Map Creating Tool Available?
Moderators: Lone Wolf, Snake Man
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- Lt Colonel
- Posts: 294
- Joined: 2000-12-24 23:01:01
- Location: England
Map Creating Tool Available?
Does anyone know of a tool which will read the .L2 file and create a bitmap based on altitudes (as Terrainview does), but will also read a road tile and mark it, similarly read a river or city tile and mark that also?
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- Commander-In-Chief
- Posts: 9366
- Joined: 2000-07-31 22:01:01
- Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
- Editing Interests: All, I (try) to edit everything.
- Location: PMC
Re: Map Creating Tool Available?
CATE.
Here is my current ODS bitmap creation conf file:
#
# remember to IMPORT the hand tiles segments and Compute Normals first!
#
FullRegionTest=No
[Rules: Standard mode section]
Color=-1,-1,-1
# some stupid
TileRule=0 0 (0) (0) * * * *
[EndRules]
[SaveBmp]
SaveBmp=d:\f4terrain\misc\cate\ODS-cate.bmp
#
# ocean/lake
#
BmpTile=(0,126) 16,16,200
#
# desert
#
BmpTile=(112-125,128-131,192) 245,181,29
#
# mountain light
#
BmpTile=(240-254) 182,99,10
#
# mountain dark
#
BmpTile=(176-190) 102,57,24
#
# rough grazing/nomadic herding
#
BmpTile=(752-766,1376-1389,1584-1597) 220,210,210
#
# irrigated farming
#
BmpTile=(768-782,784-797,832-845,1568-1581) 90,156,90
#
# pastures/scattered farming (sheep and goats)
#
BmpTile=(688-702,1600-1613) 246,207,168
#
# woodland/forest
#
BmpTile=(1168-1182,1184-1197,1200-1213,1216-1229) 12,114,58
#
# arable land (wheat, barley and horticulture)
# description: Land worked regularly, generally under a system
# of crop rotation, which includes fallow land.
BmpTile=(960-974,1072-1085,1120-1133,1136-1149,1152-1165) 121,64,47
#
# city
#
BmpTile=(32-46,48-51,64-78,80-90,96-99,144-151,160-173,400-414,416-425,432-435,848-862,864-878,880-894,896-907,1024-1038,1040-1049,1056-1059,1232-1246,1248-1257,1264-1267) 255,64,64
#
# road
#
BmpTile=(16-19,208-222,224-227,272,273,304-318,320-323,372,373,384-398,656-670,672-686,704-718,800-803,820-823,912-917,932-935,944-947,992-1006,1008,1009,1092-1095,1108-1111,1296-1 310,1312,1313,1315,1317,1319,1321,1331,1333,1335,1337,1347,1349,1351,1353,1363,1365,1367,1369,1392-1395,1408-1411,1424-1427,1472-1475,1504-1507) 128,128,128
#
# river
#
BmpTile=(256-270,288-291,336-349,352-365,368-371,640-654,720-734,736-750,804-807,816-819,928-931,948-951,976-989,1088-1091,1104-1107,1280-1294,1314,1316,1318,1320,1330,1332,1334,13 36,1346,1348,1350,1352,1362,1364,1366,1368,1396-1399,1412-1415,1428-1431,1488-1491,1520-1523) 128,128,255
#
# snowcap
#
BmpTile=(448-463) 255,255,255
#
# airbases
#
BmpTile=(464-469,480-485,496-501,512-517,528-533,544-549,560-568,576-582,592-598,608-617,624-629,1440-1445,1456-1461,1616-1621,1648-1653,1664-1669) 255,0,255
[EndSaveBmp]
# EOF
PMC TFW
Snake Man
Here is my current ODS bitmap creation conf file:
#
# remember to IMPORT the hand tiles segments and Compute Normals first!
#
FullRegionTest=No
[Rules: Standard mode section]
Color=-1,-1,-1
# some stupid
TileRule=0 0 (0) (0) * * * *
[EndRules]
[SaveBmp]
SaveBmp=d:\f4terrain\misc\cate\ODS-cate.bmp
#
# ocean/lake
#
BmpTile=(0,126) 16,16,200
#
# desert
#
BmpTile=(112-125,128-131,192) 245,181,29
#
# mountain light
#
BmpTile=(240-254) 182,99,10
#
# mountain dark
#
BmpTile=(176-190) 102,57,24
#
# rough grazing/nomadic herding
#
BmpTile=(752-766,1376-1389,1584-1597) 220,210,210
#
# irrigated farming
#
BmpTile=(768-782,784-797,832-845,1568-1581) 90,156,90
#
# pastures/scattered farming (sheep and goats)
#
BmpTile=(688-702,1600-1613) 246,207,168
#
# woodland/forest
#
BmpTile=(1168-1182,1184-1197,1200-1213,1216-1229) 12,114,58
#
# arable land (wheat, barley and horticulture)
# description: Land worked regularly, generally under a system
# of crop rotation, which includes fallow land.
BmpTile=(960-974,1072-1085,1120-1133,1136-1149,1152-1165) 121,64,47
#
# city
#
BmpTile=(32-46,48-51,64-78,80-90,96-99,144-151,160-173,400-414,416-425,432-435,848-862,864-878,880-894,896-907,1024-1038,1040-1049,1056-1059,1232-1246,1248-1257,1264-1267) 255,64,64
#
# road
#
BmpTile=(16-19,208-222,224-227,272,273,304-318,320-323,372,373,384-398,656-670,672-686,704-718,800-803,820-823,912-917,932-935,944-947,992-1006,1008,1009,1092-1095,1108-1111,1296-1 310,1312,1313,1315,1317,1319,1321,1331,1333,1335,1337,1347,1349,1351,1353,1363,1365,1367,1369,1392-1395,1408-1411,1424-1427,1472-1475,1504-1507) 128,128,128
#
# river
#
BmpTile=(256-270,288-291,336-349,352-365,368-371,640-654,720-734,736-750,804-807,816-819,928-931,948-951,976-989,1088-1091,1104-1107,1280-1294,1314,1316,1318,1320,1330,1332,1334,13 36,1346,1348,1350,1352,1362,1364,1366,1368,1396-1399,1412-1415,1428-1431,1488-1491,1520-1523) 128,128,255
#
# snowcap
#
BmpTile=(448-463) 255,255,255
#
# airbases
#
BmpTile=(464-469,480-485,496-501,512-517,528-533,544-549,560-568,576-582,592-598,608-617,624-629,1440-1445,1456-1461,1616-1621,1648-1653,1664-1669) 255,0,255
[EndSaveBmp]
# EOF
PMC TFW
Snake Man
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
-
- Lt Colonel
- Posts: 294
- Joined: 2000-12-24 23:01:01
- Location: England
Re: Map Creating Tool Available?
Damn Snake Man... where would F4 Terrain Development be without you...?
What can I say... THANKS... again!
What can I say... THANKS... again!
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