values for the various original GS maps -Utilities, such as Mapedit, M1Edit, Ultraedit, XVI32 -Notes from EAW and M1TP2 researchers -Most of the known GS and M1TP2 maps converted to the .lcm format used by MapEdit. (Remove it's header and strip out all the "00 00 00" strings to convert to shade.dat) These have general land use tiles applied, and are ready to be "naturalized" (VLad and Mekong not included; I'd rather finish them myself since I'm well along on them. Hmmm. I guess I haven't converted Israel N/S yet...) Sweden is in there, but the scale is whacked, so...) -Two terrain tile "palettes" for use with MapEdit: GS_CZtiles.lct.bmp, and GS_NPtiles.lct.bmp . These are the tiles sequenced as in the original GS Czech and NPoland maps. (What a cast-iron bitch THESE were to make...) We need a desert one, but these could be used for desert maps to place coast (NPTiles and city tiles. -Several CZ/UKR "noise" palettes. (pcx and PSP .pal files). These are random noise images made up of tiles of a certain type, such as all the forest or grass or farm tiles. Useful to "paint" large areas with. (Caution: I did these a while ago, and I have a vague memory that there are some odd tiles mixed in somewhere.) I don't seem to have done the same for the NPoland tiles, but the concept is easy if anyone wants to make them. You can read the details of this process in the Workshop area of Pilot Officer Prune's website. |
4.3MB |
The New, Improved way to make
maps. This zip contains basically everything I have related to map making in GS using TK's Terrain Editor and Keith Bedford's converter utilities. Also includeds a set of GS tiles converted to BMP for use with the Terrain Editor, and cross-reference CSV to make new maps using the North Poland tile set. No readme. See SimHQ posts under Strike Fighters forum for info about the terrain editor. |
8MB 1/20/2004 |
The original M1Tank Platoon
2 World map files: Egypt, Iraq, Lybia1, Lybia2, Moldavia, National Training Center, Poland, Vladivostok (Unfortunately, we can't just drop these into GS. They need a shade.dat file to arrange the tiles used in GS.) |
M1TP2Worlds.zip |
Object Placement test tile | The airport tile with grid for object layout (includes mission) |
Vietnam terrain tile beta set by fng2k 4/10/2002 includes road.pcx and trebun.pca textures. See readme for details. Very beta. NOT for distribution. |
namtile_beta.zip |
File stuff | |
The Keys to the Kingdom... Cat file extractor utility Instructions included. Also works for M1TP2 files.
Please us only for the benefit of Microprose Sims. |
(updated 2/2/04 with additional file lists) |
The Mother Lode... This Excel spreadsheet contains details of four major data tables in the gunship.exe. One of the original members of the Gunship development team generously and laboriously provided all the field names. (He prefers to remain anonymous for now.) Includes offset info for these tables, plus the other 24-odd tables I've found but don't yet understand. This contains the tables holding parameters for:
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GS_exe_data8_04.zip 83kb LAST UPDATE: 8/09/04 More tables... Plus if you want to do some hex editing, try this very nice freeware app named A.X.E. axe20.zip 218kb And here is a bookmark file for A.X.E. so you can get to all these tables easily: Just save into the same directory as A.X.E., and use File>Import Bookmarks Also includes structure definitions, which makes editing much easier. Save both into your A.X.E. folder. Updated 08/09/04 |
Gunship file list You can download a list of all the files references in gunship.exe as an Excel spreadsheet. This is a listing of the external files referenced in gunship.exe. It was cleverly extracted by dcs in 12/2001.
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GSallfiles.zip |
Here is spreadsheet listing all
the 3D object files. This list shows which objects have editable 3DZ files, and also names
the graphics skin(s) used by each object. It may sound simple, but this was a BEAR to put together... |
GS3db3dzPCX.zip
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This is a list of all the text
strings in images.cat, as compiled by dcs. Alot is gibberish, but there is enough tantalizing stuff in here to make it plain that alot of code and/or data tables are in the .cat files. I have a way to extract them, but only if I know their original path and name. Guesses welcome... |
images_cat_strings.zip |
Gunship Mission Editing Guide The original mission editing guide by Frank D and Rudi Klaes. This contains lots of reference data, including tables of all the platoon codes. In MS Word format. |
Missionedit_rudi.zip |
Gurney's notes on the format of 3DB and 3DN files. Also included is a utility to convert 3DB files back into 3DZ files. (However, many 3DB files use 2 or more more skin textures per object, which makes them unusable as 3DZ files...) Brilliant detective work by Gurney! |
90kb |
Mod M8 related stuff | |
Flight Model Tool - Beta Keith Bedford October 2002 Merges custom flight models into the Current Gunship flight model file (Both the specific Helo flight model and the related control sensitivities) Assumes Gunship is installed in C:\Gunship! Allows replacing a single FM when applying mods Includes readme. |
FMTool0r3.zip (needs VB3 runtime 225kb) |
3d Object Editing stuff | |
Get the 3DZ!Studio app By Alessandro Borges. Used to edit 3D objects. If you've never done 3D object editing, the learning curve is a bit steep, but worth it. This is how we make old stuff into new stuff. Note: Win98 only- doesn't like XP. There is a wealth of knowledge about this side of things in the EAW community. This link goes to Alessandro's website (includes a utility to write a 3DZ out to a txt file for manula editing.) Let's us do things like this: |
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Gurney's 3DB to 3DZ converter. In many cases, Gunship did not include a 3DZ file for every object, only a 3DB file. This nifty little app can convert some of them back into a 3DZ, so they can be edited. It can also write a 3DB out into a text file. Brilliant reverse-engineering by Gurney. |
93kb |
3DZ rescaling utility by Paulo Morais Make 3DZ objects larger or smaller. Texture mapping is unchanged. Approximate conversion values: |
13kb |
Misc. treasures... | |
Iraq briefing map (also used in M1TP2) | |
Image from un-released maintenance module | |
Tank3 screen cap? note top left (click to view) |
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probably FLIR or commander view for
armored vehicle. Use in GS (sorta) as:
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(click to view) |
Tank3 Gunner's station (same as M1TP2, I
think) (click to view) |
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Bradley wearing desert camo skin from M1TP2 | |
Weird 3db file made from the OTHER UH60 3dz/skin. (note dual rotors, so a CH-47 is possible) | |
"Let it snow, let it snow, let it
snow..."
Gunship!\Data\World\Belarus(or other)\tiles.txt In the last section "weather variables", raincolor.
Still looks like falling paint to me, but feel free to play with it... |
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B-52 from the old MPS sim Fleet Defender. Will probably turn up in GSVietnam as a ground object. GS's 3,000 foot ceiling is a little low for flight operations... | |
A fairly simple terrain enhancement for the future |