Chlanda wawmap.exe, large map into smaller maps ...
Posted: Tue Feb 06, 2001 12:56 am
Many gamers have asked questions on maps and
scenario designing. Fortunately, there is nothing better than learning by doing.
Whenever possible open up your game into hotseat and gently learn about your game.
Play against yourself from scens generated quickly or exactingly and along the way learn how to set up your games even faster than hex by hex editing in the SPWAW editor ( eventually you`ll swear off the battle generator unless looking for a quicky snack).
Case in point.
Suppose i see a picture at the library or net or other source of a WW2 airfield or battle area or area in which there will be a battle
heck even old tourism shots of flora and fauna of an area will do! Ask within your own family and others ... !
Well then, I am already off to a great start as I can now create a `historical map` of a
`historical battle`.
But wait let`s clarify things a bit. If you are looking to produce the exact same things with the same number of people and shots expended and even the minutest details of weather and such -- as the historical -- then clearly you are not playing SPWAW - unless this is entertaining you, you are free to jump this thread posting.
For those who have a genuine interest however, don`t worry about the precision of your map, it should instead be presentable,
playable, profitable for everyone`s enjoyment. A lot of what was true to life would pretty much destroy the fun of this game. So as long as we are understood that you are free to generate a map that DEPICTS
the topography and DEPICTS a battle real or imagined we shall do well by everyone`s standards! Above all else your game must be playable ... individual facets of the historical can be handled in a series of
scens if you are willing to specifically
restrict players options and choices.
To make life easier for all concerned we will not attempt such precision within any one map or scenario ... (afterall there are many texts out there)! Well enough said to the meat!
So, here`s how we are going to do it using Chlanda`s map editing and unit editing with considerably less fuss and considerably more
power than was at our disposal before!
--------Draw a bmp or jpe image of the entire map you want!
--------Use the aspen and grid images supllied to do so, always refer to the html tutorial until you can read it in your sleep!
--------Make many cuts of the complete map
to fit the 100x80 hex max of the area.
--------Find a player to play a campaign against and make a map of where your unit is
centrally located if being attacked or the attacker from the large map cut into a smaller 100x80 and progress as the battle goes (you will need to adopt rules for simplicity-such as how close do reinforcements have to be before they are
required to be seen on the battle map! etc...
also the obvious how large does a force have to be before you go to the trouble of making a map 100x80 section of the large map)
To be exacting first we check to see how large an area is contained in a bmp image
created by pressing contours then show in
wawmap.exe . (932x764-if memory is correct!)
Close enough!
And this is the largest size we note although smaller maps are possible!!!
So now we know that whatever size our bmp image of the entire area may be the battle zone can only be 100x80 at the most of the nn nnnxuu,uuuuu area all the forces are located in ... our Chlanda map editing from a bmp file will be limited to
100 hexes left to right and 80 hexes top to bottom! (x,y)
Clear enough.
So i know that my battles must be made to fit
a 100 by 80 map at the top end of the size scale-nooo problem! Since I can only load bmp images fitting this largest dimension we then have to learn how to copy sections of our large bmp image into different pzmaps of
up to 100x80!
Simple. Start the game of SPWAW.
Go to the editor. Open a series of maps set to large and save them unedited with names. Write down the map names and their associated file numbers (most all files in SP are a whole number series 0,1,2,3 ... , to N-the last file save slot).
Exit SPWAW and open wawmap.exe .
I strongly recommend that you always work from within Chlanda as this eliminates your game playing accidentally overwriting a file in any of the precious folders - scens, and maps!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If possible create a folder on this special project and place them back all your work after completing or when interupted!!!!!!!!
Now that wawmap.exe is open
scenario designing. Fortunately, there is nothing better than learning by doing.
Whenever possible open up your game into hotseat and gently learn about your game.
Play against yourself from scens generated quickly or exactingly and along the way learn how to set up your games even faster than hex by hex editing in the SPWAW editor ( eventually you`ll swear off the battle generator unless looking for a quicky snack).
Case in point.
Suppose i see a picture at the library or net or other source of a WW2 airfield or battle area or area in which there will be a battle
heck even old tourism shots of flora and fauna of an area will do! Ask within your own family and others ... !
Well then, I am already off to a great start as I can now create a `historical map` of a
`historical battle`.
But wait let`s clarify things a bit. If you are looking to produce the exact same things with the same number of people and shots expended and even the minutest details of weather and such -- as the historical -- then clearly you are not playing SPWAW - unless this is entertaining you, you are free to jump this thread posting.
For those who have a genuine interest however, don`t worry about the precision of your map, it should instead be presentable,
playable, profitable for everyone`s enjoyment. A lot of what was true to life would pretty much destroy the fun of this game. So as long as we are understood that you are free to generate a map that DEPICTS
the topography and DEPICTS a battle real or imagined we shall do well by everyone`s standards! Above all else your game must be playable ... individual facets of the historical can be handled in a series of
scens if you are willing to specifically
restrict players options and choices.
To make life easier for all concerned we will not attempt such precision within any one map or scenario ... (afterall there are many texts out there)! Well enough said to the meat!
So, here`s how we are going to do it using Chlanda`s map editing and unit editing with considerably less fuss and considerably more
power than was at our disposal before!
--------Draw a bmp or jpe image of the entire map you want!
--------Use the aspen and grid images supllied to do so, always refer to the html tutorial until you can read it in your sleep!
--------Make many cuts of the complete map
to fit the 100x80 hex max of the area.
--------Find a player to play a campaign against and make a map of where your unit is
centrally located if being attacked or the attacker from the large map cut into a smaller 100x80 and progress as the battle goes (you will need to adopt rules for simplicity-such as how close do reinforcements have to be before they are
required to be seen on the battle map! etc...
also the obvious how large does a force have to be before you go to the trouble of making a map 100x80 section of the large map)
To be exacting first we check to see how large an area is contained in a bmp image
created by pressing contours then show in
wawmap.exe . (932x764-if memory is correct!)
Close enough!
And this is the largest size we note although smaller maps are possible!!!
So now we know that whatever size our bmp image of the entire area may be the battle zone can only be 100x80 at the most of the nn nnnxuu,uuuuu area all the forces are located in ... our Chlanda map editing from a bmp file will be limited to
100 hexes left to right and 80 hexes top to bottom! (x,y)
Clear enough.
So i know that my battles must be made to fit
a 100 by 80 map at the top end of the size scale-nooo problem! Since I can only load bmp images fitting this largest dimension we then have to learn how to copy sections of our large bmp image into different pzmaps of
up to 100x80!
Simple. Start the game of SPWAW.
Go to the editor. Open a series of maps set to large and save them unedited with names. Write down the map names and their associated file numbers (most all files in SP are a whole number series 0,1,2,3 ... , to N-the last file save slot).
Exit SPWAW and open wawmap.exe .
I strongly recommend that you always work from within Chlanda as this eliminates your game playing accidentally overwriting a file in any of the precious folders - scens, and maps!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If possible create a folder on this special project and place them back all your work after completing or when interupted!!!!!!!!
Now that wawmap.exe is open