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arma:terrain:map_symbols [2017/10/06 22:07] – http to https switch. snakemanarma:terrain:map_symbols [2024/08/01 11:39] (current) – links added. snakeman
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-====== Map Symbols ======+====== ArmA 1 Map Symbols ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 This is overview of 2D map features, as they appear in briefing and in-game 2D map as well as a part of the result of TOPOGRAPHY cheat output. This is overview of 2D map features, as they appear in briefing and in-game 2D map as well as a part of the result of TOPOGRAPHY cheat output.
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   * field track - as in original OFP, width as Roadway LOD   * field track - as in original OFP, width as Roadway LOD
   * road - black outline, pale yellow fill, width as Roadway LOD   * road - black outline, pale yellow fill, width as Roadway LOD
-  * main road - yellow-orange filling, width as Roadway LOD +  * main road - yellow-orange filling, width as Roadway LOD
  
 Colors are defined in (core) cfgUI.hpp: Colors are defined in (core) cfgUI.hpp:
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   * main tarmac road - sil* - main road   * main tarmac road - sil* - main road
   * other tarmac roads - asf* - road   * other tarmac roads - asf* - road
-  * urban road for cities - silnice_mesto* - main road +  * urban road for cities - silnice_mesto* - main road
  
  
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   * NameVillage - smaller version of city name   * NameVillage - smaller version of city name
   * NameLocal - local name, used for islands, natural features, special locations, brown italics   * NameLocal - local name, used for islands, natural features, special locations, brown italics
-  * RockArea - icon of rocky area, same symbol as for single rock object used +  * RockArea - icon of rocky area, same symbol as for single rock object used
  
 Drawing of particular Key Points is defined in config (class CfgLocationTypes.<TypeName>). Following values are used: Drawing of particular Key Points is defined in config (class CfgLocationTypes.<TypeName>). Following values are used:
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    * mount - hill - point icon and height    * mount - hill - point icon and height
    * icon - icon, sometimes with inscription    * icon - icon, sometimes with inscription
-   * area - surface filled by pattern +   * area - surface filled by pattern
   * texture - texture of icon o filling   * texture - texture of icon o filling
   * color - colour of texture and text   * color - colour of texture and text
   * size - size of icon (size in pixels in reference resolution 640 x 480)   * size - size of icon (size in pixels in reference resolution 640 x 480)
   * font - font used   * font - font used
-  * textSize - basic text size (proportion of screen height) +  * textSize - basic text size (proportion of screen height)
  
 Key points are inserted in Visitor 3, their types are listed in file KPtypes.cfg, which is part of Visitor distribution. New types may be added provided they are defined in game/addon configuration. Key points are inserted in Visitor 3, their types are listed in file KPtypes.cfg, which is part of Visitor distribution. New types may be added provided they are defined in game/addon configuration.
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   * importance - decides, which icon is drawn when there are several overlapping icons in one place   * importance - decides, which icon is drawn when there are several overlapping icons in one place
   * coefMin - how much can icon scale down when zooming out   * coefMin - how much can icon scale down when zooming out
-  * coefMax - how big can icon become when zooming in +  * coefMax - how big can icon become when zooming in
  
 Icons without assignment to object, inserted only via Key Points, are following: Icons without assignment to object, inserted only via Key Points, are following:
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 chapel chapel
 church church
-tourism +tourism
 ruin ruin
 </code> </code>
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 It is possible to display surface texture in mission editor of the game. It is cut to squares and stored in map PBO (/Data/Layers/). In the area outside the map, top right square of the set is displayed repeatedly. It is possible to display surface texture in mission editor of the game. It is cut to squares and stored in map PBO (/Data/Layers/). In the area outside the map, top right square of the set is displayed repeatedly.
 +
arma/terrain/map_symbols.1507327654.txt.gz · Last modified: 2017/10/06 22:07 by snakeman

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