Am I clever or just a begginer ?

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CatLord
Posts: 312
Joined: Mon Oct 21, 2002 1:35 pm
Location: Lausanne, Switzerland
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Am I clever or just a begginer ?

Post by CatLord »

Idea from under my shower on a Monday morning (yeah, some may be doing other things, personally, I am having ideas).

Why only use the import of bitmap function in Chandla's Editor to just place trees at random, when it can be use to place everything one wants and finish with the trees ?

Explanations:

Take your original map image (Ordonnance survey, IGN map, or other) and transform it into as many bitmaps as necessary:
- 1 for altitude, but also:
- 1 for the roads
- 1 for the villages
- etc etc....
- and finally 1 for the trees and the rough.

Make your initial bitmap with altitudes as usual, use the editor of Chandla to import them, and save your map a first time in mySPWaWmap.dat .

Then, open your myMap_Roads_t.bmp, and open it with a normal editor. Paint the roads in GREEN 0,255,0 and put all the remainder in gray (X, X, X - attention, this is important, as pure gray is ignored during the import process). Open your first map mySPWaWmap.dat with the editor of Chandla, and import myMap_Roads_t.bmp as Terrain, and save under mySPWaWmap2.dat (by precaution). Now, open mySPWaWmap2.dat with the normal SPWaW editor. You should have lines of trees where your road must pass. Replace all the trees by road, eliminate all the superfluous trees, and save your map in mySPWaWmap3.dat (by precaution).

(For more refinement, if you do principal roads in pure green in the bitmap, and the secondary roads in pure red, after import your principal roads will be trees to replace, and your secondary roads, rough to replace, in the SPWaW editor).

Now, open your myMap_Villages_t.bmp with a normal editor, paint village areas in GREEN 0, Y, 0 and put all the remainder in gray. "Y" being a value to choose for the density of the houses (do not forget my post on the percolation, and the critical values which must be around 40% and 60%, respectively 195 and 215, I really need to check those...).

Re-open your map mySPWaWmap3.dat with Chandla's editor, import myMap_Villages_t.bmp like a terrain, and save under mySPWaWmap4.dat (by precaution). Open it with the normal SPWaW editor. You should have trees in place of the house for villages. Replace all the trees by houses, eliminate all the superfluous trees, and to save your map mySPWaWmap5.dat (by precaution).

Continue until all the special terrains of your original map have been place respectfully, and last but not least, use the Chandla's editor for really placing trees and rough randomly.

I do not see any problem with this idea, and I am eager to return home to test it this evening. I think it will save me lot of time to make all my maps ! :)

Cat Lord

PS: Other people, under the shower, they sing ! What were you thinking of ?! :D
Member of the Revolution Under Siege development team.
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CatLord
Posts: 312
Joined: Mon Oct 21, 2002 1:35 pm
Location: Lausanne, Switzerland
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Post by CatLord »

This idea is just working great by the way...

There is a step by step "how to use WaWMap this way" instructions with examples here:

http://www.tcorriol.pwp.blueyonder.co.u ... WaWMap.htm

for those who read French :D

The figures are easy to understand anyway, and all the example maps could be downloaded.

Cat
Member of the Revolution Under Siege development team.
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