|
Peoples Tools |
Peoples General Map Tool |
(C) by Luis Guzman |
This
tool is intended to create and edit Peoples General MAP definition files, not
the graphics files (S16).
It uses DirectX and can work in windows mode (so color resolution depends on windows settings) or using exclusive mode 800x600 (same as game) or 1924x768, but I suggest to use window mode to work and switch to 800x600 mode to see how it will look on game.
To install, just unzip the executable file wherever you prefer, that's the only
installation needed. A minimal screen resolution of
800x600
is required.
Some
info is stored
on registry key:
<HKEY_CURRENT_USER\Software\LGV_Tools\MapPeg>,
so last files
opened
can be quickly retrieved,
last folders used and tools settings are also remembered to make your work
easier
and
faster. No INI files are used.
This
tool is primary intended to do things using the
mouse, but can be used also using
only the keyboard.
While explaining the different options, both methods will be explained.
Green background text means Mouse actions:
LeftMB stands for Left Mouse Button
RightMP stands for Right Mouse Button
Blue background text means Keyboards actions
Grey background text means Menu/Button actions
Although
hex locations names are a scenario feature they are very related with it, so the best way to do is when
designing the MAP file, and this tool lets you create/edit also map names.
Later when creating or editing any scenario, you can import the names you have
created here.
View Options
Loading Names for the MAP file


Main caption window, shows only in windowed mode so I've put very little info there.
Menu bar is a standard window menu. It becomes main window caption when switching to DirectX exclusive mode, but still acts as a menu bar.
Below menu bar is located a mix bar:
on left side there is an 5 options toolbar (to show/hide grid, to zoom in/out, to show/hide terrain marks, to show/hide roads marks and to show/hide named hexes).
On the middle current terrain type, position and road settings for hex under cursor are shown.
On the right side there is a settings panel showing which terrain type, road settings and name will be used when changing hexes.
Below that panel there are 3 buttons to select additional menus allowing to select terrain / roads/ names to set. Just below terrain, road or name menus drop down when needed.
Bottom line shows which map file is loaded, which map number and which picture file is using. A red label means that map file has not loaded its s16 tiles picture, so probably you need to generate.
The main area is covered with the picture map once loaded.
There
are two basic map views, normal full size and strategic.
Strategic, or zoomed, fits the picture on available window size, but even there you can turn on hex grid, roads, and some iconic marks, same as in normal view. You can switch views in many ways and current position will be relocated. To set or remove different marks you can use Menus, hotkeys and/or tool icons buttons.
On
normal view you can scroll moving the mouse outside main window. You can do it
also using normal cursor keys, jumping quick to beginning or end of map.
To
move current position (cursor position) you can do:
Ø
moving the mouse
Ø
pressing
numeric keys 1..9.
If you watch the numeric keypad you will imagine very easily what does each one
(7 goes upper-left and 3 down-right)
When
you try to go to a position outside the view, the view is automatic scrolled.
<Menu/Options>
<Menu/OptionsWindow
Mode> or F12
Set normal windowed mode
<Menu/Options800x600 Full Screen Mode> or F11
Set exclusive directX mode 800x600 (same as used by the game)
<Menu/Options1024x768 Full Screen Mode> or F10
Set exclusive
directX mode 1024x768
<Menu/Options/Zoom
to
strategic>
or Alt+Z or
Z
Toggles normal full size view and strategic view
<Menu/OptionsShow Grid> or Alt+G or G
Toggles drawing grid
<Menu/OptionsShow
Terrain Types> or Alt+T
Toggles showing terrain types marks as defined on filter terrain
option (see below)
<Menu/OptionsShow
Roads> or Alt+R
Toggles showing roads marks on map
<Menu/OptionsShow
Named Hexes> or Alt+N
Toggles showing named hexed marks on map
<Menu/OptionsFilter
Terrain to view> or Alt+F
Defines which terrain types will be marked when Show terrain option
is toggled on
<Menu/File/New Map> or Alt+B
To create a new MAP file, select a picture file from the popup dialog. You can select BMP, SHP or S16 map files to load from. You can see the picture while you browse. For SHP and S16 picture maps, only the map number is shown on list. Once you select a picture file a new MAP file is created with a default name and number that you can change later. Any 8,16,24 or 32 bits BMP picture map file can be used. Internal picture is handled as a 24 bits BMP and any internal tool that writes a BMP to file, will use that bitmap format. When saving PeG graphic picture files (spitted S16) will be checked and created if necessary.
<Menu/File/Load BMP> also creates a map file if none was loaded first.
Map number is set scanning picture file name, but if no number is found, #65535 is assigned.
<Menu/File/Open
Map> or
Alt+O
Select the Map file you want to edit
on the pop up window. While browsing you will se the picture
map linked to the Map file to easier select. You can set a switch to read PG2
Map files (SHP files will be scanned instead) and load without any previous
conversion needed.
Last file loaded can be re-loaded very quickly
using
Alt+L
<Menu/File/Open Last File Used>
A
recent files list is
also
provided.
