From the former BTS RDOA forum:
This topic comprises 2 pages: 1 2
Author Topic: MapMaker Q & A
Arjuna
Member
Member # 7393
posted September 27, 2002 06:57 PM
Hi,
This is the place to ask questions about our new MapMaker ( MM ) app. We will
endeavour to answer them and also provide useful tips.
First off though, please do read the MM Guide which explains how to get started
in making your maps.
Welcome to the AA world of map making.
Dave
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Dave "Arjuna" O'Connor
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Arjuna
Member
Member # 7393
posted September 27, 2002 07:47 PM
Tip 1. Map Underlays
Start with a good map underlay. It is always easier to copy than to create from
scratch. The MM allows you to display a scanned image ( bmp file format ) as an
underlay. When this is turned on, you can very simply draw your map layers
directly over the underlay. It's a lot like tracing.
So where do you get these underlays? We sourced ours from the Australian
National Library ( ANL ) which has an extensive map section. Steve Barnes and I
spent some enjoyable time down there perusing the WW2 maps of Holland.
Most WW2 maps of Western Europe are now no longer covered by copyright. So you
can usually get permission to copy these. The copying facilities available will
obviously vary from place to place. For the Arnhem map we paid to have all the
maps photographed by the ANL. This was reasonable expensive ( around A$600 ),
but at the time ( 1996 ) the ANL had no other alternative. We then scanned the
photos, composed one giant map scan and then cropped it to the area desired.
For our upcoming Eindhoven and Nijmegen maps ( oops I'm not sure I was supposed
to say that ) the ANL was able to digitially scan the maps for us. This cost
only a small fraction of what we had paid before for photographing and given the
large map area was well worth it.
For another map we will be releasing soon we simply colour photocopied the
section desired and then scanned this using our trusty CanoScan N6700 ( a 600
dpi colour scanner - nothing too flash but more than adequate for the task ).
The result was fantastic. This is the way to go for smaller maps.
I use PaintShopPro 7 for manipulating the mapscan.
As to scale, I tended to scan at 300 dpi and then scale back such that each
kilometer grid measured either 250 x 250 pixels or if space was a problem 125 x
125 pixels ( and space can be a problem on the larger maps ).
The steps involved are:
1. crop off any white space around the map edge.
2. measure the map size in metres ( across and down ).
3. divide these by a 1000 and then multiply by either 250 or 125 ( depending on
which is being used ). These gives you the pixel dimensions for the map.
4. resize the map using these dimensions.
5. rotate the map as required
6. save the result. I recommend you create a separate directory for your map
scans. You can name the files whatever you like. However, later we will transfer
the finished mapscans into the AA MapScans directory and here they must be named
acording to the instructions in the MMGuide. Otherwise, they won't appear in the
MM.
7. if you have multiple sections to compose, repeat the above for each section
8. open the file containing the top left section
9. resize it to fit the entire map area plus some extra margin space ( Here is
where you find out just how much disk space and RAM you will need )
10. Save As "My Map Composite"
11. copy and paste each section ( one at a time ) into the composite, aligning
and abutting each to the others.
12. crop the composite to the desired are
13. Save As your final map in bmp format.
If your map is relatively small, you can get away with just one mapscan file.
However, larger mapscans tend to slow down the MapMaker drawing significantly.
So you will need to break your final scan up into separate sections, named as
per the MM Guide.
You then move these into the AA MapScans directory ( create one if not there
already ) and hey presto you're all set.
Stay tuned for more tips.
Dave
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Dave "Arjuna" O'Connor
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Arjuna
Member
Member # 7393
posted September 28, 2002 12:54 AM
Tip 2. Map Sources
As I mentioned in Tip 1, it's best to draw over a map underlay or scan. So where
can you source good topographical maps? And what scale of maps are best?
There are some online sources of topographical maps. Doing an online search on "topographical
maps" or "military maps" will provide you with a list of these. Some that caught
our eye were the Battle Depot, TopoZone and NPS Map Collection.
