Europa Posted August 10, 2004 Share Posted August 10, 2004 Could this util be used to place damaged structures on maps? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted August 10, 2004 Share Posted August 10, 2004 You can at least first generate a random map with the damage level that you like and then import a map - a portion of the buildings are damaged. 0 Quote Link to comment Share on other sites More sharing options...
Europa Posted August 10, 2004 Share Posted August 10, 2004 Ye I know, but I would like something that, for instance, replaced all tall pines with damaged heavy buildings. So that one could have full control over the placement. Also interested in burning terrain that can occure during combat but can't be placed in the editor. 0 Quote Link to comment Share on other sites More sharing options...
Robert Olesen Posted August 11, 2004 Share Posted August 11, 2004 Worked on second try. I copied a map into a file with existing units, and they showed up just fine on the map preview. I expect the trick is to exit CM after reading the map and restart it before writing, and that having other applications open is less of a problem though I did close a good deal of them(I'm using WinXP). Why do I need to exit and reload CM? Does your application need to copy into an empty, default map? 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 11, 2004 Author Share Posted August 11, 2004 1. 'Why do I need to exit and reload CM?' 2. 'Does your application need to copy into an empty, default map?' 1. Isn't really neccessary. It works also when all 3 CM versions are open. But some guys could have problems with ATL TAB to switch back to map converter. E.g. when I am running CMAK and CMBB then I have to hit twice ( and very fast) ALT Tab to come back to windows. Otherwise I only switch between CMAK and CMBB.. So I recommended to have only one CM version open (for these guys who have problems with shortcuts anyway and don't like to experimenting.) The only thing one have to take care of that the mouse isn't over the tiles but the map when you leave CM with ALT Tab, if it is over the tiles you get an error. 2. No. You can overwrite any existing map. Either you overwrite the complete map (no matter if it's empty or not) or: There's also a feature included with which you can copy some terrain in a given area of the map. This means that you read a complete map, but write only a portion to a defined location. Another thing is to add or subtract a value from the elevation. e.g. you put some montains on a map and you now want to put another but higher montain on it. But the previous montains are 19 high. Then you could subtract e.g. 5 from all elevation figures, means the whole map is lower then (and the mountains are 14 at their highest point). This is just for designer who did some elevation mistakes in the beginning and to avoid that they have to lower the height everywhere manually. 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted August 11, 2004 Share Posted August 11, 2004 I don't have the need for restarting CM. Did you place the cursor over the map area both when reading and writing? I've noticed that it doesn't need to be fresh. 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 11, 2004 Author Share Posted August 11, 2004 Europe: 'Ye I know, but I would like something that, for instance, replaced all tall pines with damaged heavy buildings. So that one could have full control over the placement. Also interested in burning terrain that can occure during combat but can't be placed in the editor.' Complicated question: 1. You can replace every tile with another tile of your choice. You have to manipulate the conersion files for this (an instruction is in the help). 2. You can only replace tiles with those in the map editor given. I.e. you can't place damaged houses on the map (there's no tile for that). But you can replace houses in a scenario with burning houses, or (quit strange ) river with burning trees. So in short: this tool can only do what you can do manually, nothing more. 0 Quote Link to comment Share on other sites More sharing options...
Robert Olesen Posted August 12, 2004 Share Posted August 12, 2004 Sorry if this is a dumb question, but I don't have time to check right now. Does the tool copy victory flags? If so, does it overwrite the Parameter settings? 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 12, 2004 Author Share Posted August 12, 2004 no 0 Quote Link to comment Share on other sites More sharing options...
poppy Posted August 12, 2004 Share Posted August 12, 2004 Thank you Pyewacket. I converted an CMBO operation map to an CMAK battle map. Poppy 0 Quote Link to comment Share on other sites More sharing options...
Robert Olesen Posted August 14, 2004 Share Posted August 14, 2004 I just released a beta version of ROQC that allows the user to use your tool to import maps. I've been missing out on this feature for a long time. I added a spreadsheet page in ROQC that does an automatic match for you, so you can easily find the best match to the parameters you rolled up - now I just need to expand the list of maps on this list, that is look up their size, terrain, setup zones etc. Great work, Pyewacket. Thanks a lot for making this tool. 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted August 14, 2004 Share Posted August 14, 2004 fine rob, i dont have enough to do! now i finally have to get your program and try it out. thanks guys 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 15, 2004 Author Share Posted August 15, 2004 thanks Robert. I am also curious about your program... by the way, I uploaded version 1.26. There're no big changes, but an error (occured in large operation maps) is fixed; was reported by desertfox. I didn't know that in operations the max width and!! height is 6000 for cmbb, 5000 for CMBO and CMAK 8000m. That depends on the parameters (west or north) you define.. 0 Quote Link to comment Share on other sites More sharing options...
