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Creating new world maps

Posted: Mon May 26, 2003 2:28 am
by requiem_for_a_starfury
Okay apologies if this has been covered before but you get quite a lot of results if you search for map and I couldn't find the one I was looking for.

When creating a brand new world map from scratch how do you prevent travel over water? I tried masking off the sea in Corel, but you still can travel over it and the only difference is that it looks crap and you get some funky trail effects from the travel icon. I also tried not allocating any landscape values to the water, but looking at the FOT worldmap the lake has some squares marked under the landscape tab even though you can't travel over them.

Am I missing something obvious?

Cheers

Posted: Mon May 26, 2003 2:38 am
by Red
Using the alpha actually works on the worldmap - however that's not a good idea as it means that it'll leave trailing spaces... so um... you'll have to think of something else...

Does the original map even feature the ability to hve water?

Posted: Mon May 26, 2003 2:48 am
by requiem_for_a_starfury
Red wrote:Using the alpha actually works on the worldmap - however that's not a good idea as it means that it'll leave trailing spaces... so um... you'll have to think of something else...

Does the original map even feature the ability to hve water?
Well the first 3 missions are near one of the great lakes (apologies for my lack of geographical knowledge of the USA) you can travel right up to the edge of the water but no further, even if the map square is half land and half water.

Posted: Mon May 26, 2003 2:59 am
by Red
Given no one has an idea offhand I'll check the thing out tonight (regarding the format of the image vs the data you can change on the map itself).

Posted: Mon May 26, 2003 3:56 am
by requiem_for_a_starfury
Red wrote:Given no one has an idea offhand I'll check the thing out tonight (regarding the format of the image vs the data you can change on the map itself).
Thanks that'd be great.

The image I'm importing (the FO2 world map) with a slightly modified campaign txt (no beastlord RE's and a cut down QM list) produces a cam file that is only 3.5mb compared to the BOS.cam which is 19.5mb so there must be some extra info somewhere.

Posted: Mon May 26, 2003 4:33 am
by Red
Well there's a lot of stuff you have to reassign to the map as random encounters and whatnot. I take it you started it from scrtach again... I have to admit that ir becoming about 6 times larger seems a bit odd.

Posted: Mon May 26, 2003 6:00 am
by requiem_for_a_starfury
Red wrote:Well there's a lot of stuff you have to reassign to the map as random encounters and whatnot. I take it you started it from scrtach again... I have to admit that ir becoming about 6 times larger seems a bit odd.
Yeah I assigned random and special encounters, as well as terrain (admitably I was a bit slapdash as it was a test) but I've been having a look at the cam files in your viewer and the FO2 worldmap is only 1500 x 1400 pixels in total, where as the FOT map one square alone is 75 x 75 pixels.

Edit
A new cam file with only the FO2 world map imported is 2986KB, with the campaign txt imported and RE & SE as well as landscape info allocated it goes up to 3593KB.