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    MapMaker Manual

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    Airborne Assault

    Highway to the Reich

    MapMaker Manualwritten by

    Dave OConnor

    2003 Matrix Games and Panther Games All Rights Reserved. Matrix Games and Matrix Games logo are trademarks of Matrix Games and AirborneAssault- Highway to the Reich is a trademark of Matrix Games and Panther Games. All other trademarks and trade names are the properties of theirrespective owners and Matrix Games and Panther Games make no claim thereto.

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    Contents

    A Brief Introduction 6What Makes a Map 6Map Making Steps 6Getting Started 6

    Creating a New Map 6Starting from Scratch 6Cropping an Existing Map 7Extending an Existing Map 8Joining two existing maps 9Setting the Map Name 10

    Map Effects 10Generic Effects 10Layer Effects 11

    Drawing the Map 12Using Bitmap Underlays 12Area and Line Layers 12

    Layer Notes: 13Area/Line Object Notes: 13Modifying Individual Points 13Navigating Points 13Splitting Lines/Areas 13Crossings 14Embankments 15

    Text Selecting/Deselecting Map Objects 15Moving Map Objects 16

    Preparing the Map for use 16Calculating Terrain Tables 16Checking Terrain Data 16Calculating Visibility Tables 17

    Generating the Map Cache 17

    Viewing the Map 18Showing/Hiding Layers 18Zooming In and Out 18Scrolling 18Grid 18Movement Table 18Spot Heights 18

    Menus 18File 18Edit 18Draw 19Map 19

    View 19Window 19Help 19

    Layer List 19

    Tools 20

    Toolbar 20

    Index 21

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    A Brief IntroductionWelcome to the Airborne Assault: Highway to the Reich ( AA:

    HTTR ) MapMaker. The MapMaker is used to create and modify

    AA:HTTR maps. You can also use it to access data about the

    movement and visibility effects of the different map objects.

    These are summarized though in the Terrain effects Chart at An-nex F of the Reference Manual.

    It is a standard Windows type application with a menu bar at

    the top. This includes the standard File menu that allows you to

    open, close, create new maps, save and save as existing maps.

    This manual is organised along functional lines and in a se-

    quence that most users will employ when creating a map. If you

    want to know how to do a specic thing, look up the table of

    contents or index.

    What Makes a Map

    A Map is made up of two main types of data:

    Map Objects These are the different areas and lines used to

    represent the different terrain features such as woods, towns,

    roads and rivers. Map Objects are arranged in layers, being

    drawn one on top of the other. Altitude layers ( representing

    the height of the ground ) are drawn rst, then the different ter-

    rain areas are drawn ( as pattern lled polygons ) and nally the

    roads and other line features.

    Map Effects - These control the Visibility and Movement rates

    specic to your map. Each layer has its own effects.

    Map Making Steps Create a New Map

    Update Map and Layer effects

    Rename layers if needed

    Prepare Underlay Bitmap if needed

    Draw Altitude (elevation) layers

    Draw Area (City, Woods, etc) and Line (Road, Rail, etc) lay-

    ers

    Add Text

    Calculate Movement and Visibility data

    Verify and Correct any movement problems

    Generate Map Cache

    Save the Map

    Getting StartedTo launch the MapMaker application:

    Select the MapMaker program from the Start\Programs\

    Airborne Assault menu.

    Creating a New MapThere are a number of ways to create a new map:

    1. Start from Scratch2. Cropping an existing map

    3. Extending an existing map

    4. Joining two existing maps

    Starting from scratch is a lot of hard work. You will have to create

    each and every map object from scratch. Its far easier to modify

    an existing map by cropping it, extending it or joining it up with

    another map.

    Starting from Scratch Select New ( Ctrl-N ) from the File menu

    Alternately,

    Hit the Open button on the tool bar.

    This opens the New Scenario dialog.

    Set the map width and height.

    Note that this will be rounded to the nearest 64 metres. The

    Eindhoven map that comes with the game measures 28 x 40km

    and is about as big a map as can be supported. So please do no

    create a map bigger than 1100 square kilometres. The larger the

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    map, the more time required to determine routes and hence the

    slower the game play.

    Set the metres per Altitude Layer.

