falcon4:tools:theatermaker
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falcon4:tools:theatermaker [2007/07/13 16:59] – added list thing snakeman | falcon4:tools:theatermaker [2024/07/31 10:49] (current) – links added. snakeman | ||
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- | ====== Theater Maker ====== | + | ====== |
- | **TheaterMaker is a package of tools** by Fred " | + | [[https:// |
+ | |||
+ | **Falcon 4 TheaterMaker** is a package of tools by Fred " | ||
Quick information for Fred " | Quick information for Fred " | ||
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The Object Placer & Tiler Utility is a multifunction program. The Object Placer functions currently places bridge objects automatically, | The Object Placer & Tiler Utility is a multifunction program. The Object Placer functions currently places bridge objects automatically, | ||
The Tiler Utility scans the L2 terrain file to find road and river tiles which are not aligned or terminated. It also finds improper transitions between cover types (e.g., farm to forest). For each type of scan, a report is generated in CSV and/or text format. | The Tiler Utility scans the L2 terrain file to find road and river tiles which are not aligned or terminated. It also finds improper transitions between cover types (e.g., farm to forest). For each type of scan, a report is generated in CSV and/or text format. | ||
+ | |||
====== LODFixer ====== | ====== LODFixer ====== | ||
A script-driven program which simplifies the L2 Level Of Detail file in order to lower the number of Fartile.raw tiles below the 2-bytes maximum (65,535) F4 can address. Or it can be used to lay incredible amount of tiles into terrain, making it auto tiling tool in case of 4-tile-sets. | A script-driven program which simplifies the L2 Level Of Detail file in order to lower the number of Fartile.raw tiles below the 2-bytes maximum (65,535) F4 can address. Or it can be used to lay incredible amount of tiles into terrain, making it auto tiling tool in case of 4-tile-sets. | ||
+ | |||
You can specify your own patterns of what tiles to use or you can lay the basic cover tiles. You can also tell LODFixer which areas of the map you want to process. This utility works on 64, 128 and 256 segment maps. | You can specify your own patterns of what tiles to use or you can lay the basic cover tiles. You can also tell LODFixer which areas of the map you want to process. This utility works on 64, 128 and 256 segment maps. | ||
+ | |||
Cover types to choose from:\\ | Cover types to choose from:\\ | ||
Ocean Cover Type\\ | Ocean Cover Type\\ | ||
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Mountain 1 Cover Type\\ | Mountain 1 Cover Type\\ | ||
Mountain 2 Cover Type\\ | Mountain 2 Cover Type\\ | ||
- | Valley Cover Type\\ | + | Valley Cover Type |
- | This will pretty nicely auto tile your theater very fast. We can achieve very nice results when we load untiled map to terrainview, | + | |
+ | This will pretty nicely auto tile your theater very fast. We can achieve very nice results when we load untiled map to terrainview, | ||
Map Work Area\\ | Map Work Area\\ | ||
Start at Map X coordinate: 0\\ | Start at Map X coordinate: 0\\ | ||
Start at Map Y coordinate: 0\\ | Start at Map Y coordinate: 0\\ | ||
End at Map X coordinate: 1023\\ | End at Map X coordinate: 1023\\ | ||
- | End at Map Y coordinate: 1023\\ | + | End at Map Y coordinate: 1023 |
Sector Work Area\\ | Sector Work Area\\ | ||
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Start at Sect Y coordinate: 63\\ | Start at Sect Y coordinate: 63\\ | ||
End at Sect X coordinate: 63\\ | End at Sect X coordinate: 63\\ | ||
- | End at Sect Y coordinate: 0\\ | + | End at Sect Y coordinate: 0 |
- | Please note that the numbers are always one short from the actual map sizes because the count begins from 0, so 64 segments is 63. When you are ready to autotile, just click the 4-Tile Replace. After the process is complete (amount of time depends how detailed script you have created), select File -> Save L2 file. You should save it to " | + | |
+ | Please note that the numbers are always one short from the actual map sizes because the count begins from 0, so 64 segments is 63. When you are ready to autotile, just click the 4-Tile Replace. After the process is complete (amount of time depends how detailed script you have created), select File -> Save L2 file. You should save it to " | ||
