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This is overview of 2D map features, as they appear in briefing and in-game 2D map as well as a part of the result of TOPOGRAPHY cheat output.
{{TOC|side}}
This is overview of 2D map features, as they appear in briefing and in-game 2D map as well as a part of the {{Link|Arma 3: Cheats#TOPOGRAPHY|TOPOGRAPHY}} cheat output.


=== Roads ===


===Roads===
It is possible to have 3 types of graphical representation for roads in Arma:
It is possible to have 3 types of graphical representation for roads in Arma:
*field track - as in original OFP, width as Roadway LOD
* field track - as in original {{ofp}}, width as Roadway LOD
*road - black outline, pale yellow fill, width as Roadway LOD
* road - black outline, pale yellow fill, width as Roadway LOD
*main road - yellow-oragne filling, width as Roadway LOD
* main road - yellow-oragne filling, width as Roadway LOD


Colours are defined in (core) cfgUI.hpp:
Colours are defined in (core) cfgUI.hpp:
class CfgInGameUI.IslandMap
    colorTracks[] = {0.35, 0.2, 0.1, 0.8};
    colorRoads[] = {0.35, 0.2, 0.1, 1};
    colorMainRoads[] = {0, 0, 0, 1};
    colorTracksFill[] = {0, 0, 0, 0};
    colorRoadsFill[] = {1, 0.92, 0.74, 1};
    colorMainRoadsFill[] = {0.93, 0.11, 0.14, 0.8};


To view the roads correctly, all their models should contain Named Property ''map'' in 1st Resolution LOD or in Geometry LOD. Crossroads should have the property of the road which is higher in hierarchy (e.g. crosroad of main road and track will have map=main road).
<syntaxhighlight lang="cpp">
class CfgInGameUI
{
// ...
class IslandMap
{
// ...
colorTracks[] = { 0.35, 0.2, 0.1, 0.8 };
colorRoads[] = { 0.35, 0.2, 0.1, 1 };
colorMainRoads[] = { 0, 0, 0, 1 };
colorTracksFill[] = { 0, 0, 0, 0 };
colorRoadsFill[] = { 1, 0.92, 0.74, 1 };
colorMainRoadsFill[] = { 0.93, 0.11, 0.14, 0.8 };
};
// ...
};
</syntaxhighlight>
 
To view the roads correctly, all their models should contain Named Property ''map'' in 1st Resolution LOD or in Geometry LOD.
Crossroads should have the property of the road which is higher in hierarchy (e.g. crosroad of main road and track will have map=main road).
Named Property ''map'' values for the road types:
Named Property ''map'' values for the road types:
track
* track
road (used in cases model is class=road but named property "map" is not defined)
* road (used in cases model is class=road but named property "map" is not defined)
main road
* main road


Following roads were used on Sahrani(roads.pbo):
The following roads were used on [[Sahrani]] ({{hl|roads.pbo}}):
*flagged road - kos* - road
* flagged road - kos* - road
*field track - ces* - track
* field track - ces* - track
*main tarmac road - sil* - main road
* main tarmac road - sil* - main road
*other tarmac roads - asf* - road
* other tarmac roads - asf* - road
*urban road for cities - silnice_mesto* - main road
* urban road for cities - silnice_mesto* - main road


=== Local names in map ===


===Local names in map===
Besides the setttlement names, it is possible to add more local name types. All such names and symbols are inserted in Visitor using Key Points.
Besides the setttlement names, it is possible to add more local name types. All such names and symbols are inserted in Visitor using Key Points. Info on key points is stored in ''MapName.hpp'' during export of WRP and should be included in map config. Some symbols have icons as well or are used just as icons.
Info on key points is stored in ''MapName.hpp'' during export of WRP and should be included in map config. Some symbols have icons as well or are used just as icons.


List of key point types:
List of key point types:
*Hill - name of hill (mountain) - small black italics and icon
* Hill - name of hill (mountain) - small black italics and icon
*BorderCrossing - red icon
* BorderCrossing - red icon
*VegetationBroadleaf - green icon for broadleaf forest, no name
* VegetationBroadleaf - green icon for broadleaf forest, no name
*VegetationFir - green icon for coniferous forest, no name
* VegetationFir - green icon for coniferous forest, no name
*VegetationPalm - green icon for palm grove, no name
* VegetationPalm - green icon for palm grove, no name
*VegetationVineyard - green icon for vineyards, no name
* VegetationVineyard - green icon for vineyards, no name
*NameMarine - name for bays, straits, capes, lakes etc., blue italics
* NameMarine - name for bays, straits, capes, lakes etc., blue italics
*NameCityCapital - big black name for main cities
* NameCityCapital - big black name for main cities
*NameCity - black names of common cities
* NameCity - black names of common cities
*NameVillage - smaller version of city name
* NameVillage - smaller version of city name
*NameLocal - local name, used for islands, natural features, special locations, brown italics
* NameLocal - local name, used for islands, natural features, special locations, brown italics
*RockArea - icon of rocky area, same symbol as for single rock object used
* RockArea - icon of rocky area, same symbol as for single rock object used