Each
time a MAP file is loaded it checks if MAPnnn.TXT file exist in the same folder
as the MAP file number (nnn = map number) and if found it is loaded as a Map
name file.
Anyway
you can load a map names file manually using
<Menu/Names/Load Names>
<Menu/File/Load BMP>
This option will load another
picture file for the map you are editing, . Remember I told if you run this
option before seleting a map file, then a new map will be created.
This option allows to load an external picture (for example an encarta map
picture plenty of city names) to help you on defining your map, that you can at
any point replace with the proper picture.
Once
you have created or loaded you can see the map picture and its settings
but you surely would want to add or modify those settings.
The
basic step are:
1. Select
"what to set" [Terrain Type, Road Settings and Hex name]
2. Select
"where to set" that's a
single
hex or a
group of hexes ( SELECTION )
to apply
3.
Change
data to selection
"change
data"
You always have something selected, ready to set:
Ø
a terrain type (clear as default)
Ø
a road setting (no road as default)
Ø
a name (none as default)
but as explained before, your last settings are remembered so last type, road and name used will show up in next session. On right panel current are shown at any time.
To change "what to set" you must click on any of the buttons below the panel
Click T button to change terrain to set (F5)
Click R button to change road to set (F6)
Click N button to change name to set (F7)
Each
one will drop down a sub-menu helping on selecting your choice.
Names submenu is a modal one, so you must close it before foing anything else.
You can close either by doble-clicking on the item you want to select, or by
clicking on X button.
Terrain and Roads menus are modeless, so you'll see until you change "what to set"
For quick changing terrain type and name, keystrokes + and - can be used to cycle.
When road
settins are selected if you type keys
7
Clear terrain, no road and no name
works like cleaning.
Another way to change "what to set" is reading data from an hex. This is done by
Ctrl+RightMB
on any hex - but be aware that only terrain, road or name will be loaded
depending on what
T
R or
N button is pressed.
You can also use Ctrl+C to
do this.
You can change a single hex or select several hexes to change as a group (SELECTION).
Any hex selected is red outlined, even if grid is toggled off.
Selecting hexes is basically made by using LeftMB but using along with keyboard Shift and Ctrl keys modifies it behavior. Dagging while pressing LeftMB allows to make SELECTIONS faster as each hex you drag over will be added to SELECTION.
| Ø To create a SELECTION | LeftMB
on a hex. It will clear any previous
SELECTION. drag over all hexes you want to extend the SELECTION |
|
| Ø To add/remove hex to/from SELECTION | Shift | LeftMB on hex to add/remove. |
| Ø To make a block selection | Ctrl | LeftMB on opposite hex block. |
Changing hexes is basically made by using RightMB
| Ø To change all hexes in a SELECTION | RightMB on any hex belonging to SELECTION | |
| Ø To change hexes not in a SELECTION |
RightMB
on any hex not belonging to
a SELECTION drag over all hexes you want to set the same |
|
| Ø To clear hexes | Shift |
RightMB
on hexes to clear drag over all hexes you want to clear |
| Ø To copy hex data into "what to set" | Ctrl | RightMB on the you want. |
If you RightMB on a hex which is part of a SELECTION all hexes belonging that SELECTION will be changed.
You can also use keyboard to change data if you prefer:
T (uppercase) to change Terrain
Type only
R
(uppercase) to change Road settings only
N (uppercase) to change name
D (uppercase) to change both Terrain Type and Reoad settings
Instead of setting roads by defining
each side, you can set special marks flagging a hex as having a road.
Later you can make the tool to figure out what sides should be set, making
perfectly linked roads.
You have toggles options to keep or clear those marks before converting into
road sides.
Also you can define if surrounding hexes not marked should be modified to link
or they should be left untouched.
I use last bytes of each hex record to make this option to work, so there is
also an option to remove all marks before saving (usually to make the map clean
to play) or to keep (usualy to go on editing).
Ø
Change map number
At any point, you can change map number. A pop up dialog will help you on deciding which number to assign, as you will see which maps exist on default MAP folder.
Ø
Create S16 tiles
This
option will create as many S16 tiles as needed for picture map loaded. It is
the same option is used when saving if there are not picture S16 tiles for map
number defined.
Ø
Saving
the Map file
If any terrain, road or name is changed you will be alert to save when exiting. Anyway you can save at any point you want.
There is only a "Save As" option
as if you don't want change the filename just select the same again (it is selected
as default)
When Save As dialog is popup you can
select a new name, folder and map number and an automatic check for picture files
will shown. You can decide which map number you want
quite safe as you will see which
number already exist. If S16 splitted files are needed then the
checkbox will be enabled and if accept
Ø
Save Image as new BMP
This
option will create a 24 bits BMP file with the full picture map
Ø
Save image as BMP tiles
This
option will create as many BMP tiles as needed for picture map loaded.
<Menu/Misc.Tools>
Ø
Massive terrain change
as
their name implies, it scans all hexes and changes a terrain type you select
with another one.
Ø
Maps report
gets
a list of all maps found in a folder, sorted by map name or map number. It
allows to get a report including any sorted list or both list on the same
report