    Altitude layers equate to contour intervals drawn on a topo-

    graphic map. So in effect you are setting the contour interval

    being used for the map. The default is 10m as used in the game.The value can be set between 1 and 200 metres. Remember that

    you only have 10 Altitude layers, plus the 0m base, to play with.

    Thus setting the value to 10 provides you with the following

    altitude layers:

    0, 10, 20, 30, 40, 50, 60, 70, 80, 90 and 100 meters.

    Select the OK button.

    The screen should now look like this, with a new map window.

    Note its perfectly at, like a billiard table. A fresh canvas for you

    the map maker.

    Cropping an Existing MapTo crop an existing map:

    Select Open (Ctrl-O) from the le menu or hit

    the Open button on the tool bar.

    From the Open dialog:

    Select the desired map

    Select an appropriate Metres

    Per Pixel setting from the View

    menu to zoom out so you can

    see the entire map.

    Alternately:

    Use the Zoomer tool or

    Hit the Page Up key a number

    of times

    To help determine the size of the area

    to be cropped:

    Select Show Grid ( Ctrl-G ) from

    the View menu.

    Select Map Data ( Ctrl-R ) from the Map menu.

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    This opens the Map Data dialog, which will display the current

    map width and height.

    To resize the map:

    Enter the desired Map Width and Map Height.

    To reposition the map objects:

    Enter the desired X and Y offsets in metres.

    Note that in the above example we are resizing the map to be 9 x

    7km ( rounded to the nearest 64m ) and we are repositioning all

    the objects 11km to the left and 4km up. This will in effect make

    the top left of the map 11km right or east of where it is now and

    4km down or south of where it is now.

    Hit the OK button to save and close the dialog.

    A warning message dialog will ask you to conrm.

    Hit Yes to conrm.

    The map should now be cropped.

    Now that the map has been modied it is very important to

    recalculate the terrain and visibility tables and if required to re-

    generate the map cache ( this makes drawing the map faster in

    the game ).

    Recalc Terrain and Visibility Tables see Preparing the

    Map for use

    Regenerate the map cache see Generating the Map Cache

    Select Save As from the le menu.

    WARNING. Ensure you choose Save As rather than Save. Other

    wise you will overwrite your original map.

    Extending an Existing MapTo extend an existing map:

    Open the existing map

    Determine the desired extra map width and height

    Eg. if you want to add 5km to the top and another 3km to the

    bottom, then the extra map height would be 8000.

    Select Map Data ( Ctrl-R ) from the Map menu.

    Note down the original map width and height.

    Determine the new map width and height

    Ie. new height = original height + extra height

    Enter the new Map Width and Height.

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    Enter the desired X and Y offsets in metres.

    In the above example we have taken the Beek map and added

    8000m to the height. We are going to reposition the map objects

    by 5000m from the top. This will effectively add 5km to the top

    and 3km to the bottom.

    Hit the OK button to save and close the dialog.

    A warning message dialog will ask you to conrm.

    Hit Yes to conrm.

    The map should now be cropped.

    Now that the map has been modied it is very important to

    recalculate the terrain and visibility tables and if required to re-

    generate the map cache ( this makes drawing the map faster in

    the game ).

    Recalc Terrain and Visibility Tables see Preparing theMap for use

    Regenerate the map cache see Generating the Map Cache

    Select Save As from the le menu.

    WARNING. Ensure you choose Save As rather than Save. Other

    wise you will overwrite your original map.

    Joining two existing mapsThis can be useful where you have an existing map and have

    created a separate map for an adjoining area and you now wana single combined map. For example, lets say you want to create

    a map that follows the Hells highway from Nijmegen to Arnhem

    inclusive. You would rst crop a section from the Arnhem map

    and another from the Nijmegen map. Then you would join them

    together. See Cropping an Existing Map.

    To join two maps:

    Open both maps

    It is essential that both be opened at the same time.

    Note the map height and width of the map to be import-

    ed

    Extend the other ( base ) map big enough to accommo-

    date the imported map. See Extending an Existing Map.

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    Select Import Map from the Map menu

    This opens the Select File to import window, which displays a list

    of opened les.

    Select the desired le

    Enter the top left offset

    Note in our example the imported map needs no offset as it is to

    be positioned at the top.