Offline, I recommend your local reference libraries. Many historical books also
contain maps.
For WW2 maps of Western Europe, the best maps are those produced by the British
and American military mapping agencies. Most UK and US maps from 1944 onwards
were pretty accurate ( though that doesn't mean they are perfect ) based on
fairly current aerial photography. The West European maps produced prior to 1944
were less reliable.
For the level of detail required for AA, we recommend 1:25,000 or 1:50,000 scale
maps. If you use 1:50,000 maps, then I recommend you scan these at high detail (
ie 600 dpi ) to avoid pixelation breakdown when zoomed in.
Copyright.
You MUST ensure that you have the right to copy the map or section. Most WW2
military maps are now out of copyright and you should be able to copy these
without having to pay a fee.
For others you may have to pay for that permission. In such cases this will
usually mean you can copy the map for personal use but not for republication.
This will mean you cannot scan the map and then allow others to download your
scan without seeking the permission of the copyright holder. However, you
personally will be able to use the scan to draw your AA map.
If you know of any good sources of topographical maps, please share your
information here.
Dave
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Dave "Arjuna" O'Connor
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jrcar
Member
Member # 6271
posted September 28, 2002 05:20 AM
G'Day Dave,
the Wehrmacht made excellent maps in europe, they had been doing so since the
1860's (in the 1870 Franco Prussian war the Prussians had better maps than the
French!). The earlier series was available in the Library of Victoria in the
1990's, but I don't know where to get them at the moment.
You can use a map source to make a new map without infringing copyright, ie if
you buy a copy of an map under copyright and then use it as a basis for a new
map this is not breaking copyright in Australia. You CANNOT distribute copies of
the origional map though (ie scanning the map then distributing).
Cheers
Rob
--------------------
My wife says I have the body of a God
Buddha!
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Hertston
Member
Member # 4832
posted September 28, 2002 10:40 AM
Wow.. that NPS site in particular is incredible, I had no idea so much of that
stuff was available online. Havn't even got around to potential AA scenario
material yet, been too busy browsing the "West Point Atlas of Military History"
Napoleonic maps.
[ September 28, 2002, 10:42 AM: Message edited by: Hertston ]
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Grouchy
Member
Member # 1904
posted September 28, 2002 08:54 PM
Aloha,
Nice toy you gave us!
I loaded up the Nijmegen map to edit it to correct the (spelling) errors on it.
Once ready I saved it under the same name.
However once starting the scenario that came with it it keeps using the original
map.
None of the data is retrieved from the "FlasPoint Map Document" File? and it is
the cache map that is used? No matter what you change?
--------------------
A cavalry general should be a master of practical science,
know the value of seconds, despise life, and not trust to
chance.
Napoleon
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Rincewind
Member
Member # 7394
posted September 29, 2002 01:25 AM
quote:
Originally posted by Grouchy:
Aloha,
Nice toy you gave us!
Glad you like it
quote:
I loaded up the Nijmegen map to edit it to correct the (spelling) errors on it.
Could you point out the erros and we will fix it for the next patch, ta.
quote:
Once ready I saved it under the same name.
However once starting the scenario that came with it it keeps using the original
map.
None of the data is retrieved from the "FlasPoint Map Document" File? and it is
the cache map that is used? No matter what you change?
Delete your current cache file for this map from your Maps directory. Then in
the MapMaker choose "Generate Map Draw Cache" from the Map menu. You will now
have a new cache with your changes (note that if you change the actaul map data,
either the Visibility or Movement effects values or add/change terrain features,
then you won't be able to play multiplayer with some one using that map unless
you fist send then your changed map. I would suggest not changing any of the
standard ones, save to a new name and do the same with the scenario).
