Question about Worldmap extraction/addition

Working

First time out of the vault
Anyone have any useful information on the FO:T worldmap, how to extract it and mess with it? Been looking and have found nothing.

I used redviewer to look at the FO:T world map and couldn't make heads or tails of it. It seems to be, much like the rest of the game engine, set up in tiles.
 
In Redviewer tick the preview mode box and then export it as a tga.

But you can import any png image into the campaign editor and make your own world map.

Just one thing to look out for, open the existing cam file and import a new image rather than creating a cam file from scratch. Otherwise you'll encounter a bug where the first mission will reset if you revisit it and create duplicate items and recruits.

If you're using the rpg maps set the grid to 50, the FOT map or at least a section of it set the grid to 75. Then the grid lines will match up, but if you're using your own image set the grid to 100 to keep the file size down.
 
Speed mapping

First, I'm responding to my own initial query because: a.) like information should be in the same place; and b.) I hunted all around for this information and now that I have it, I want it to be easy for others.

Speed Mapping:

No ifs ands or buts: you NEED photoshop for this. Go into the "Channels" palette and simply make a new channel (default should be "alpha 1") I made three channels; one for black, one for gray, and one for white - each shade representing a speed one can travel on the map, white being fastest and black being not movable at all (good for lakes, unclimbable mountains, Requiem, etc.)

.png files:

The file needs to be saved as a png file. Anyone who has used Fireworks should be familiar with this format and know what all it can do. For those that don't, it's simple: certain information can piggyback in the graphics file without the crazy additional stuff a regular ol' psd file would include, ie - you can have alpha channels in a png file.

Make your own map:

I highly suggest this. Going into the BOS.cam file with Redviewer and checking "preview" (in the upper righthand of the program gui) and then exporting as a png should give you the original map to work off of. While you COULD use the original map, takei n mind it exports the grid lines WITH the png. What that means is you've got to line them back up when you later import your png back into the bos.cam file (through the actual FOT editor). Refer to Requiem's response above for sizing (he says 75). The FOT actual dimensions are 67.7 inches by 35.412 inches at 72.009 dpi. Leave this be.

If you thought map modelling took numerous revisions, world map revising takes just as long, if not moreso. I have my map files as multi-layered psd files I later collapse and output as png (WITH the alpha channel box checked when exporting; photoshop requires you into the "save a copy" option for some reason).

That's all I got for now. Hopefully this helps more modders make their own maps instead of using the FOT one we all know. More later.
 
edityourpost

Don't double post!! Use the edit function or copy the text from your last post and then delete it and make a new post and paste your old message in.

Speed Mapping:
You actually have this working? I don't have photoshop and my graphics software doesn't support pngs with alpha channels but several people have tried and failed.

Or did you just import an image same size as the original, without changing the grid size? If so you've kept the same speed/movement info from the original map.

Not that it really matters, since there's no global time limits in the game it doesn't really need speed restrictions.

The FOT actual dimensions are 67.7 inches by 35.412 inches at 72.009 dpi. Leave this be.
I wouldn't, unless you want to keep the original speed mask I wouldn't make a big map just one big enough to scroll around some on. Oh and set the grid to 100. When you import a png into a cam file it cuts it up, as you can see in Redviewer without preview mode on. The larger the image the more squares, the smaller the grid, even more squares. At least 95% of the bos.cam filesize is down to this. The actual data, mission placement, random/special encounters and landscapes etc makes very little difference to the filesize neither does the image.

Remember MF didn't have to worry about uploading/downloading or hosting so they could go for a really big arsed map. Modders do so keep your maps a reasonable size.
 
I hadn't considered the download aspect, Req - thanks. However, I'm sticking with the map I made.

My BIG complaint with MF's FOT map was there vast unused quadrants. At least have some podunk village or something! My plan is to have relatively uninhabited ruins, save for the one or two simple bad guys in a map. Exploration factor over complexity. I'll give you an idea of my sensibility: I was a big fan of Planescape:Torment.

Alpha Channels:

It DOES have something to do with setting transparencies. When you make new alpha channels in photoshop (under the channels menu, with the color seps), it offers you an opacity option. But I haven't done a play-thru on it. I figured it'd need some tweeking eventually. Once you have the basic map area shapes (lake, whatever) made, it's pretty easy to take them and do whatever you need to.

Sorry about the double-post and long-windedness. Still working on following the rules here.
 
You should make a test map, say 800x640 with say a bullseye. As you approach the center the speed slows down until you can only travel around not across the center and post a link to it.
 
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