    Hit the OK button

    Hey presto the maps are combined. You may need to spend

    some time editing the map objects along the join to ensure they

    are aligned correctly.

    Edit map objects along join. See Drawing the Map

    Now that the map has been modied it is very important torecalculate the terrain and visibility tables and if required to re-

    generate the map cache ( this makes drawing the map faster in

    the game ).

    Recalc Terrain and Visibility Tables see Preparing the

    Map for use

    Regenerate the map cache see Generating the Map Cache

    Select Save As from the le menu.

    WARNING. Ensure you choose Save As rather than Save. Other

    wise you will overwrite your original base map.

    Setting the Map NameWhen a scenario is listed in the Scenario Selection window of the

    Game, it is prexed with a map name. In this way scenarios are

    grouped according to their map. To specify the map name used

    in the Scenario Selection window:

    Select Map Name from the Map menu.

    Enter the name

    Hit OK

    Note that if this is left blank, the Map le name will be used. By

    convention all cropped maps should bear the name of the map

    from which they were cropped.

    Map EffectsThe Map le contains various effects. Some generic and some

    specic to each Map layer.

    Generic Effects

    To set the Generic map effects:

    Choose Map Effects (Ctrl-M) from the Map menu.

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    This dialog controls the non-terrain specic Movement and Vis-

    ibility affects. Each gure represents a percentage value from 0%

    to 100%.

    Enter the respective values.

    Default Movement Effects The percentage modiers apply-

    ing to the normal movement speed of motorized and non-mo-torised units in open terrain.

    Visibility Weather Modiers Reduces the maximum visibility

    distance that a unit can be sighted from based on the current in

    game weather.

    Visibility Night Modiers Reduces the maximum visibility

    distance that a unit can be sighted from based on the time of

    day.

    By default the maximum visibility is 10,000 metres. In heavy rain

    this would be reduced to 8,500m during daylight ( 10,000 x 0.85

    ) and to 6375m if it were still raining at dusk ( 10,000 x 0.85 x

    0.75 ).

    Click OK to save the new affects settings.

    Layer EffectsTo set the effects specic to each map layer:

    Select the desired layer from the Layer list in the Side Bar.

    Select the Layer Data ( Ctrl-L ) from the Map menu

    Alternately:

    Double-click the desired layer from the Layer list in the

    Side Bar

    Note that the Text, Crossing Points and Altitude layers cannot be

    edited. The Layer Data window should open.

    Name You can change the name of the Layer. This appears in

    the game on the Unit Info display of a selected unit.

    Height This is the hight in metres of the feature above the nor

    mal ground level. The height at any spot on the map depends on

    the underlying Altitude layer. When calculating line of sight ( LOS

    ) the height of any overlying terrain is also taken into account, i.e

    tall trees can block the LOS. So for LOS purposes height = alti

    tude height + object height. Eg. For a city on an altitude layer o

    50m, the LOS height would be 64m ( 50 + 14 ).

    Hit Effect This modies the probability of taking casualties

    when red upon. Values are a percentage of the standard hit

    probability; they do not have to be less than 100%, e.g. by de

    fault woods have an Area hit effect of 115%, i.e. it is worse to becaught in woods by artillery than in the open ( due to air bursts

    on branches )! Note that these are cumulative with other modi

    ers such as unit effectiveness etc.

    Movement Effect - The percentage of their normal movement

    speed that a unit can move in this terrain. This overrides the g

    ure entered in the Map Effects dialog but it is cumulative with

    any effects for Dyke.

    Visibility Reduction Per 100m This is the amount that visibil

    ity is reduced for every 100 meters. Visibility starts at 100%, so a

    reduction amount of 20% has the following affect on visibility:

    Distance Visibility0 100%

    100 80%

    200 60%

    Etc Etc

    Reduction amounts can be specied for Personnel (Non-Motor

    ized units), Vehicles (Motorized units) and Guns/Rocket launches

    (Artillery units). They can also be different depending on wheth

    er the unit to be spotted is Deployed, Moving or Firing.

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    Drawing the Map

    Using Bitmap UnderlaysThere are two ways you can approach drawing a Map, freehand

    (using your imagination) or using a scanned image of an exist-

    ing ( source ) map displayed in the MapMaker as a Bitmap Un-

    derlay.