Enjoy yourself
--------------------
Paul Scobell
Panther Games Pty Ltd
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Grouchy
Member
Member # 1904
posted September 29, 2002 07:52 AM
Okiedokie, managed to create a new cachemap
quote:
Could you point out the erros and we will fix it for the next patch, ta.
Is it ok to send you the edited map (358kb)?
--------------------
A cavalry general should be a master of practical science,
know the value of seconds, despise life, and not trust to
chance.
Napoleon
IP: Logged
Bil Hardenberger
Member
Member # 44
posted September 29, 2002 11:53 AM
Another excellent map resource
These maps cover Southern Russia and all of the Ukraine in 100,000 scale (plenty
of detail for AA IMO). Start accumulating those Russian maps just in case this
engine goes to the East Front after Africa
Bil
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Rincewind
Member
Member # 7394
posted September 29, 2002 07:03 PM
quote:
Originally posted by Grouchy:
Okiedokie, managed to create a new cachemap
quote:
Could you point out the erros and we will fix it for the next patch, ta.
Is it ok to send you the edited map (358kb)?
Yep thats fine,
paul@panthergames.com
--------------------
Paul Scobell
Panther Games Pty Ltd
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Golf33
Member
Member # 9916
posted September 30, 2002 02:52 AM
Having some troubles with the map underlay here.
Followed the instructions above and in the MMGuide, created the directory C:\Airborne
Assault\MapScans, and placed the "MapScan 0.bmp" file in it. It's a 24 bit
windows .bmp file.
Click "New" map in MM, then "Map" -> "Bitmap Underlay" but no underlay appears.
What am I getting wrong?
Cheers
33
--------------------
Fire support is an art form - the landscape is your canvas....And I'm not a fan
of Picasso.
The Drop Zone
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KNac
Member
Member # 8030
posted September 30, 2002 06:36 AM
It works for me, but the map conversion is very ugly and not legible at all Will
continue trying.
(I'm making an Omaha beach map, for posterior full Normandy campaing )
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Bil Hardenberger
Member
Member # 44
posted September 30, 2002 09:13 AM
quote:
Having some troubles with the map underlay here.
Followed the instructions above and in the MMGuide, created the directory C:\Airborne
Assault\MapScans, and placed the "MapScan 0.bmp" file in it. It's a 24 bit
windows .bmp file.
Click "New" map in MM, then "Map" -> "Bitmap Underlay" but no underlay appears.
Golf33, if you are following the directions and have named the file MapScan 0.bmp
correctly then it should appear in the MapMaker. It might be a memory problem, I
had that issue with the BETA when I was trying to work on my B machine... it
would not load the file as an underlay... however my A machine could load it no
problem (it was a 6MB file). If I made the MapScan 0 file smaller it loaded fine.
Or, you might have to cut the map into 4 parts (outlined in the MM guide) to get
it to load with no problems.
Bil
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Golf33
Member
Member # 9916
posted September 30, 2002 10:02 AM
Gee, I think you've found the problem for me then Bil
The file I'm trying to load as an underlay is 36mB - do you reckon that's too
big
I'd have realised it myself but I figured the lack of any error message (like 'out
of memory') meant that there was some other problem. I've got 384mB of SDRAM.
I'll try reducing the colours or something, the map is only 180 sq km or so but
maybe 250 pixels per km is too much.
Cheers
33
--------------------
Fire support is an art form - the landscape is your canvas....And I'm not a fan
of Picasso.
The Drop Zone
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KNac
Member
Member # 8030
posted September 30, 2002 12:57 PM
Just curious, 33, what's the map about? I mean which zone and which battle do u
try to recreate?
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Golf33
Member
Member # 9916
posted September 30, 2002 09:26 PM
Bil,
you were dead right - the size of the map was the issue, I cut it to 125 pixels/km
and it worked just fine (around 9mB file size).
The map editor is dead easy to use, although the underlay I've got isn't that
clear so some of the contours are a bit tricky.