====== WitchFix ====== | ====== WitchFix ====== | ||
WitchFix is a utility that converts .wch/idx file to a text file that you can edit. It then converts the edited text file back to a .wch/idx. The pointers in the .idx file are adjusted to point to all the strings, original and edited/ | WitchFix is a utility that converts .wch/idx file to a text file that you can edit. It then converts the edited text file back to a .wch/idx. The pointers in the .idx file are adjusted to point to all the strings, original and edited/ | ||
+ | |||
====== TVConverter ====== | ====== TVConverter ====== | ||
- | This program (TVC) converts the terrainview tile coordinates into tacedit coordinates and the other way around. For example you can look airbase location from tacedit, enter the coordinates into TVC and it tells you which terrainview segment and which tile has the exact spot of the airbase. | + | This program (TVC) converts the terrainview tile coordinates into tacedit coordinates and the other way around. For example you can look airbase location from tacedit, enter the coordinates into TVC and it tells you which terrainview segment and which tile has the exact spot of the airbase. |
====== PathMaker ====== | ====== PathMaker ====== | ||
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Use this util also to create MEA file (MEA = Minimum Enroute Altitude) for your terrain, its used for planning and height checks. Also Tacedit' | Use this util also to create MEA file (MEA = Minimum Enroute Altitude) for your terrain, its used for planning and height checks. Also Tacedit' | ||
- | These great programs are made by Dr. Fred " | + | These great programs are made by Dr. Fred " |
The staff off PMC Tactical will be helping you out too. Be noticed that this page is no way complete, we will add more detailed info... soon :) | The staff off PMC Tactical will be helping you out too. Be noticed that this page is no way complete, we will add more detailed info... soon :) | ||
+ | |||
+ | |||
+ | ====== PathMaker Manual ====== | ||
+ | |||
+ | PathMaker User's Manual | ||
+ | |||
+ | A Utility for Falcon 4.0 Theater Building | ||
+ | |||
+ | By: Fred " | ||
+ | |||
+ | |||
+ | ===== Introduction ===== | ||
+ | |||
+ | PathMaker is a multi-function utility designed to help Falcon 4 theater builders with the tasks of generating and editing the Texture.bin file. Also there are functions to edit the Theater.map file, generate the < | ||
+ | |||
+ | If you have problems with this program, please feel free to contact me at baldeagle@zianet.com. I will be happy to assist you with understanding how to use Pathmaker, or take under consideration any changes or enhancements you feel might improve Pathmaker. | ||
+ | |||
+ | |||
+ | ===== Texture.bin Path and Area Generation ===== | ||
+ | |||
+ | Setup | ||
+ | |||
+ | PathMaker.ini – The theater dimensions for the selected theater will be used to generate the < | ||
+ | |||
+ | Tile Images – PathMaker uses the H*.pcx files to display the tile images. | ||
+ | |||
+ | Texture.bin – Back up your Texture.bin file before starting work on it. If you forget to back it up, you will be given the option to save the modified .bin file with a different file name. | ||
+ | |||
+ | Screen Resolution – For best viewing use a screen resolution of 1024x768 or greater. | ||
+ | |||
+ | |||
+ | ===== Getting Started ===== | ||
+ | |||
+ | The following is the preferred order of opening files: | ||
+ | |||
+ | Click on Open Texture.bin file in the File menu item. The Texture.bin file can be have any name or extension. | ||
+ | |||
+ | Click on Show Tile List in the Edit menu item. The Tile List window will be displayed and information for all the tiles in the Texture.bin file will be added and displayed. | ||
+ | |||
+ | Load a tile image (pcx file). | ||
+ | |||
+ | To select files from the Tile List window, either click on the Tile ID#, use the up/down arrow keys or the spinbox arrow located on the right side of the Tile Image window. | ||
+ | |||
+ | |||
+ | ===== Editing the Tiles ===== | ||
+ | |||
+ | Paths | ||
+ | |||
+ | Paths are used in Falcon 4 to draw roads and rivers on the Ground Radar display. There are 4 Path Types available: River, Road, Bridge and Railway. The < | ||
+ | |||
+ | |||
+ | ===== Adding Paths ===== | ||
+ | |||