Richie Posted August 15, 2004 Share Posted August 15, 2004 Hi, comes up Comdlg32.ocx is missing or somefink... so it don't work. Any ideas, as I have several maps I'd love to convert. Cheers, Richie Boots & Tracks 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted August 15, 2004 Share Posted August 15, 2004 You tried installing the MCSetup.exe, right? 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted August 15, 2004 Share Posted August 15, 2004 may be a bad download, mine unzipped and looks fine. 0 Quote Link to comment Share on other sites More sharing options...
Robert Olesen Posted August 15, 2004 Share Posted August 15, 2004 Originally posted by Pyewacket: thanks Robert. I am also curious about your program...Well, it's just a spreadsheet page. Drop me an email and I'll send you a copy. Assuming you can use Excel. 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 16, 2004 Author Share Posted August 16, 2004 Hi, comes up Comdlg32.ocx is missing or somefink... so it don't work. Any ideas, as I have several maps I'd love to convert. Do you still have problems? If so email me: webmaster@gillspye.de 0 Quote Link to comment Share on other sites More sharing options...
Richie Posted August 17, 2004 Share Posted August 17, 2004 Thanks. I seem to have it sorted now... Looks really good! 0 Quote Link to comment Share on other sites More sharing options...
McAuliffe Posted August 18, 2004 Share Posted August 18, 2004 It works like a charm. Many thanks Pyewacket, I was able to convert a number of my CMBO maps into CMAK-maps. One question though. Just as for the conversion tables for the tiles, is it possible to replace the X,Y co-ordinates of the converted maps in order to change the orientation. iow. instead of having the map starting at the lower left corner, e.g.: X2(0)=X1(0), Y2(0)=Y1(0), where X2 is the x-co-ordinate 20 m square of the converted map and Y1 is the x co-ordinate of the source map and Y2 and Y1 are the co-ordinates of the 20m squares of the resp. converted and source map . Can you then transpose the map and starting at X2(n)=X1(0), Y2(0)=Y1(0) next step of the iteration should be then: X2(n-1)=X1(1),Y2(0)=Y1(0)... until X2(0)=X1(n), Y2(n)=Y1(n) inversing the orientation from W to E to E to W in above example? Thanks 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 18, 2004 Author Share Posted August 18, 2004 yes, I didn't forget your proposal. Simple had no time yet. I would like to visualize this with a picture. So we speak about two buttons, one for horizontal and one for vertical mirrowing... 0 Quote Link to comment Share on other sites More sharing options...
Sanok Posted August 19, 2004 Share Posted August 19, 2004 Pyewacket, When I heard about this, I was ecstatic. I'm drooling to convert BO maps to AK. However, I've run into a problem. I have the special edition version of BO, which is version 1.12E, so your program won't work for me. Can something be done to make the special edition compatible? I would also suggest, that when changing AK maps to the other games, the default for vineyards should be brush. I believe they're similar in cover and concealment and is better than changing to open ground. I hope BO 1.12E can be added! 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 19, 2004 Author Share Posted August 19, 2004 Sanok, can I have your email address? I would like to send you a test file at the weekend. my email is webmaster@gillspye.de 0 Quote Link to comment Share on other sites More sharing options...
Pyewacket Posted August 26, 2004 Author Share Posted August 26, 2004 McAuliffe: Mirrowing is now included in version 1.27 Map Converter 1.27 A bug is fixed: CMBO rough was translated to CMAK/CMBB rocky. Now rough is rough.. 0 Quote Link to comment Share on other sites More sharing options...
McAuliffe Posted August 26, 2004 Share Posted August 26, 2004 Hey Thanks! Pyewacket. I downloaded immediately and tested from CMAK to CMAK. And guess what... Something happened, we probably both didn't anticipate. The map is mirrored -which works great, but the orientation of the tiles is not inverted. For woods, grain, water, rough, brush, etc... this is not important, but for road tiles and houses, this can make a difference. e.g. a diagonal road tile from SE to NW is well transposed to the other side of the x- resp. y -axis, but it's orientation stays SE-NW. Probably I have to fiddle with the tile conversion tables. But are there CMAK>CMAK conversion tables? Hey, I can live with it, it asks only for some minor changes to the map most of the time and if necessary, I can do conversion CMAK >>CMBO/BB>>CMAK Its still a great tool! Come to think of it. I don't know how the programs works, but it look like some repetitive macro operating thing. Could it be applied also for giving orders in the game? Like plot waypoints for vehicle 1 ...copy waypoints to vehicle 2. You can already see, what I am getting at ... 0 Quote Link to comment Share on other sites More sharing options...
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