KNac,
the map I'm drawing is a 14x13km section of the US landing beaches at Normandy -
it's taken straight off Battle Depot, and is really just a trial run for me to
figure out the MapMaker. I couldn't see any references to copyright or
distribution restrictions on the site but if I get to a point where I'd be happy
to release the map, I'll contact them for permission before doing so.
At this stage I haven't got any plans to do scenarios as this will require a
fair bit of estab editing and with a baby due in less than 2 weeks there's no
way I'm going to have time for that.
Regards
33
--------------------
Fire support is an art form - the landscape is your canvas....And I'm not a fan
of Picasso.
The Drop Zone
IP: Logged
Arjuna
Member
Member # 7393
posted October 02, 2002 09:05 PM
Tip 3: Roads and Rivers - a trap for the unwary
You must be careful about drawing roads near rivers, especially major rivers. If
a road runs alongside the river and is within 100m ( the movement grid size ) of
the river it will probably override the movement effect of the major river. The
end result being that a unit will be able to cross the major river, regardless
of the presence of a bridge.
So it is recommended that except where the road has to join a bridge, keep roads
100m from rivers. The following picture is taken from our Eindhoven map being
developed. It shows a section where two canals intersect. For the canal running
east-west we have postioned the roads away from the canal and this is correct.
The north-south canal still has a road running alongside it. This is wrong.
Click to see large image.
You can see the effect of each on the Movement Map which has been zoomed in. You
can see that the east-west canal is clearly marked as a white line, while the
north-south canal is not distinct, with dark roads crossing it at several places
where there are no bridges.
To zoom the Movement Map we use Microsoft's ZoomIn tool. There are other similar
tools you can use to do the job. One day we will get around to incorporating
this feature into the MapMaker.
Until the next tip, happy mapping!
Dave
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Dave "Arjuna" O'Connor
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Rincewind
Member
Member # 7394
posted October 05, 2002 09:23 AM
There is a Bug in the drawing of the Start map that causes the ScenMaker to
error when you try to use a small map (with a Width or Height of less than 8km).
The fix will be in the next Patch as we have already corrected the problem.
--------------------
Paul Scobell
Panther Games Pty Ltd
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Arjuna
Member
Member # 7393
posted October 08, 2002 07:28 AM
Tip 4 - Road Spagetti
Another thing to avoid with roads is having so many of them that the road net
looks like a plate of spagetti. A balance needs to be struck between what is
actually there on the map, the way roads are simulated in the game and the
ascetics or how it looks.
Remember that the movement grid is 100m. So if you have two roads running
roughly side by side just 100m apart, you effectively have a "road" strip 200m
wide. In such cases, I recommend you draw only one of the roads.
Similarly, many maps of western europe will show wooded areas criss crossed with
tracks or fire trails. The area north of Arnhem is a classic example. We chose
not to draw all these, but instead modified the motorised movement rates for
woods. This had the same overall effect and removed a lot of the clutter.
Dave
--------------------
Dave "Arjuna" O'Connor
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Arjuna
Member
Member # 7393
posted October 23, 2002 05:23 PM
bump
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Dave "Arjuna" O'Connor
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Grouchy
Member
Member # 1904
posted October 30, 2002 09:18 AM
Okiedokie, I think I found a nice detailed map. Small enough to be used for my
first try.
Some questions, not all really related to this particular map, but nevertheless...just
curious.
When using the mapmaker you have the ability of drawing and placing "Fortifications".
In annex A - terrain Effects Chart there is however no mention of this Terrain
type.
Is it possible to tell us the Movement/visibility/hits parameter for this
terrain type (or point me to the right page of the manual if I overlooked it)
Dug In/entrenched/fortified: is it possible to give us the advantages which a
dugged in/entrenched/fortified unit gets? -ie the hits direct/area stuff.
Height differences: On page 85 you mention the (dis)advantages of them.