Drawing of particular Key Points is defined in config (class CfgLocationTypes.<TypeName>). Following values are used:
Drawing of particular Key Points is defined in config (class CfgLocationTypes.<TypeName>). Following values are used:
Line 63: Line 77:
Key points are inserted in Visitoru, their types are listed in file KPtypes.cfg, which is part of Visitor distribution. New types may be added provided they are defined in game/addon configuration.
Key points are inserted in Visitoru, their types are listed in file KPtypes.cfg, which is part of Visitor distribution. New types may be added provided they are defined in game/addon configuration.


=== Objects ===


===Objects===
Icons are assigned to objects based on values of Named Property ''map''.
Icons are assigned to objects based on values of Named Property ''map''.


List of values (class - Named Property):
List of values (class - Named Property):
  Tree  
{{Columns|5|
  SmallTree  
* Tree
  Bush  
* SmallTree
  Building
* Bush
  House  
* Building
  ForestBorder  
* House
  ForestTriangle  
* ForestBorder
  ForestSquare  
* ForestTriangle
  Church  
* ForestSquare
  Chapel
* Church
  Cross
* Chapel
  Rock  
* Cross
  Bunker  
* Rock
  Fortress  
* Bunker
  Fountain  
* Fortress
  View-Tower
* Fountain
  Lighthouse  
* ViewTower
  Quay
* Lighthouse
  Fuelstation  
* Quay
  Hospital  
* Fuelstation
  Fence
* Hospital
  Wall  
* Fence
  Hide  
* Wall
  BusStop  
* Hide
  Road  
* BusStop
  Forest  
* Road
  Transmitter  
* Forest
  Stack  
* Transmitter
  Ruin  
* Stack
  Tourism  
* Ruin
  Watertower
* Tourism
  Track  
* WaterTower
  MainRoad - MAIN ROAD
* Track
  Rocks  
* MainRoad - MAIN ROAD
  Power Lines  
* Rocks
* Power Lines
}}


[[Image:Map symbols1.jpg|thumb|2D icons|200px|right|Icons for 2D map]]
[[File:Map symbols1.jpg|thumb|2D icons|200px|right|Icons for 2D map]]


Icon for each ''map'' property is defined in map resources (default in class RscMapControl v rscCommon.hpp). every type has its own subclass named as a type, containing following settings:
Icon for each ''map'' property is defined in map resources (default in class RscMapControl v rscCommon.hpp). every type has its own subclass named as a type, containing following settings:
Line 115: Line 131:


Icons without assignment to object, inserted only via Key Points, are following:
Icons without assignment to object, inserted only via Key Points, are following:
vegetationPalm
* vegetationPalm
vegetationFir
* vegetationFir
vegetationBroadleaf
* vegetationBroadleaf
vegetationVineyard
* vegetationVineyard
borderCrossing
* borderCrossing
viewpoint
* viewpoint
hill
* hill
rockArea
* rockArea
 
=== Buildings ===


===Buildings===
Buidlings (property map = building, house and fence) are drawn as bounding boxes, coloured by average texture colour. For some buildings with special icon, both icon and bounding box are drawn.
Buidlings (property map = building, house and fence) are drawn as bounding boxes, coloured by average texture colour. For some buildings with special icon, both icon and bounding box are drawn.


Map types, where both icon and box are used:
Map types, where both icon and box are used:
fuelstation
* fuelStation
hospital
* hospital
chapel
* chapel
church
* church
tourism  
* tourism
ruin
* ruin


=== Power lines ===


===Power lines===
Black line is drawn along memory points of power line objects. Snapping points of models are discarded by binarisation, hence they cannot be used.
Black line is drawn along memory points of power line objects. Snapping points of models are discarded by binarization, hence they cannot be used. In Memory LOD of powerline models are points '''map1''' and '''map2''', between which the line is drawn. Models need to have named property ''map = power lines''.
In Memory LOD of powerline models are points '''map1''' and '''map2''', between which the line is drawn. Models need to have named property ''map = power lines''.


