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Battleset map fine tuning

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I've had an idea for a while about doing small battleset maps for specific scenarios, eg WWII mini sub attack Sydney Harbour, Air attack Pearl Harbour, and the like.

To do so I need to fine tune the actual battleset map so as to have the needed detail. I've seen on a document mention of editing individual bitmaps but no info on how it is done and reloaded into the battleset.

Can anyone help me? I've found some bitmaps in the BSbuilder folder but my "GIMP" editor doesn't seem to like the 16 bit per channel, do I need another graphic editor?

Don Thomas

... I've found some bitmaps in the BSbuilder folder but my "GIMP" editor doesn't seem to like the 16 bit per channel, do I need another graphic editor?

 

Can't really help with the original question. Only that gimp 3 should have support for 16 bit per channel images, see this FAQ answer.

 

Torsten

I've had an idea for a while about doing small battleset maps for specific scenarios, eg WWII mini sub attack Sydney Harbour, Air attack Pearl Harbour, and the like.

To do so I need to fine tune the actual battleset map so as to have the needed detail. I've seen on a document mention of editing individual bitmaps but no info on how it is done and reloaded into the battleset.

Can anyone help me? I've found some bitmaps in the BSbuilder folder but my "GIMP" editor doesn't seem to like the 16 bit per channel, do I need another graphic editor?

Don Thomas

 

the main Problem is not the graphical map but the map with the heights/depths :rolleyes:

Can you provide more information on what you intend? The BS Builder can't use a textured map graphic any larger than what it already has so I expect you cannot get the detail you desire within the current structure. I'm just wondering if you are barking up a tree that has no fruit.

  • Author
Can you provide more information on what you intend? The BS Builder can't use a textured map graphic any larger than what it already has so I expect you cannot get the detail you desire within the current structure. I'm just wondering if you are barking up a tree that has no fruit.

(Wouldn't be the first time I'd clambered up to find no fruit. :D)

I don't think I need a larger map. What I would have is a very much zoomed in map say 100nm square. But with the map generated by the BSbuilder this obviously has only the detail from the large world view. I want to be able to 'tidy up' coast outlines and put in harbours, large rivers perhaps,

I have played with a map in BSBuilder/battleset/Newbselev.tif (this looks like the map we play on) and gotten what I want (but in 8 bit per channel, TeTeT - I'll check my Gimp version and update if needed). So I want to know if I can modify this (or some other 'map' and then remake the battleset files (using one of the 'tools'?)?

Is my tree fruitless :( , or do I just need a few bees to pollinate it :D

Don

  • Author
I've had an idea for a while about doing small battleset maps for specific scenarios, eg WWII mini sub attack Sydney Harbour, Air attack Pearl Harbour, and the like.

To do so I need to fine tune the actual battleset map so as to have the needed detail. I've seen on a document mention of editing individual bitmaps but no info on how it is done and reloaded into the battleset.

Can anyone help me? I've found some bitmaps in the BSbuilder folder but my "GIMP" editor doesn't seem to like the 16 bit per channel, do I need another graphic editor?

Don Thomas

 

the main Problem is not the graphical map but the map with the heights/depths :rolleyes:

Is that in the battleset sub directory, NewBSElev.TIF?

This looks like what would go into the battleset files and is the same as the map from my last created battleset?

Don

Let me look tonight but I think I can pretty easily make a special version of the BS Builder that will pause between cutting the small map image from the large image and crunching it into the battleset file. I don't know if you'll be able to get the results you want but at least you'll be able to try.

+

Is that in the battleset sub directory, NewBSElev.TIF?

This looks like what would go into the battleset files and is the same as the map from my last created battleset?

Don

 

Yes and it defines where water and where land is...

  • Author
Let me look tonight but I think I can pretty easily make a special version of the BS Builder that will pause between cutting the small map image from the large image and crunching it into the battleset file. I don't know if you'll be able to get the results you want but at least you'll be able to try.

Don't bother about it tonight, you might have a few other things on the stove. I'll pester you again in a while and in the meantime I'll have a fiddle with stuff (eg I think I need to sort out 16 bit per channel grey scale TIF files :huh: )

Don

Okay, made some progress on this tonight. So far I can't easily make the heightmap (NewBSElev.bmp) editable but I can make the pretty graphic (NewBSMap.bmp) editable. Is that good enough (i.e. you wouldn't be able to change coastlines but you could draw lines, add text, and such, to the textured map)?

Okay, made some progress on this tonight. So far I can't easily make the heightmap (NewBSElev.bmp) editable but I can make the pretty graphic (NewBSMap.bmp) editable. Is that good enough (i.e. you wouldn't be able to change coastlines but you could draw lines, add text, and such, to the textured map)?

 

For fine tuning of coastal regions, adding panama and suez Channal, adding rivers etc, editing the NesBSElev will be required at some point. :rolleyes:

 

And if i understand Donlad correctly, he wants to add a (big) harbour bassin/dock etc...

  • Author
Okay, made some progress on this tonight. So far I can't easily make the heightmap (NewBSElev.bmp) editable but I can make the pretty graphic (NewBSMap.bmp) editable. Is that good enough (i.e. you wouldn't be able to change coastlines but you could draw lines, add text, and such, to the textured map)?

 

For fine tuning of coastal regions, adding panama and suez Channal, adding rivers etc, editing the NesBSElev will be required at some point. :rolleyes:

 

And if i understand Donlad correctly, he wants to add a (big) harbour bassin/dock etc...

editable texture map would be nice as could add country boundaries and add geographical/ political names etc, but as I understand it ships will run aground or float according to the heightmap so Divefreak is spot on as to my thinking. I agree with him that this is something we will be wanting in the future, at some time. How about we stick to the editing of texture map for now, when you have that usable (can be messy for now) some of us can fiddle with that and see if we can make some use, and then we can get back to the heightmap when other things are sorted out?

Don

Okay, undocumented feature added, checkbox that will pause the BS creation process at an appropriate moment for you to edit the texture map.

 

http://harpgamer.com/harpforum/index.php?showtopic=2049

 

Yes, I know it doesn't modify the little overview map/strategic map.

 

Holler back with your thoughts.

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