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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.
It is possible to have 3 types of graphical representation for roads in Arma:
Colors are defined in (core) cfgUI.hpp:
class CfgInGameUI.IslandMap colorTracks[] = { 0.35, 0.2, 0.1, 0.8 }; colorRoads[] = { 0.35, 0.2, 0.1, 1 }; colorMainRoads[] = { 0, 0, 0, 1 }; colorTracksFill[] = { 0, 0, 0, 0 }; colorRoadsFill[] = { 1, 0.92, 0.74, 1 }; colorMainRoadsFill[] = { 0.93, 0.11, 0.14, 0.8 };
To view the roads correctly, all their models should contain Named Property map in 1st Resolution LOD or in Geometry LOD. Crossroads should have the property of the road which is higher in hierarchy (e.g. crossroad of main road and track will have map = main road). Named Property map values for the road types:
track road (used in cases model is class = road but named property "map" is not defined) main road
Following roads were used on Sahrani (roads.pbo):
Besides the settlement names, it is possible to add more local name types. All such names and symbols are inserted in Visitor using Key Points. Info on key points is stored in MapName.hpp during export of WRP and should be included in map config. Some symbols have icons as well or are used just as icons.
List of key point types:
Drawing of particular Key Points is defined in config (class CfgLocationTypes.<TypeName>). Following values are used:
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.
Icons are assigned to objects based on values of Named Property map.
List of values (class - Named Property):
Tree - TREE SmallTree - SMALL TREE Bush - BUSH Building - BUILDING House - HOUSE ForestBorder - FOREST BORDER ForestTriangle - FOREST TRIANGLE ForestSquare - FOREST SQUARE Church - CHURCH Chapel - CHAPEL Cross - CROSS Rock - ROCK Bunker - BUNKER Fortress - FORTRESS Fountain - FOUNTAIN ViewTower - VIEW-TOWER Lighthouse - LIGHTHOUSE Quay - QUAY Fuelstation - FUELSTATION Hospital - HOSPITAL Fence - FENCE Wall - WALL Hide - HIDE BusStop - BUSSTOP Road - ROAD Forest - FOREST Transmitter - TRANSMITTER Stack - STACK Ruin - RUIN Tourism - TOURISM Watertower - WATERTOWER Track - TRACK MainRoad - MAIN ROAD Rocks - ROCKS PowerLines - POWER LINES
Icon for each map property is defined in map resources (default in class RscMapControl v rscCommon.hpp). every type has its own subclass named as a type, containing following settings:
Icons without assignment to object, inserted only via Key Points, are following:
vegetationPalm vegetationFir vegetationBroadleaf vegetationVineyard borderCrossing viewpoint hill rockArea
Buildings (property map = building, house and fence) are drawn as bounding boxes, colored by average texture color. For some buildings with special icon, both icon and bounding box are drawn.
Map types, where both icon and box are used:
fuelstation hospital chapel church tourism ruin
Black line is drawn along memory points of power lines objects. Snapping points of models are discarded by binarization, hence they cannot be used. In Memory LOD of power line models are points map1 and map2, between which the line is drawn. Models need to have named property map = power lines.
List of power line objects in Arma:
misc\sloup_vn.p3d - pole misc\sloup_vn_drat.p3d - wires misc\sloup_vn_dratz.p3d - wires, diverting 5° buldings\trafostanica_velka_draty.p3d - wires to power house
Similar as forests. Instead of several objects, light brown semi-transparent polygon is drawn based on density specified in map config. On Sahrani, several big rocky areas were accompanied by KeyPoint icon for rocks.
In map config:
minRocksInRockSquare = N;
Colours are defined in RscMapControl
colorRocks colorRocksBorder
Polygons around groups.
TreesInForestSquare = N;
Lower the N, more intensive aggregation to polygons.
Colours are set in RscMapControl:
colorForest colorForestBorder
Runway and taxiway are drawn, both as rectangles based on ILS values in map config. If the taxiway is more complex, rectangle is still drawn. Width of both rectangles is fixed in the engine.
They are drawn according to map terrain. Color of contours is set in central config (RscMapControl) as colorCountLines and colorCountLinesWater. Every 5th contours is drawn bolder, contour interval changes according to map zoom.
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.