List of powerline objects in Arma:
List of powerline objects in {{arma1}}:
  misc\sloup_vn.p3d - pole
  misc\sloup_vn.p3d - pole
  misc\sloup_vn_drat.p3d - wires
  misc\sloup_vn_drat.p3d - wires
Line 145: Line 163:
  buldings\trafostanica_velka_draty.p3d - wires to power house
  buldings\trafostanica_velka_draty.p3d - wires to power house


=== Rocks ===


===Rocks===
Similar as forests. Instead of several objects, light brown semi-transparent polygon is drawn based on density specified in map config. On Sahrani, several big rocky areas were accompanied by KeyPoint icon for rocks.
Similar as forests. Instead of several objects, light brown semi-transparent polygon is drawn based on density specified in map config. On Sahrani, several big rocky areas were accompanied by KeyPoint icon for rocks.


Line 156: Line 174:
  colorRocksBorder
  colorRocksBorder


=== Forests ===


===Forests===
Polygons around groups Kreslení polygonů okolo skupin lesů, v configu mapy je intentita sdružování kontrolována pomocí:
Polygons around groups Kreslení polygonů okolo skupin lesů, v configu mapy je intentita sdružování kontrolována pomocí:
  TreesInForestSquare = N;
  TreesInForestSquare = N;
Line 166: Line 184:
  colorForestBorder
  colorForestBorder


=== Airfield Runway and Taxiway ===


===Airfield Runway and Taxiway===
Runway and taxiway are drawn, both as rectangles based on ILS values in map config. If the taxiway is more complex, rectangle is still drawn. Width of both rectangles is fixed in the engine.
Runway and taxiway are drawn, both as rectangles based on ILS values in map config. If the taxiway is more complex, rectangle is still drawn. Width of both rectangles is fixed in the engine.


=== Elevation Contours ===


===Elevation Contours===
They are drawn according to map terrain. Colour of contours is set in central config (RscMapControl) as ''colorCountLines'' and ''colorCountLinesWater''.
They are drawn according to map terrain. Colour of contours is set in central config (RscMapControl) as ''colorCountLines'' and ''colorCountLinesWater''. Every 5th contours is drawn bolder, contour interval cahnges acording to map zoom.
Every 5th contours is drawn bolder, contour interval cahnges acording to map zoom.


=== Satellite Texture ===


===Satellite Texture===
It is possible to display surface texture in mission editor of the game. It is cut to squares and stored in map PBO (/Data/Layers/). In the area outside the map, top right square of the set is displayed repeatedly.
It is possible to display surface texture in mission editor of the game. It is cut to squares and stored in map PBO (/Data/Layers/). In the area outside the map, top right square of the set is displayed repeatedly.


=== Map Grid ===


===Map Grid===
'''''To be described.'''''
'''''To be described.'''''


[[Category:ArmA: Terrain Editing]]
 
{{GameCategory|arma1|Terrain Editing}}

Latest revision as of 20:12, 29 September 2024

This is overview of 2D map features, as they appear in briefing and in-game 2D map as well as a part of the TOPOGRAPHY cheat output.

Roads

It is possible to have 3 types of graphical representation for roads in Arma:

  • field track - as in original Operation Flashpoint, width as Roadway LOD
  • road - black outline, pale yellow fill, width as Roadway LOD
  • main road - yellow-oragne filling, width as Roadway LOD

Colours are defined in (core) cfgUI.hpp:

class CfgInGameUI
{
	// ...
	class IslandMap
	{
		// ...
		colorTracks[] = { 0.35, 0.2, 0.1, 0.8 };
		colorRoads[] = { 0.35, 0.2, 0.1, 1 };
		colorMainRoads[] = { 0, 0, 0, 1 };
		colorTracksFill[] = { 0, 0, 0, 0 };
		colorRoadsFill[] = { 1, 0.92, 0.74, 1 };
		colorMainRoadsFill[] = { 0.93, 0.11, 0.14, 0.8 };
	};
	// ...
};

To view the roads correctly, all their models should contain Named Property map in 1st Resolution LOD or in Geometry LOD. Crossroads should have the property of the road which is higher in hierarchy (e.g. crosroad of main road and track will have map=main road). Named Property map values for the road types:

  • track
  • road (used in cases model is class=road but named property "map" is not defined)
  • main road

The following roads were used on Sahrani (roads.pbo):

  • flagged road - kos* - road
  • field track - ces* - track
  • main tarmac road - sil* - main road
  • other tarmac roads - asf* - road
  • urban road for cities - silnice_mesto* - main road

Local names in map

Besides the setttlement names, it is possible to add more local name types. All such names and symbols are inserted in Visitor using Key Points. Info on key points is stored in MapName.hpp during export of WRP and should be included in map config. Some symbols have icons as well or are used just as icons.

