Map Font questions
Moderator: Vic
Map Font questions
Hi y'all
1. How do I set the font colour of Map text in the scenario template file, prior to generating the game?
2. Map big scale has a solid font pattern, (looks a little like arial), is it possible to set the font to another style? (is this what the fonts folder is for?)
3. Can the font style be modified for the other maps? The courier text style font is often lost amongst the graphics.
I've searched about, but only find info on colour changing text in the editor, on a case by case basis.
Ta.
1. How do I set the font colour of Map text in the scenario template file, prior to generating the game?
2. Map big scale has a solid font pattern, (looks a little like arial), is it possible to set the font to another style? (is this what the fonts folder is for?)
3. Can the font style be modified for the other maps? The courier text style font is often lost amongst the graphics.
I've searched about, but only find info on colour changing text in the editor, on a case by case basis.
Ta.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Re: Map Font questions
I'll have to research this. I think the answer is that you can't change fonts.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- ernieschwitz
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Re: Map Font questions
If you somehow, and I am not sure you can, find a way to make another font appear, you have to remember to have it be spaced the same distances as the original one. The Hex info is what carriers the text. It has 5 letters in the top, and 5 letters in the bottom of the hex. If you choose a font that is spaced differently then the outcome might look strange, as there could be spaces between hex text.
If the really big hex text is chosen, only 1 letter per hex.
If the really big hex text is chosen, only 1 letter per hex.
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Re: Map Font questions
Thanks for the replies folks.
I'm working on a lighter more retro map mod, and the white courier text is almost invisible.
While as I mentioned, it can be edited afterwards, it's painful doing them all individually.
If the generative scenario could be tweaked prior, then all the resource and town names would be black in advance.
A pity there's nothing similar to the opart.ini file.
I'm working on a lighter more retro map mod, and the white courier text is almost invisible.
While as I mentioned, it can be edited afterwards, it's painful doing them all individually.
If the generative scenario could be tweaked prior, then all the resource and town names would be black in advance.
A pity there's nothing similar to the opart.ini file.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- ernieschwitz
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Re: Map Font questions
I believe you can make code that you can run (either from the editor, or before the map is shown the first time), that can change the text color. I'll post the code, later, if I remember it, if all you want to do is change the color.
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- ernieschwitz
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Re: Map Font questions
Now IF the scenario is not random generated, it is actually more simple than adding code. This button in Setngs will change all locations names into the color of your choice.
Oops. Button above the one in the graphic above.
Oops. Button above the one in the graphic above.
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Re: Map Font questions
If the map is random generated, from a Master file, then you need code, that is put into the master file. Yes, you need to make a NEW master file, from the old one.
To do this, load the file in the editor that is used to create the random scenario. Go to the Event editor, and go to the very end of the event codes. Add an event, and edit it to look like this.
Note, that 0, deletes all labels. If there are some location types you don't want to change the color of, or have a text at all, then the code becomes a bit more complex, but not much. When you've finished clicking in all of this code, should not take too long, then make sure that it is run as a Round Check, save the file under a new name... and you are done.
Just remember to use the NEW master file to generate the scenario.
To do this, load the file in the editor that is used to create the random scenario. Go to the Event editor, and go to the very end of the event codes. Add an event, and edit it to look like this.
Note, that 0, deletes all labels. If there are some location types you don't want to change the color of, or have a text at all, then the code becomes a bit more complex, but not much. When you've finished clicking in all of this code, should not take too long, then make sure that it is run as a Round Check, save the file under a new name... and you are done.
Just remember to use the NEW master file to generate the scenario.
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Re: Map Font questions
Thank you very much!
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Re: Map Font questions
It's very much w.i.p.
But the colour change means I'll keep pushing pixels.
Thanks again.

But the colour change means I'll keep pushing pixels.
Thanks again.

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- ernieschwitz
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Re: Map Font questions
It just hit me, that this won't include things that are upgraded or built. So... I first figured more code... But never fear.. it doesn't 
Under each Location Type in the LT submenu you can change what color the Location gets the color text needed.
I've made a graphic here that shows it. So Raw level 2, 3 and Oil level 2, 3 as well as the different factory types, need this changed to the color from before. Easy.

Under each Location Type in the LT submenu you can change what color the Location gets the color text needed.
I've made a graphic here that shows it. So Raw level 2, 3 and Oil level 2, 3 as well as the different factory types, need this changed to the color from before. Easy.
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Re: Map Font questions
Brill.
Ta.
Also; have to add, having set up that Event Code...
OMG!
The potential of the editor, with the myriad of options,
my mind truly blown at the possibilities.
I started on people's tactics but, my only gripe for not playing A.T. more, was that the percentage of screen real estate lost to the panels, made the map feel too tiny. (Laptop).
Bigger (desktop) screens have brought me back.
So thanks to the hard core crew and developer(s) that have kept this amazing game alive.
Ta.
Also; have to add, having set up that Event Code...
OMG!
The potential of the editor, with the myriad of options,
my mind truly blown at the possibilities.
I started on people's tactics but, my only gripe for not playing A.T. more, was that the percentage of screen real estate lost to the panels, made the map feel too tiny. (Laptop).
Bigger (desktop) screens have brought me back.
So thanks to the hard core crew and developer(s) that have kept this amazing game alive.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Followup question
How can I reduce the opacity of the ownership colour on the map.
(I thought it was shadedhex.png, in the system graphics folder, but changing that has no affect).
(I thought it was shadedhex.png, in the system graphics folder, but changing that has no affect).
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"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- ernieschwitz
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Re: Map Font questions
This is something I think Ormand has done before. I'll check with him, and see if I can get him to post.
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Re: Map Font questions
I don't, at this time, know the answer to your question. I'll have to do a little research. If I remember correctly, shadedhex.png is used to make the shading that you see that outlines how far a unit can move.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Re: Map Font questions
Me thinks that you can't change the opacity. It is pretty much hard coded into the drawing of the map.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- ernieschwitz
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Re: Map Font questions
I can't remember if I mentioned this, but, if you have modified the files in the "System" directories, then they will be overwritten when you update to the next version of ATG. So... you might want to change the graphics directory, and set it to that directory in the setngs.
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Re: Followup question
Looks great!Magpius wrote: Thu Jul 10, 2025 4:09 am How can I reduce the opacity of the ownership colour on the map.
(I thought it was shadedhex.png, in the system graphics folder, but changing that has no affect).

Creator of High Quality Scenarios for:
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Re: Map Font questions
Thanks Guys,
Responses appreciated.
Responses appreciated.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order