    When the Bitmap Underlay option is activated it will draw the

    bitmap image of your source map under all the other layers of

    the map. It is much easier to create your map by tracing over

    an existing source map image than it is to create a realistic map

    with no guidance.

    To use an underlay:

    Scan your source map.

    Crop, rotate and enhance it till you have an image repre-

    senting the area you intend to map.IMPORTANT - Crop your map to the actual size of your map in

    meters. Eg. if the map height and width are 10,000 x 8,000m,

    make sure that the bitmap underlay is of an area measuring

    10,000 x 8,000m.

    Remember that the MapMaker rounds Maps to the nearest

    64 meters. It does not matter how big your bitmap is in pixels,

    as the MapMaker will scale it to cover the whole of the maps

    area. However, having said that, the higher the resolution of the

    bitmap underlay the more accurate your tracing can be. For the

    preparation of the original maps used in the Game we scanned

    the maps at 300 dpi and then scaled them so that each pixel

    represented 4m.

    Save your image as a Bitmap (*.bmp) le. It must be

    named MapScan 0.bmp.

    Note the space between MapScan and the 0.

    If necessary, Create a directory called MapScans in your

    Airborne Assault directory.

    Place the MapScan 0.bmp le in the MapScans directory.

    If your Bitmap le is large you may nd the drawing performance

    in the MapMaker suffers. To increase performance:

    Break up the original scan into four or 16 smaller bitmap

    les.

    The options are to break the image into 1, 4 or 16 Bitmap les.

    The names of these les must be MapScan 0.bmp, MapScan

    1.bmp etc. The numbering starts in the top left hand corner of

    the map and works its way across then down.

    One Bitmap File:

    0

    Four Bitmap Files:

    0 1

    2 3

    Sixteen Bitmap Files:

    0 1 2 3

    4 5 6 7

    8 9 10 11

    12 13 14 15

    Note there are programs, such as PaintShop Pro 8s Image Slicer

    that will automatically split a le into a specied number of sec

    tions.

    Once you Bitmap le(s) are created and in place:

    Select Bitmap Underlay from the Map menu to toggle

    the display of the Underlay Bitmap.

    If your bitmaps have been correctly set up the image of your

    underlay will now appear. If the map remains blank (white), then

    check you Directory and File names.

    Note that to speed up drawing while using the bitmap underlay

    the map objects are drawn using non-textured patterns. So the

    map will look little different while drawing. However, once the

    bitmap underlay is turned off they will return to the normal tex

    tures. This has no effect on the textures used in the Game.

    You are now ready to start drawing your map

    Area and Line LayersThere are two types of layer, Area layers which are drawn as poly-

    gons, and Line layers which are drawn as, well, lines.

    Area Layers Line Layers

    Fort Ferry

    Industrial Heavy Road Bridge

    Factory Medium Road Bridge

    Village Light Road Bridge

    Town HighwayCity Road

    Orchard Minor Road

    Heide Track

    Woods Rail Bridge

    Light Woods Rail

    Major River Dike

    Lake Stream

    Aireld Minor Stream

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    Marsh

    Broken

    Polder

    Altitude Layers

    Examples of Area and Line layer objects.

    Layer Notes:

    1. The 0 Altitude layer cannot be drawn, it is the base layer

    of the map and always covers the whole map.

    2. Altitude layers are drawn under all other layers, higheraltitudes on top.

    3. The height at any location is the highest altitude at that

    location.

    4. Altitude layers are always drawn as a solid pattern.

    5. Other Area layers are drawn using transparent pat-

    terns.

    Area/Line Object Notes:

    1. Both types of objects are created as a series of points.

    2. These points can be either Corner Points or Control

    Points.

    3. Corner Points are displayed as Squares and result in

    straight lines and edges.

    4. Control Points are displayed as Circles and result in

    curved lines and edges

    Drawing Area/Line Objects

    To select the type of object to draw:

    Click on its layer in the Sidebar

    The Factory layer has been selected;

    any drawing will draw a new Factory

    area object.

    To set the type of points to draw (Cor-

    ner or Control ):

    Choose Corner Points or Con-trol Points from the Draw

    menu. The default is Corner

    Points.