List of key point types:

  • Hill - name of hill (mountain) - small black italics and icon
  • BorderCrossing - red icon
  • VegetationBroadleaf - green icon for broadleaf forest, no name
  • VegetationFir - green icon for coniferous forest, no name
  • VegetationPalm - green icon for palm grove, no name
  • VegetationVineyard - green icon for vineyards, no name
  • NameMarine - name for bays, straits, capes, lakes etc., blue italics
  • NameCityCapital - big black name for main cities
  • NameCity - black names of common cities
  • NameVillage - smaller version of city name
  • NameLocal - local name, used for islands, natural features, special locations, brown italics
  • RockArea - icon of rocky area, same symbol as for single rock object used

Drawing of particular Key Points is defined in config (class CfgLocationTypes.<TypeName>). Following values are used:

  • name - user-friendly type name (for use in editor)
  • drawStyle - how is it drawn
    • name - name without icon, better adaptation to map zoom
    • mount - hill - point icon and height
    • icon - icon, sometimes with inscription
    • area - surface filled by pattern
  • texture - texture of icon o filling
  • color - colour of texture and text
  • size - size of icon (size in pixels in reference resolution 640 x 480)
  • font - font used
  • textSize - basic text size (proportion of screen height)

Key points are inserted in Visitoru, their types are listed in file KPtypes.cfg, which is part of Visitor distribution. New types may be added provided they are defined in game/addon configuration.

Objects

Icons are assigned to objects based on values of Named Property map.

List of values (class - Named Property):

  • Tree
  • SmallTree
  • Bush
  • Building
  • House
  • ForestBorder
  • ForestTriangle
  • ForestSquare
  • Church
  • Chapel
  • Cross
  • Rock
  • Bunker
  • Fortress
  • Fountain
  • ViewTower
  • Lighthouse
  • Quay
  • Fuelstation
  • Hospital
  • Fence
  • Wall
  • Hide
  • BusStop
  • Road
  • Forest
  • Transmitter
  • Stack
  • Ruin
  • Tourism
  • WaterTower
  • Track
  • MainRoad - MAIN ROAD
  • Rocks
  • Power Lines
Icons for 2D map

Icon for each map property is defined in map resources (default in class RscMapControl v rscCommon.hpp). every type has its own subclass named as a type, containing following settings:

  • icon - name of icon texture
  • color - icon colour (multiplied with colour in texture)
  • size - icon size (pixels with reference resolution 640 x 480)
  • importance - decides, which icon is drawn when there are several overlapping icons in one place
  • coefMin - how much can icon scale down when zooming out
  • coefMax - how big can icon become when zooming in

Icons without assignment to object, inserted only via Key Points, are following:

  • vegetationPalm
  • vegetationFir
  • vegetationBroadleaf
  • vegetationVineyard
  • borderCrossing
  • viewpoint
  • hill
  • rockArea

Buildings

Buidlings (property map = building, house and fence) are drawn as bounding boxes, coloured by average texture colour. For some buildings with special icon, both icon and bounding box are drawn.

Map types, where both icon and box are used:

  • fuelStation
  • hospital
  • chapel
  • church
  • tourism
  • ruin

Power lines

Black line is drawn along memory points of power line objects. Snapping points of models are discarded by binarisation, hence they cannot be used. In Memory LOD of powerline models are points map1 and map2, between which the line is drawn. Models need to have named property map = power lines.

List of powerline objects in Armed Assault:

misc\sloup_vn.p3d - pole
misc\sloup_vn_drat.p3d - wires
misc\sloup_vn_dratz.p3d - wires, diverting 5°
buldings\trafostanica_velka_draty.p3d - wires to power house

Rocks

Similar as forests. Instead of several objects, light brown semi-transparent polygon is drawn based on density specified in map config. On Sahrani, several big rocky areas were accompanied by KeyPoint icon for rocks.

In map config:

minRocksInRockSquare = N;

Colours are defined in RscMapControl

colorRocks
colorRocksBorder

Forests

Polygons around groups Kreslení polygonů okolo skupin lesů, v configu mapy je intentita sdružování kontrolována pomocí:

TreesInForestSquare = N;

Lower the N, more intensive aggregation to polygons.

Colours are set in RscMapControl:

colorForest
colorForestBorder

Airfield Runway and Taxiway

Runway and taxiway are drawn, both as rectangles based on ILS values in map config. If the taxiway is more complex, rectangle is still drawn. Width of both rectangles is fixed in the engine.

Elevation Contours

They are drawn according to map terrain. Colour of contours is set in central config (RscMapControl) as colorCountLines and colorCountLinesWater. Every 5th contours is drawn bolder, contour interval cahnges acording to map zoom.

Satellite Texture

It is possible to display surface texture in mission editor of the game. It is cut to squares and stored in map PBO (/Data/Layers/). In the area outside the map, top right square of the set is displayed repeatedly.

Map Grid

To be described.