+ | Click on the New Path button and select the Path Type and its Path Width in feet. Click OK to accept the entered values. | ||
+ | |||
+ | To add a path, left-click on the tile image at the point where the path begins. | ||
+ | |||
+ | To add another path with the same Type and Width, follow the previous procedure. | ||
+ | |||
+ | When generating the Road & River paths, begin/end segments at the junctions of the paths. When a Road path crosses a River path, terminate the Road segment at the river bank, and start another segment on the opposite bank. After finishing the road path. Start a New Path with a Bridge type. Join the Road segments across the river. | ||
+ | |||
+ | |||
+ | ===== Deleting Paths ===== | ||
+ | |||
+ | To assist in identifying path segments, you can double-click on the path number in the Paths list box at the bottom of the window. The selected path segment will blink. | ||
+ | |||
+ | To delete a path segment, either right-click on the Paths List box paths number, or double-click on the PathMaker window outside of the Tile image window while in Path generation mode. You can also select Delete last segment in the Edit menu item, or click on the Undo Segment button. | ||
+ | |||
+ | Reducing Clutter | ||
+ | |||
+ | To reduce clutter while defining paths, click on the Show Areas button located above the Areas List box. | ||
+ | |||
+ | |||
+ | ===== Areas ===== | ||
+ | |||
+ | Areas are used in Falcon 4 to determine the cost for ground units to follow a path through the Area type defined in a tile. There are 10 Area Types available: Water, Swamp, Plains, Brush, Thin Forest, Thick Forest, Rocky, Urban, Runway and Station. The defined Areas with Cover Type are used to calculate the Cost to travel various routes from their current position to the Objective. When there are high cost areas between the ground unit and its objective, the unit will try to take a lower cost route. Thus, high-cost areas in the tile might block the route through an area they should not travel, such as ocean, lakes, rocky areas or thick forest. The use of Runway and Station types is unknown. Station type sounds like a railway station area. Runway type may be for airbases, but it is not used in the original tile's areas. From this discussion you can see how important it is to lay down good areas. Look at the original Korea tiles to get an idea of how the F4 developers defined paths. Be aware that not all of the F4 people did a good job. I have found many errors with the way paths and areas were defined. | ||
+ | |||
+ | Adding Areas | ||
+ | |||
+ | Click on the New Area button and select the Area Type. Click OK to accept the entered values. | ||
+ | |||
+ | To add an area, left-click on the tile image at the center point of the area circle. Move the mouse away from the center until the circle encompasses the are you want to define. Left-click to define the area. | ||
+ | |||
+ | To add another area with the same Type, follow the previous procedure. To add a path with a different Type, click on the New Area button and select the new Type. Follow the procedure for defining an area. | ||
+ | |||
+ | Define area in the tiles where you do not think that group units should travel. | ||
+ | |||
+ | Deleting Areas | ||
+ | |||
+ | To assist in identifying areas, you can double-click on the area number in the Areas list box at the bottom of the window. The selected area will blink. | ||
+ | |||
+ | To delete an area, either right-click on the Areas List box areas number, or double-click on the PathMaker window outside of the Tile image window while in Area generation mode. You can also select Delete last segment in the Edit menu item, or click on the Undo Segment button. (Misnamed, I know ? ) | ||
+ | |||
+ | Reducing Clutter | ||
+ | |||
+ | To reduce clutter while defining areas, click on the Show Paths button located above the Paths List box. | ||
+ | |||
+ | |||
+ | ===== Saving Your Work ===== | ||
+ | |||
+ | Each time you load a new tile image, the previous tile will be saved into memory, if it was modified. To save your additions and changes, click on the Save button or select Save Texture.bin file in the File menu item. | ||
+ | |||
+ | Each tile modified will be marked for export. This mark will last until the PathMaker is shutdown. If you want to export your changes so that they can be imported into a master Texture.bin file, select Export .bin Tiles in the File menu item. The export file is not compatible with Julian' | ||