    Select one of the two drawing tools

    Standard Draw Tool each click adds one more point

    Continuous Draw Tool holding the mouse down and

    dragging will add extra points automatically allowing

    freehand drawing of Areas and Lines

    Click (or Click and Drag) until all the points needed for

    the object have been added

    Hit the enter (numeric key pad) key and the new object

    will be deselected and drawn as it will appear in the

    Game and ScenMaker

    Repeat for each object to be added to the map.

    Modifying Individual Points

    Select the Area/Line object to be modied

    Click on the Point to be modied (it will be displayed as

    either a hollow Square or Circle)

    Press Backspace or Del or . to delete the point

    Ctrl-T to toggle point from Corner to Control

    Drag the point to move it.

    To incrementally move the selected point:

    Hit one of the number keys.

    Hitting 8 will move the point north, 9 north east, 6 east, 3 south

    east, 2 south, 1 south west, 4 west and 7 north west. In other

    words, in the same direction as the keys are laid out on the nu-

    meric keypad.

    Navigating Points

    To navigate around the points in an object:

    Select a point

    Hit Left Arrow to select the previous point

    Hit Right Arrow to select the next point

    Splitting Lines/Areas

    To split a line or Area object:

    Select the point where you want to split

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    Select Split line/Area from the Draw menu

    Deselect the object

    Select it again

    Note that you now only get a subset of the previous object.

    CrossingsMajor River and Lake layers are impass-

    able. They can only be traversed at a

    Crossing. There are ve types of crossing,

    namely a Ferry, Light, Medium and Heavy

    Road Bridges and a Rail Bridge.

    Technically, you can place Crossings any-

    where. Each one will produce a crossing

    point icon when it appears in the Game

    and ScenMaker. Too many produce a

    cluttered looking map, so restrict their

    use to where they are really needed.

    IMPORTANT Once you have drawn your map you must ensure

    that the crossings actually works. To do so:

    Calculate the terrain tables see Calculating Terrain Data

    Select Show Movement Table from the Map menu.

    Note the Movement Table opens in small window, which can be

    expanded by dragging it. The white areas represent impassable

    terrain. The darker the colour the better the movement rate.

    Hence, a Heavy Road bridge is a black line while a light road

    bridge is a light grey coloured line..

    Drag the bottom right corner of the movement table

    window to expand the window.

    A valid crossing should show a grey or black contiguous linefrom one side of the river to the other. The pixels that make up

    the line can be diagonally adjoining, but there must be no gaps

    otherwise the crossing is invalid.

    Save the map

    Launch the ScenMaker

    Open a scenario using the map see ScenMaker Manual

    for details. Use the Route Tool to conrm that the Crossing is valid

    see the Conrm Crossing section in the ScenMaker

    Manual

    If a route cannot cross the Crossing then you will need to edit

    the crossing and/or river in the MapMaker: Remember that there

    is a 100m movement grid superimposed over the map. This can

    mean that a river may be blocking an adjoining location, even

    though it doesnt appear so on the map. Try one or more of the

    following:

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    Extend the crossing line on one or both sides.

    Change the angle of the crossing line.

    Reshape the River object by moving its points.

    EmbankmentsAny line object (Road, Rail or River) can have an embankmentadded to it. Depending on the value entered, the embankment

    either raises the line object above ( eg 3m ) or lowers it below (

    eg 3m ) the current altitude by the height of the embankment.

    A negative value in effect creates a cutting. A line object with an

    embankment is drawn with a grey line down each side.

    Select a line object.

    Note that you may have to split the line if you just want to em-

    bank a segment of it. See - Splitting Lines/Areas.

    Choose Line Embankment from the Map menu

    Enter the height of the Embankment

    Select OK to close the window

    Hit the Enter key to deselect the line.

    The line is now drawn with an Embankment.

    TextTo add new Text:

    Select the Text layer displayed in the sidebar

    Select either the Standard or Continuous Draw tool.

    Click on the Map where you want the new Text to appear.

    The Text Edit dialog will be displayed

    Enter the text in the Text eld.

    This is what appears on the map. To specify the text style param-

    eters:

    Either select one of the predened styles from the Style

    popup menu or by specifying the individual style com-

    ponents

    Font The font the text will be drawn with.

    Style Select any combination of styles.

