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New CFS3 SDK Revision by Bob (rbp71854) Park

grizzly50

Charter Member
:kilroy:To all you tweakers out there,

Because MS forgot to call out a parameter which is required to make good ai pathing vectors in CFS3, Bob Park (rbp71854) has revised the CFS3 SDK document.

I have just uploaded it here to SOH at his request.

Rami, I uploaded it to just inside the CFS 3 add-ons Library, right where Talon's Corrado Ship Repaints are located. It's easier to see there.:d
 
Grizz is that a mission building tool or is it an actual game performance mod? Please explain a bit more in detail.
 
It's new information on how to generate terrain data files.

The mkgnd.exe tool is used to process the vector data into a form suitable for AI pathing and autogen exclusion checks...

The result of running this command is a set of .vec files containing the merged and tiled vector data. These should be packed into a zip file and copied to vector\vector.zip.
 
I will expand on this a bit. This particular sdk document explains the use of the ai pathing and exclusion of vectors in theater creation. The vectors are roads, RRs, rivers, and shipping lanes. Once the vectors are overlayed onto the mesh this tool creates the road map for ground traffic and ships to follow(pathing). It also disallows scenery objects(i.e. trees,etc) from being generated on top of roads, rivers and RRs(exclusion).

The doc from MS was missing an entry which would prevent the tool from properly creating the .vec files found in the vector file folder. I made the correction and published for future folks interested in theater creation.
 
:kilroy:Bob, I just added a readme to that upload that states what you have just explained here. Everything's copacetic now.:d
 
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