+ | |||
+ | |||
+ | ===== Adding New Tiles to an Existing Set ===== | ||
+ | |||
+ | Use this function to add new tiles to an existing Set. (Note: If there is a gap in the Tile List Sets, in Texture.bin there is a null-Set entry. | ||
+ | |||
+ | Select Add Tiles to Set in the Edit menu. | ||
+ | |||
+ | In the Set Number edit box enter the Set number you want to add the tile to. | ||
+ | |||
+ | Select the tiles you want to add using your SHIFT or CTRL key and the mouse in the Open dialog box. | ||
+ | |||
+ | The new tiles will be displayed in the selected Set in the Tile List window. | ||
+ | |||
+ | |||
+ | ===== Adding New Tiles to a New Set ===== | ||
+ | |||
+ | Use this function to add new tiles to an new Set. The Set and tiles will be added at the end of the Texture.bin Sets. | ||
+ | |||
+ | Select Add Tiles to Texture.bin in the Edit menu. | ||
+ | |||
+ | In the Set Number edit box accept the default Set number, which is the next available Set number. | ||
+ | |||
+ | In the Terrain Type edit box select the Terrain Type that best describe this Set of tiles Cover Type. | ||
+ | |||
+ | Select the tiles you want to add using your SHIFT or CTRL key and the mouse in the Open dialog box. | ||
+ | |||
+ | The new tiles will be displayed in the new Set in the Tile List window. | ||
+ | |||
+ | |||
+ | ===== Changing a Set's Terrain Type ===== | ||
+ | |||
+ | Select a tile from the Set you want to change. | ||
+ | |||
+ | Select Change Set Terrain Type from the Edit menu. | ||
+ | |||
+ | Select from the list of Terrain Types the cover type which best describes the tile in the Set. | ||
+ | |||
+ | |||
+ | ===== Building a New Texture.bin file ===== | ||
+ | |||
+ | This feature is for used to build a new Texture.bin from a folder of tile images (pcx files). Use the Add Tiles or Add Sets features to add new tiles to an existing Texture.bin file. | ||
+ | |||
+ | Setup | ||
+ | |||
+ | Unzip the Texture.zip file into an empty folder. | ||
+ | |||
+ | Open up a MSDOS window and change to the folder where the H*.pcx files are located. | ||
+ | |||
+ | Type and execute this command: | ||
+ | |||
+ | To stay with the convention of making the shared tile (an ocean tile ‘shared" | ||
+ | |||
+ | The builder function takes the Sets as they appear in the list and numbers them sequentially. | ||
+ | |||
+ | Building the File | ||
+ | |||
+ | When the above Setup procedure is completed, select Generate New Texture.bin file from the File menu. | ||
+ | |||
+ | Point to the folder with the H*.pcx and the tiles.txt files. | ||
+ | |||
+ | After the Texture.bin is built in memory, you will enter the texture.bin file name and location. | ||
+ | |||
+ | The function gives all Sets the Terrain Type of " | ||
+ | |||
+ | |||
+ | ===== Building the < | ||
+ | |||
+ | The < | ||
+ | |||
+ | Setup | ||
+ | |||
+ | The .thr builder uses the Theater.L2 and the Texture.bin files to build the < | ||
+ | |||
+ | Building the File | ||
+ | |||
+ | Load either the Theater.L2 file or the L2 matrix you previously saved. | ||
+ | |||
+ | Load the Texture.bin file. | ||
+ | |||
+ | Select Generate .thr file from the File menu. | ||
+ | |||
+ | Select the file to save it to. Be sure to back up your old < | ||
+ | |||
+ | |||
+ | ===== Building the Theater.mea File ===== | ||
+ | |||
+ | The Theater.mea map contain Minimum Egress Altitudes for the terrain map. The information is used by " | ||
+ | |||
+ | Building the File | ||
+ | |||
+ | Load either the Theater.L2 file or the L2 matrix you previously saved. | ||
+ | |||
+ | Select Generate .mea file from the File menu. | ||
+ | |||
+ | Select the file to save it to. Be sure to back up your old < | ||
+ | |||
+ | |||
+ | ===== Editing the Theater.map file ===== | ||
+ | |||
+ | The Theater.map file in the original Falcon 4 is not used other than to verify the location of the \terrdata\< | ||
+ | |||
+ | Editing the File | ||
+ | |||
+ | Load the Theater.map file by selecting Edit Theater.map file from the File menu. | ||
+ | |||
+ | Enter the values in each of the edit boxes you wish to change. | ||
+ | |||
+ | Click on Apply Changes to save the changes. Back up your old Theater.map file before making the changes. | ||
+ |
falcon4/tools/theatermaker.1184345965.txt.gz · Last modified: 2007/07/13 16:59 (external edit)