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philcommando

Icons in Mission Editor

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Just in case those making buildings, u can create the icons for the mission editor to scale so that others can place soldiers inside the building exactly where they want it.

1. Make a copy of the plan view of your model in 02 without roof but with critical areas whereby soldiers will occupy.

2. In a graphic software, crop it to size- 256 X256

3. Convert it to a paa file.

4. In the config, u only need to add or modify 2 lines:-

icon="\Myaddon\icon.paa";

mapSize=60;

whereby mapSize is the size of your building, eg:- if it is 60m X 60m, then u will use mapSize=60. If your mapSize is 100m X100m, then it be mapSize=100.

However if your building is oblong shape, then u will still have to make it a square - just crop your pic to the closest square size u can, eg....100mX50m building will have to be mapSize=100..just have a bit of excess empty ground in the pic then - a 100m X 100 m representation.

5. Once u open up in mission editor, the icon will look very small, but when u enlarge it to the max or somewhat close to the max, u will realise where u place the soldier is where the soldier will be in game.

Hope this helps u if u are searching for an answer. All the best.

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too bad thought it worked for the p3d in geolod.. still nice idea.

That's for an object placed through the wrp file. The tute above is for object placed through the mission file. smile_o.gif

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actually this concept can be use if u are using wrpedit to place buildings and road too. You only need to know the size of textures placed on each map square in the wrp editor.

1. A map is a scaled representation of a model or groups of models.

2. Default size of one single texture/map square on wrp editor = 50mX50m.

3. For easier placement of roads and buildings in wrp editor:-

  a. create a scale representation map of your p3d objects within a 50mX50m blocks or 100mX100m blocks.

  b. Use such pics as your texture instead of default grass or sand.

  c. During placement of p3dobjects, enlarge the area and enable texture view.

  d. From there, just place your objects according to that texture representation u used.

  e. After u have place your 3dobjects, u can delete away the maps and replace it with the other sand or grass textures.

Hope it helps! all the best.

*the default size of map squares have been changed to reflect the correct size for wrpedit, thanks to Planck in the below post.

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As far as I know the standard size of map cells is 50m X 50m.

One texture per cell.

And the OFP map grid squares are 128m X 128m.

Planck

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hey thanks Planck, one of the gods of wrpedit, for the info. Lets hope it may be of good use to anyone to develope ofp1

and squeeze it dry in the comming years till ofp2 comes out wink_o.gif

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