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Modifying BMP's for Map Changes

 
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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Modifying BMP's for Map Changes Page: [1]
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Modifying BMP's for Map Changes - 12/15/2012 12:54:36 AM   
topeverest

 

Posts: 1622
Joined: 10/17/2007
From: Atlanta, GA - USA
Status: offline
I'm in the process of changing a set of maps for some road and railroad changes as a part of an iterative map experience thoughout a particular mod we are running. I am in the stage of editing the BMP files, and I am finding MSPAINT to be wanting. First, I can't reasonably match the style of roads, and second, where I want to replace an existing road, say brown type for grey / primary, the results are poor because I can only overwrite, not replace. I can;t get into the pixels to change the particular elements I want to.

While I know I can activate the R command to see the changes through the PWHEX etc changes, I was hoping to play with the traditional map presentation.

What ideas are out there to help me along? Is this an "I must buy adobe professional to get to the pixels" or is there a better way?

Thanks all!

_____________________________

Andy M
Post #: 1
RE: Modifying BMP's for Map Changes - 12/15/2012 5:48:20 PM   
topeverest

 

Posts: 1622
Joined: 10/17/2007
From: Atlanta, GA - USA
Status: offline
I am going to struggle through the MSPAINT. It costs way too much to adobe it. As an FYI, we are building iterative maps where infrastructure (roads, etc) build over time.

FYI, for anyone thinking about amending the map features, This is not terribly difficult once the process is known. That process is as follows:
1. obtain the 4 map editor programs and read the instructions thoroughly. There are 3 editors, one for each of the three data files that build the map components, and one launcher editor. I believe Dave Bradford may be the author of these editors.
2. backup all your original files.
3. It is likely that most of your changes will be in PWHEX.DAT. Keep in mind, you can change any attribute of any hex, so you can change a land hex to sea, create islands, etc. The sky's the limit here.
4. You may need to open the map picture files in the Art folder and change any map element file for each change (like a road) you need to make (assuming it is that kind of change. Note not all picture editors are created equal. expect this process to take time!
5. Remember you need to change both the hex and non-hex picture files!
6. If this is PBEM, the file changes need to be shared with both players. If a warning popup is called out that one of the data files dont match, you know you must match again
7. An easy check for road and rail changes is to use the R keystroke command to see if the data component of the map is as desired.

I have yet to really understand the Launcher editor which - I think - has the capability to store data changes and execute map data changes as of a particular date. I am guessing the BMP changes - if needed - would still need to be individually changed.

_____________________________

Andy M

(in reply to topeverest)
Post #: 2
RE: Modifying BMP's for Map Changes - 12/15/2012 6:45:51 PM   
Symon


Posts: 340
Joined: 11/24/2012
From: De Eye-lands, Mon
Status: offline
Everything done to tweak the map for Babes Extended Map files was done with Paint.net. It's free and very good.

Ciao. JWE

(in reply to topeverest)
Post #: 3
RE: Modifying BMP's for Map Changes - 12/15/2012 9:17:04 PM   
dwbradley

 

Posts: 157
Joined: 3/21/2004
Status: offline
quote:

I am going to struggle through the MSPAINT. It costs way too much to adobe it. As an FYI, we are building iterative maps where infrastructure (roads, etc) build over time.

FYI, for anyone thinking about amending the map features, This is not terribly difficult once the process is known. That process is as follows:
1. obtain the 4 map editor programs and read the instructions thoroughly. There are 3 editors, one for each of the three data files that build the map components, and one launcher editor. I believe Dave Bradford may be the author of these editors.
2. backup all your original files.
3. It is likely that most of your changes will be in PWHEX.DAT. Keep in mind, you can change any attribute of any hex, so you can change a land hex to sea, create islands, etc. The sky's the limit here.
4. You may need to open the map picture files in the Art folder and change any map element file for each change (like a road) you need to make (assuming it is that kind of change. Note not all picture editors are created equal. expect this process to take time!
5. Remember you need to change both the hex and non-hex picture files!
6. If this is PBEM, the file changes need to be shared with both players. If a warning popup is called out that one of the data files dont match, you know you must match again
7. An easy check for road and rail changes is to use the R keystroke command to see if the data component of the map is as desired.

I have yet to really understand the Launcher editor which - I think - has the capability to store data changes and execute map data changes as of a particular date. I am guessing the BMP changes - if needed - would still need to be individually changed.

_____________________________

Andy M


Hi guys,
If I might clear up this issue a bit, I will try to do so.

The Launcher and the Editor are available here:

https://sites.google.com/site/dbpagegroup/home/downloads


They are very different utilities and not really intended to be used together.


The Launcher was/is a very ambitious (overambitious?) utility made to be used with the game as you play it. It adds dynamic map changes, both in the data and the art. Sadly, I must report that it was designed to be used with the stock scenario only. I think that it may yet be useful with the stock scenarios/map and the latest offcial game releases, but I have not tested this. Frankly the response to the utility was never very great so I have not had any motivation to work on it for quite some time. I can say that I have used it for my games with no significant problems, although I have not had an active game going for more than a year.

The map data editors are just that. They are fairly primitive editors that allow you to edit the binary files that underlay the AE map. They are not perfect, but for most purposes you can get the changes to the underlying data you desire. These editors will not edit the ART panels. You must do that using whatever paint program you wish (or can afford) to use. I struggled with the art changes for the Launcher, as I have little or no skill in this area, so I can commiserate with others who find this difficult.

As always, read the docs that come with the utilities, and if you have specific questions you can post them here or PM me.

Cheers!

Dave Bradley

(in reply to Symon)
Post #: 4
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