    Point Size These drop down lists let you choose the size of the

    text at each of the six different map zoom levels. Setting a size o

    0 will stop the text being drawn at that scale.

    Whatever settings you specify here will be saved and used as the

    default next time you enter text.

    Select OK to save and display your new text.

    To edit existing text:

    Select the text to be Edited

    Hit the Enter key (NOT the numeric keypad Enter key)

    The above dialog will appear.

    Make your changes

    Select OK.

    Selecting/Deselecting Map ObjectsTo select a map object:

    Select the Layer in the sidebar

    of the object to be selected and

    click on the object you wish to

    select.

    Note that when you select an area object, its points are dis

    played with a line linking them and its ll texture is not drawn.

    If you are unsure of the Layer of the Map/Line you whish to

    select:

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    Choose Multi-Layer Select from the Edit menu.

    Click on the desired object.

    The rst object under the location you clicked will be selected

    on the map and its layer will be selected in the Side Bar as well.

    To select all the objects of the current layer: Choose Select All ( Ctrl-A ) from the Edit menu.

    To deselect:

    Select a new object or

    Select a new layer or

    Press the enter (numeric key

    pad) key

    Note that once you deselect an area object its texture ll is re-

    drawn.

    Moving Map ObjectsTo move an object:

    Click on the object (Area/Line/Text) and drag to new

    location.

    Be careful not to select an actual point as this will simply move

    just that point.

    Preparing the Map for use

    Calculating Terrain TablesBefore your map can be used in the ScenMaker, or the Game, it

    must be prepared by having its terrain values calculated. Until

    this is done the ScenMaker and Game have no way of carrying

    out Line Of Sight checks or calculating routes.

    Choose Calculate Terrain Tables from the Map menu.

    The MapMaker will then calculate the terrain data for your map.This may take a few seconds, more on a slow machine or if the

    map is really large.

    IMPORTANT If you have changed a map then before using it

    in the Game or ScenMaker you MUST Recalculate the Terrain

    Tables.

    Checking Terrain DataAfter calculating the Terrain Tables you MUST check that all lo

    cations on the Map are reachable from all other locations. This

    check is needed as the route nding code in the game depends

    on this being true. To check:

    Choose Show Movement Table from the Map menu.

    If any locations are not reachable then the following message

    will appear.

    Click OK.

    The Movement Table window will be displayed. This Movemen

    Table window shows the movement rates across the whole map

    the darker the colour the faster units will be able to move. Theunreachable locations are highlighted in red. To get a bette

    look:

    Drag the bottom right corner of the Movement Table

    window to expand it.

    If you like, move the window so you can see both the

    map and the Movement Table window.

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    In order to create a valid map, you must change this area of

    the Map until there are no red locations ie everything is ei-

    ther reachable or impassable. In other words, no unreachable

    islands.

    To achieve this:

    Edit one or more objects to create a clear traversablepath.

    Recalc the Terrain Tables

    Show the revised Movement Table

    Note you can have any number of Movement Tables open at the

    one time.

    Another option for providing a traversable path to the island in

    the middle of the lakes would be to create a crossing.

    In the above example we have used a ferry.

    Calculating Visibility TablesAnother internal table that speeds up line of sight calculations

    in the Game is the Visibility table. This is not essential but it is

    highly recommended that before you are going to use a map in

    the Game, you calc the visibility tables. To do so:

    Select Calculate Visibility Tables from the Map menu.

    This can take some time. Large maps can take a few minutes

    even longer on slow machines

    Generating the Map CacheWhen the Map is displayed in the Game, or the ScenMaker, it can

    be drawn using two different methods.

    1. On the y requires less disk space but is slower.

    2. Using a Cache faster but requires more disk space.

    If you wish to increase the drawing performance for you map

    then you must rst generate a Map Cache le, this must be

    done each time you change the Look of your map, or the Map

    displayed will not be the map you drew. To do so: Choose Generate Map Draw Cache from the Map menu.

    Ensure the Generate Antialias Map Cache is ticked.

    It is ticked by default. Only turn this option off if you are really

    short of disk space. This option smooths lines and edges and

    generally looks better.

    Specify the map cache le name and location.

    While you can choose to write the cache to any location/le name

    you want, it will only be used in the Game or ScenMaker if it is

    located in the Maps directory and is called MyMap.aam.cache

    where your map le is called MyMap.aam.