Q: are unit movement rates also effected, -ie a unit moving up will move slower
then when it moves down. Or if the mapdesigner makes it steep enough it will be
unsuitable terrain for motorized units? (a mapdesigner uses a height 0 meters
and then steps to 40 meters (designed a cliff))
Groeten,
Mark
--------------------
A cavalry general should be a master of practical science,
know the value of seconds, despise life, and not trust to
chance.
Napoleon
IP: Logged
Golf33
Member
Member # 9916
posted October 30, 2002 10:14 AM
quote:
Originally posted by Grouchy:
Okiedokie, I think I found a nice detailed map. Small enough to be used for my
first try.
Just a suggestion (unless you've already done it) - you might want to check out
some of the threads about map making to see what everyone else is doing, so you
don't waste effort producing something that's already been done
quote:
When using the mapmaker you have the ability of drawing and placing "Fortifications".
In annex A - terrain Effects Chart there is however no mention of this Terrain
type.
Is it possible to tell us the Movement/visibility/hits parameter for this
terrain type (or point me to the right page of the manual if I overlooked it)
Try double-clicking on the "Fort" layer title in the left-hand pane of the
MapMaker - you'll get a window that shows you all these properties (and you can
modify them all if you want, including the name, for all layers except text and
altitudes).
The altitudes question I don't know the answer to, nor to the 'deployed/dug in/entrenched/fortified'
question except inasmuch as they are progressively less vulnerable to both
direct and area fire.
Happy mapmaking!
Regards
33
--------------------
Fire support is an art form - the landscape is your canvas....And I'm not a fan
of Picasso.
The Drop Zone
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KNac
Member
Member # 8030
posted October 30, 2002 02:00 PM
Grouchy questions are very interesting for me, as I has been doing an Omaha
beach map. I'm specially interested in fortifications, and in cliffs.
Anyway I posted a thread about scenedit/mapeditor wishlist (will bump) and Dave
already anwered some questions (I think).
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Grouchy
Member
Member # 1904
posted October 30, 2002 03:51 PM
quote:
Try double-clicking on the "Fort" layer title in the left-hand pane of the
MapMaker - you'll get a window that shows you all these properties (and you can
modify them all if you want, including the name, for all layers except text and
altitudes).
Thanks for this one, never knew this! Very nifty feature.
--------------------
A cavalry general should be a master of practical science,
know the value of seconds, despise life, and not trust to
chance.
Napoleon
IP: Logged
Arjuna
Member
Member # 7393
posted October 30, 2002 04:39 PM
Mark,
quote:
Originally posted by Grouchy:
Dug In/entrenched/fortified: is it possible to give us the advantages which a
dugged in/entrenched/fortified unit gets? -ie the hits direct/area stuff.
First off a unit's deployment state affects a vast number of actions and
decisions in the game. The direct and area fire hit effects are only part of the
total effects. Moreover they are but one of many factors used to determine the
hit probability.
The Direct Fire Mods are Undeployed ( 1.0 ), Taking Cover ( 0.7 ), Deployed ( 0.5
), Dug In ( 0.4 ), Entrenched ( 0.3 ), Fortified ( 0.2 ).
The Area Fire Mods are Undeployed ( 1.0 ), Taking Cover ( 0.5 ), Deployed ( 0.4
), Dug In ( 0.3 ), Entrenched ( 0.2 ), Fortified ( 0.1 ).
quote:
Height differences: On page 85 you mention the (dis)advantages of them.
Q: are unit movement rates also effected, -ie a unit moving up will move slower
then when it moves down. Or if the mapdesigner makes it steep enough it will be
unsuitable terrain for motorized units? (a mapdesigner uses a height 0 meters
and then steps to 40 meters (designed a cliff))
No at this stage slope does not effect movement rates. It's been on the wish
list since before the game was released. Now that we have someone actually
asking after it, I'm sure it will get bumped up to the top levels.
Dave
--------------------
Dave "Arjuna" O'Connor