Wednesday, 23 March 2016

APP6 icons in FPGE

The FPGE 0.7.5 got improved support for recoloring standard PG tiles into three schemes:

  • green
  • green with some colors
  • gray
The same options give you ability to change icons into APP6 symbols. The symbols are drawn in FPGE code.
One can trigger this mode by using command line :

-Q use APP6 symbols for units. PGF mode only. Change tiles color on request.
  Use any of : c-make tiles with colors        n-do not color tiles.
  Use any of : g-make tiles gray (default is green).
  Use any of : u-do not make units icons.

Try some combinations like:
fpge -Qc 36
fpge -Qg 36
fpge -Qcg 36

Previous versions of FPGE also got some support of this feature however not so complete as 0.7.5

The results:

Fast tiles renaming in FPGE

The FPGE supports fast tile renaming using the following technique. This technique can be used to rename rivers, lakes, oceans, forest, or even for substituting tiles in the region.

Try to achieve the following filtering by pressing:
Ctrl-A few times - display terrain names
Ctrl-D - change display format (decimal number, hex numer or name)
Ctrl-T - display terrain type
Ctrl-F - show only tiles that match type, name, etc of the tile under cursor when pressing ctrl-f.
When lost you can always use Ctrl-I - restore default configuration.
Check other options in help (shortcut h)

Now let's go the "terrain" window:

Check "Set to" -> "Name", "Match"-> "Name", uncheck "Add default name and type".
Enter 4 in row "Name", column "Match". 4 is a default name "River".
This settings can be read:
when time name is "River" change name to 473 ("Tigris River").

Now press "Name" button to search for name:

First uncheck "Only scenario name". You can use "Search name" with "Find" and "Find next" buttons to find desired name. You can also turn on alphabetical sorting (check/uncheck "Sort names").
Select "Tigris River", press "Done".
The number 473 will be copied to row "name", column "Set to".

Press "Done".

Change visual filters to get numbers and check if "4" ("River")is the desired name to change. Then press left mouse button on one river tile then move mouse, hold "shift" button and press left mouse button again. All tiles in the rectangle you have just select that had name "4" will be renamed to name "473". The newly renamed tiles will be filtered out.

The rectangle renaming is not a mandatory, you can just click one tile by another. The "if name equals to XX then rename to YY" feature will also work.

Now place cursor on one of the newly renamed tiles and press Ctrl-f twice (and Ctrl-D twice to get the exactly same result as below):

Maps fro BMP using FPGE

The rough steps:
Prepare BMP file using special colors
The each title on map is around 5 pixels. The colors:
{  0,   0, 127}, //dark blue ...  ocean
{  0, 127,   0}, //dark green ... forest
{255, 255, 255}, //white ........ mountains
{255,   0,   0}, //bright red ... road
{  0,   0, 255}, //bright blue ...river
{255, 255,   0}, //yellow ........desert
{  0, 255,   0}, //light green ...clear
{127, 127,   0}, //dark yellow....rough
{127, 127, 127}, //dark grey
{127,   0,   0}, //dark red   ....bocage
{  0, 127, 127}, //deep cyan  ....swamp

You can use BMP with 8, 24, 32 bites per pixel only.

Run FPGE and use Tools->BMP to Map from menu options

One will get something like this:

Run Tools->Make Tiles

Check layers: terrain and names are all zeros:

Once can choose to fix this using Tools->Generate Layers

The map could be further improved by randomizing tiles:
And the result

 Now is the time to manually fix the map. The Generate Layers step can also be run later. Check help for some more options (shortcut h).

Terrain view in FPGE

The terrain view (shortcut SPACE) in FPGE can be visually tuned to suit your needs.

 You can filter for one terrain type. Check upper-right screen corner for short help:

 To improve tiles visibility one can use Ctrl-l shortcut to change the tile layout:



 Individual tiles got many attributes in FPGE. They can be displayed using Ctrl-a, Ctrl-d, Ctrl-n, Ctrl-r and Ctrl-t shortcuts.

One more example:

 Check other options by pressing h:

The tile attributes are:

  • default terrain type
  • default name
  • possible road connection
  • main sorting group mask
  • secondary sorting group mask
  • random group - used in randomization
By pressing function keys you can even more filter tiles:

The tiles.txt file is used to provide additional information for the non standard tiles (non PGDOS).
Thus FPGE can understand new tiles role in maps and integrate tile into FPGE internal algorithms.

The tile.txt file got up to ten columns. They are described below from one to ten.

* ID

ID of the tile. It is 0 based and must be bigger or equal then 237. 237 is a number of tiles in PGDOS.
The FPGE got all 237 standard categorized and they categories cannot be changed via this file.

* Terrain type

Default terrain type for this tile. For better tile filtering the following convention is used in some cases:

 0 - normal clear
 1 - coast - clear tiles with some border water
 2 - clear with road
 3 - not used

 4 - normal coast
 5 - tip cost-no coastline along hex border
 6 - river coast- coastline longhex border with river mouth

 9 - source and mouth of the river
10 - normal river
11 - crossing with road

* Filter mask

This bit mask is used for sorting tiles in tiles matrix invoked by F1,F2,..F12 keys.
You can place one tile in the many groups but you must define 'default group' -see description of this column.
When only one group is set thse is no need to set 'default group' column.