    Select OK

    Again, this can take some time to complete, longer for large

    maps and on slow machines.

    The size of the anti-aliased map cache le varies from around

    2Mb for a small map up to 33Mb for the Eindhoven map

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    Once complete, the map cache is then ready for use.

    Viewing the Map

    Showing/Hiding LayersTo display all layer types:

    Choose Display All Layers on the View.

    To turn off all layer types:

    Choose Hide All Layers on the View.

    Note that the Underlay Bitmap will still be drawn if it is currently

    being displayed.

    To show/hide individual layers or groups of layer:

    Check or uncheck the check boxes in the layer list on the

    Side Bar.

    Zooming In and OutTo zoom in on the map:

    Choose Zoom In from the View menu or

    Hit the Page Down key or

    Select the Zoomer tool ( Magnifying glass ) and click on

    the map.

    To zoom out on the map:

    Choose Zoom Out from the View menu or

    Hit the Page Up key or

    Select the Zoomer tool ( Magnifying glass ) and Ctrl click

    on the map.

    To display the map at a particular zoom level or desired scale:

    Choose the desired scale ( eg. 64 Meters Per Pixel ) from

    the View menu, or

    Use the keyboard shortcuts - Ctrl-1 to Ctrl-6.

    ScrollingTo scroll the map:

    Use the Scroll bars or

    Select the Grabber tool ( Hand ) and click the left mouse

    button and drag

    You can also select the Grabber tool by holding the Space key

    down.

    GridTo show/hide a 1km grid:

    Select Show Grid from the Map menu

    Movement Table Choose Show Movement Table from the Map menu

    See Checking Terrain Data

    Spot HeightsTo display the spot heights:

    Select Show Height Map from the Map menu

    Note you must have rst calculated the Terrain Tables. SeeCalculating Terrain Tables. This generates a Spot height every 100 me

    ters. The darker the colour, the higher the elevation.

    To extend the Spot Height window:

    Drag the bottom right corner.

    Menus

    FileProvides standard File menu features.

    Edit Undo (Ctrl-Z) Supports multi level undo

    Redo (Ctrl-Y) Supports multi level redo Delete (Del) Deletes the currently selected object

    Select All (Ctrl-A) Selects all objects of the current layer

    Deselect All (Ctrl-D) - Deselects all currently selected

    objects

    Multi-Layer Select Allows selection of the object direct-

    ly under the cursor no matter what layer it belongs to

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    Draw Corner Points Points added to Lines/Areas will be cor-

    ner points, produces straight Lines and Area borders

    Control Points Points added to Lines/Areas will be con-

    trol points, point acts as a Bezier control point producing

    a curved Line or Area border

    Toggle Point Type (Ctrl-T) Toggles currently selected

    point between a Corner and Control point

    Join Lines Joins two selected lines

    Split Line/Area Select a non end point of a line/area

    and use it to break the line/area in half. Warning: Areas

    cannot be joined

    Simplify Lines/Areas Removes points of a Line/Area in

    an attempt to reduce their complexity, tends to straight-

    en Lines and Area borders. Helpful to make map drawing

    faster when there is no cache available.

    Map Map Name see Setting the Map Name

    Map Data used to resize and reposition the map size and to

    change the metres per altitude see Creating a New Map

    Map Effects (Ctrl-M) see Generic Effects

    Import Map see Joining two existing maps.

    Layer Data (Ctrl-L) Edit current Layers Movement and Visibil-

    ity Effects see Layer Effects

    Line Embankment see Embankments

    Calculate Terrain Tables see Calculating Terrain Tables

    Calculate Visibility Tables see Calculating Visibility Tables

    Generate Map Draw Cache Tables See Generating the Map

    Cache

    Show Movement Tables see Checking Terrain Data

    Show Height Map see Spot Heights

    Bitmap Underlay (Ctrl-U) see Using Bitmap Underlays

    Bitmaps Across How many Bitmap les make up the Underlay,

    1, 2 x 2, 4 x 4 - see Using Bitmap Underlays

    View Zoom In ( PgDn )

    Zoom Out ( PgUp )

    Display All Layers ( Ctrl-E )

    Hide All Layers ( Ctrl-H )

    Show Grid ( Ctrl-G )

    64 Meters Per Pixel ( Ctrl-1 )

    32 Meters Per Pixel ( Ctrl-2 )

    16 Meters Per Pixel ( Ctrl-3 )

    8 Meters Per Pixel ( Ctrl-4 )

    4 Meters Per Pixel ( Ctrl-5 )

    2 Meters Per Pixel ( Ctrl-6 )

    Toolbar Show/Hide

    Status Bar Show/Hide

    Tools Show/Hide

    Layers Show/Hide

    WindowProvides standard Window menu features.

