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map editing question
Posted: Sat Feb 01, 2003 7:04 pm
by tracer
At one time I thought I saw a map that had stationary railroad boxcars that had the same attributes as a structure (blocked LOS, no armor). If so, does anyone know where they are, and if not does anyone know of a way to simulate them? TIA
Posted: Sat Feb 01, 2003 7:43 pm
by darroch
In general, selecting Dec 1949 while in Scenario editor gives you access to all OOB units without regard to timeframe.
I use the railroad units in the Norway "misc" OOB to create trains. They are immobile.
I can't say whether these block LOS though - that might require a custom OOB or "lbm" file - not sure about those.
Brad
Posted: Sat Feb 01, 2003 10:28 pm
by tracer
Thanks; those are the icons I was looking for. Is there any way (without creating a custom terzz file) of placing these icons on a map (not a scenario)? I'd like them to appear as a terrain feature, and the map be usable for PBEM play.
Posted: Sat Feb 01, 2003 11:17 pm
by Warhorse
Unfortunately, to do that you must put the icons into the custom shp file, and place as terrain, then add the appropriate values through Freds mapeditor!!
Posted: Sun Feb 02, 2003 1:07 am
by Bing
When editing shp files it pays to heed the answer the zookeeper gave when asked how he handled the cobra: "Very carefully."
Proceed with caution, it is VERY easy to mess up shp files. I know - I messed up a few when I was doing a modern version.
Bing
Posted: Sun Feb 02, 2003 4:16 am
by tracer
I'm very familiar with editing SHP files. I redid all the structures in Ter61, exporting them as BMPs, editing them, and them re-incorporating them into SHPs. I fear the problem with creating a custom SHP will be the same as I ran into with that project: distributing the new files to the ultimate end users.

At least there's a ton of empty slots available, since Matrix (or probably SSI) created a 'use' category in almost every terrain and icon file.
I'll take a whack at it tomorrow.
Posted: Sun Feb 02, 2003 4:19 am
by Bing
I'm glad somebody knows how to edit ship files really well. That wouldn't always include myself, though I did get the job done.
Bing
Posted: Sun Feb 02, 2003 5:41 am
by tracer
Does anyone know which SHP file contains the train icons that darroch mentioned? :rolleyes:
Posted: Sun Feb 02, 2003 5:58 am
by tracer
I found the locomotive and a boxcar in icon file #25...Fred's editor is a Godsend

Posted: Sun Feb 02, 2003 7:28 pm
by Bing
I'll drink to that. We don't give Fred Chlanda enough credit for his accomplishments. Wouldn't have been able to do anything without his editors and utilities.
Let's hear it for Fred!
Bing
Posted: Sun Feb 02, 2003 10:06 pm
by Redleg
I don't know what it would take but it seems that if all of these various graphics updates could be assembled into a single collection and posted somewhere, it would be a very good thing.
Then the wider population of SPWAW users could benefit via maps and scenarios.
It seems that a single module would be the way to go in order to avoid a lot of confusion and version numbers..... but that is far beyond my expertise.
It the files were not too massive, sites such as the Dirty Dozen might be able to host such a thing. Bandwidth is a problem that has to be kept in mind.
Posted: Sun Feb 02, 2003 10:18 pm
by tracer
From what I know it seems that Fred wrote the Rosetta Stone of SP editing. I haven't heard an update in a while...how is he doing?
I could also use a little guidance/opinion from the designers out there:
I extracted the train icons, created the appropriate 'facings', and placed them in Ter82 (single hex wooden structure, 1 'use') which is currently empty**. I only did the boxcar and the MG-car (looks like a flatcar with some sort of protective wall). I ditched the locomotive, tanker, and armored gun cars...they didn't seem like something infantry units could use as cover. Should I alter any of their attributes, or do those of 'single hex wooden structure' already simulate them pretty well?
**There were about a dozen houses in Ter82z2, but the other 3 zoom levels were completely empty.
Posted: Fri Feb 07, 2003 2:29 am
by dlazov
Hello,
I have heard from the SP WW2 forum that Fred C. had a stroke and possibly a heart attack. Not sure of his status or health. My prayers go out to him.
On another note with SP WW2 I can create a map using different sizes from 40x20 on up. But I have not yet figured out how to to this using SP WaW.
I was hoping to convert the ASL scenarios to SP series of games. I was or am working on ASL SCENARIO 1 Fighting Withdrawal and it only uses one map (size 33x10) but when I use "small" in SP WaW it generates a rather large map.
I tried sort of to use MapEdit but it was all blue and I have never used it before.
I looked in the manual but not much regarding reducing the size of maps.
Any ideas or what am I missing?
Thxz
Posted: Fri Feb 07, 2003 5:22 am
by CatLord
Hello dlazov,
I come across the same problem, what you have to do is start the WaWEditor of Fred Chandla, load a small map (those are provided as standard as the first maps in the map directory), then import your bitmap so that it is scalable to your small map between 1 pixel / hex and 15 pixels / hex...
As I was fed up of having to restart SPWaW each time to see their size, I copy them and rename all of them in the repertory of the Chandla's Editor...
Here they are, in a zip, to save you that pain...
Cat Lord
Posted: Fri Feb 07, 2003 6:51 am
by dlazov
Cat Lord,
Thanks for the tips and the files. I will have to figure out the bitmap stuff you mention.
Tanks again
TERZ FILES
Posted: Mon Feb 10, 2003 5:19 am
by mlomax
Does anyone have a list of what is in each terz file?
Posted: Mon Feb 10, 2003 10:03 am
by tracer
The list I have came from this document:
http://geocities.com/rockinharry/SPWAW/FredsMapEdit.zip
Right-click on the link and select 'save target as' (or 'save link as' if you're using Netscape).
BMP's
Posted: Mon Feb 10, 2003 10:06 am
by mlomax
What have you been using to edit the Bitmaps?
Posted: Mon Feb 10, 2003 8:38 pm
by Warhorse
I use Paintshop Pro.
Posted: Tue Feb 11, 2003 5:19 am
by tracer
I use Photoshop 6.0 , but I think Paint Shop Pro (PSP) is a better way to go. Besides being cheaper, its handling of special pallettes (like the 256 color one used in SP) is much easier. Any photo editor will do; the only trick is to make sure it doesn't create non-SP colors when you do something like resizing an image. Fred Chandla's ShpEd program will actually substitute the proper colors when it loads your BMP into the SHP file, but your icon may not look as good.