Groups: 0x001 -first group (F1), 0x002- second, 0x004- third, etc. You can combine many groups, eg 0x003 is both group one and two (0x001+0x002=0x003). 
You can use hex calculator to compute this sum when needed.
There are 12 filter groups. The 0x0800 is the biggest possible value.

0x001 - coast
0x002 - city/port
0x004 - mountains
0x008 - clear/rough/airport
0x010 - desert
0x020 - road
0x030 - river
0x040 - swamp
0x100 - forest
0x200 - fort
0x400 - bocage
0x800 - escarpment

* Name ID

Default name ID for this tile. 

* Mask

This column is used as pattern for "Tools=>Make tiles" tools.
Only tiles having 'default group' equal "coast", "road", "river" groups can have mask column.
The valid format is :
6 chars, only 'O' or 'X' chars are valid. X=Yes, O=No, Example: XXOOOO or XOXOXX
The meaning of X is:
coast: special ocean tile is present (tile ID 73)
river: special river tile is present (tile ID 52)
road: special road tile is present (tile ID 69)

The 6 char sequence is :
1 char is North
2 char is North-East
3 char is South-East
4 char is South
5 char is South-West
6 char is North-West

So, XXOOOX is North, North-East, North-West.

Coast tile ID 1 got buildin pattern XOXXXX, so when tile at X,Y is 73 and all tiles N, SE, S, SW, NW of X,Y are 73 then X,Y tile will be substituted with tile 1.

* Road

Definition of roads in the tile. Use exactly six 'X' or 'O' chars. You must define corners of the hex here not hex sides as in 'Mask' !
Used in automatic road layer generation.

1 char is North-North-East corner
2 char is East corner
3 char is South-South-East corner
4 char is South-South-West corner
5 char is West corner
6 char is North-North-West corner

Tile 37 got OXXOOO, while tile 47 got XOXOOO

* River

Same meaning as road column but for river connections. Used in Panzer Coprs map export only.

* Flag

This column can have only two possible values:
O - ocean tile that should be named as ocean, eg coast tiles with terrain type 4,5,6. 
R - passive road tile: airport or city or port. Used in automatic road layer generation.

* Default group

When 'Filter mask' column got more then one bit set use this column to mark primary filter group. Use integer value:

* Rnd group

Optional column used during tiles randomizaton. There are 6 groups: 
 4-rough desert

Forests tiles are found using "Filter" 0x0100 and randomized via pattern and then fixed:
each tile in 0x100 filter group is substituted by forest pattern tile, then some combinations of tiles on forest border are changed.

Some examples of the newly defined tiles. Mind TABs in examples rows below.

No patterns or mask, just ocean tile marker:
237 5 0x01 2 O
Mask for coast tile generation
238 4 0x01 2 XXXOXX O
River pattern and default group defined
271 9 0x41 4 OOOOOX 1
River pattern, ocean tile marker and default group defined
282 6 0x41 2 OOOOXO O 1
Road and river patters and default group defined
318 11 0x60 4 OXOXOO OOXOOX 6
Road passive tile marker
319 8 0x02 3 R

Sunday, 25 March 2012

Pacific general countries
  1. Australia
  2. Colonial French
  3. Balkans
  4. Canada
  5. China
  6. Denmark
  7. Colonial British
  8. Finland
  9. France
  10. Germany
  11. Hong Kong
  12. India
  13. Iraq
  14. Italy
  15. Japan
  16. Latin America
  17. Low Countries
  18. Mongolia
  19. New Zealand
  20. Norway
  21. Phillipines
  22. Poland
  23. Portugal
  24. Russia
  25. Southwest Pacific
  26. South Africa
  27. Spain
  28. Sweden
  29. USA
  30. United Kingdom
  31. Vichy France
Pacific General countries,  Armory E-Rosters
Release 4.71, Dated: 22 Jan 2006

1 Australia
2 Republican Spain
3 Axis Balkans
4 Canada
5 China
6 Denmark
7 Balkans
8 Finland
9 France
10 Germany
11 Colonial Britain
12 Colonial India
13 Czechoslovakia
14 Italy
15 Japan
16 Latin America
17 Netherlands
18 Mongolia
19 New Zealand
20 Norway
21 Belgium
22 Poland
23 Portugal
25 Hungary
26 Turkey
27 Nationalist Spain
28 Sweden
29 USA
30 United Kingdom
31 Vichy France

Wednesday, 20 July 2011

Pacific General classes
0. Infantry
1. Tank
2. Recon
3. Anti-tank
4. Artillery
5. AA
6. Air Defense
7. Fort
8. Truck
9. Destroyer
10. Battleship
11. Carrier
12. Heavy Cruiser
13. Light Cruiser
15. Fighter
16. Tac Bomber
17. Level Bomber
18. Air Transport
19. Sea Transport

Movement types:
0. Track
1. Half Track
2. Wheeled
3. Leg
4. Gun
5. Air
6. Deep Naval
7. Coastal Naval
8. All Terrain
9. Amphibious
10. Submerged