    HelpShows about box.

    Layer List

    Lists all the layers that make up the Map.

    Checkboxes control whether a layer(s) is drawn or not.

    Double clicking a layer opens its Layer Data dialog.

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    Tools

    Arrow Used to select objects on the Map, Areas, Lines,

    Text

    Draw Used to draw single Area and Line points and toadd new Text items

    Continuous Draw Used to draw multiple Area and Line

    points and also new Text items

    Magnify Zoom In, Zoom Out (when holding Ctrl key

    down) the Map

    Grabber Grab the map and scroll around

    Toolbar

    New Creates a new Map

    Open Open an existing map

    Save Save the Map

    About Displays the About Box

    Keyboard Shortcuts

    Left Arrow Select previous pointRight Arrow Select Next pointBackspace DeleteDel DeleteEnter (Numeric Keypad) Deselects the currently selected Area, Line or Text object.Enter Opens Edit Text dialog for currently selected Text object.Page Up Zoom OutPage Down Zoom InPrint Screen copy the current screen to the clipboardSpace ( while held down ) Activates Grabber tool left click and drag to scroll mapCtrl-1 to 6 Zoom Map, 1 = 64 meters per pixel, 6 = 2 meters per pixel.Ctrl-A Select AllCtrl-D Deselect AllCtrl-E Display All Layers

    Ctrl-G Show Map GridCtrl-H Hide All LayersCtrl-L Open Layer Data for currently Selected Layer.Ctrl-M Open Map Effects windowCtrl-N New mapCtrl-O Open mapCtrl-R Open Map Data windowCtrl-S Save mapCtrl-T Toggle Selected Point Type between Corner and Control Points.Ctrl-U Toggle display of Underlay BitmapCtrl-Y RedoCtrl-Z Undo1 Incrementally move selected point south west

    2 Incrementally move selected point south3 Incrementally move selected point south east4 Incrementally move selected point west6 Incrementally move selected point east7 Incrementally move selected point north west8 Incrementally move selected point north9 Incrementally move selected point north east. Delete

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    Index

    A

    Altitude 6, 7, 11, 13Area layers 12, 13

    B

    Bitmap Underlay 12, 19

    C

    Cache 6, 8, 9, 10, 17, 19Continuous Draw Tool 13contour 7Control Points 13, 19, 20Corner Points 13, 19Cropping 6, 7, 9Crossings 14

    D

    deselect 15, 16

    E

    embankment 15Estabs 6Extending 6, 8, 9

    F

    le name 10, 17

    G

    Grabber 18, 20Grid 7, 18, 19, 20

    H

    Height 8, 11, 18, 19Hit Effect 11

    I

    import 10

    J

    Joining 6, 9, 19

    L

    Layer Data 11, 19, 20

    Line layers 12

    M

    map cache 8, 9, 10, 17, 18Map Data 7, 8, 19, 20Map Effects 6, 10, 11, 19, 20Map Objects 6, 15, 16Movement Effect 11Movement Effects 11movement grid 14Movement Table 14, 16, 17, 18

    N

    navigate 13new map 6, 7, 8Night 11

    O

    offsets 8, 9

    R

    repositioning 8resizing 8Route Tool 14

    S

    source map 12split 12, 13, 15spot heights 18Standard Draw Tool 13Style 15

    T

    terrain 6, 8, 9, 10, 11, 14, 16Terrain Tables 16, 17, 18, 19Text 6, 11, 15, 16, 20traversable path 17

    V

    visibility 6, 8, 9, 10, 11, 17Visibility Reduction Per 100m 11Visibility Tables 8, 9, 10, 17, 19

    W

    Weather 11

    Z

    Zoomer 7, 18

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