Table of Contents
When you select a theater or some custom paths on the previous window, you will see something like this.
The window is divided in several areas, with controls that perform several functions. More in depth:
This area provides functionality for Undo and Redo actions, pushing the corresponding buttons. The Undo action is activated only after you make some action to the Theater and of course, the Redo button is activated right after you make an Undo action. A separate buffer is maintained for normal edit mode and L0/ELV edit mode.
A restore point functionality is provided for creating a single restore point, which saves all the map data to a file. When the
Create a restore point button is pressed again, the previous restore point is overwritten.
When checked, it displays the grid around every tile on the map. When in L0/ELV edit mode, it displays a second grid displaying the L0 level. The button next to the checkbox is displaying the current color for displaying the grid and when pressed, it opens a color selection dialog to change this color.
Show Export Area
When checked, it displays either the last area that was exported, or the last area that was imported, whichever comes first. The button displays the drawing color of this area and when pressed, it opens a color selection dialog to change this color.
This button displays the L2 tile heights on the map, or the L0 tile heights when L0/ELV edit mode is active. Pressing the
Color button, you open the Height Color Selection Window where you can set the color of the height display according to it's value. The
Font button opens a Font dialog to select the displaying font.
You have the option to display the values of Elevation either in feet or meters. The L0/ELV button allows you to display the L0/ELV elevations but with no L0/ELV functionality, all the functions are still for editing the L2 data. This button is only enabled when a L0/ELV file is loaded.
When checked, it displays the grid around the tile segments (16×16 tiles) on the map. The button next to the checkbox is displaying the current color for displaying the segments and when pressed, it opens a color selection dialog to change this color.
When checked, it displays the areas and/or the paths of every tile, as they are defined in
texture.bin. These areas and paths can be edited with BIN Editor. The button next to the checkbox is opening the Areas/Paths Display Options where you can set what is going to be displayed and with what color.
Apply Night Colors
When checked, it displays an overlay of the corresponding night tiles (
*N.dds), over the normal ones.
Apply MAP Colors
When checked, it composes a semi-transparent overlay on top of every tile, filled with the index color of the MAP palette, which is stored in the tile. The slider next to it, controls the transparency of this overlay.
This is just a visual checking of these values, to make sure that the MAP palette color of each tile is matching the colors of the tile. In the opposite situation, the result in the sim will not be good, as these MAP palette colors are used for vertex coloring (not sure about all Falcon versions though).
When this option is enabled, the alpha channel of each tile will be visible, allowing you to check for errors in alpha (used in BMS for water effects). The slider controls the opacity of the overlay, while you can use custom colors by selecting the checkbox and defining the colors you want with the two buttons.
The default colors are black for transparent and white for opaque.
This slider determines how bright or dark the map will be (with left positions to be darker). It affects only the tile layer and not the Areas/Paths, Height, Grid, Segment, Objectives and Night Colors layers. The button in the middle top of the slider, reverts the brightness to the default.
This mode allows to load a L0 file or a ELV file containing the elevation values of the current map for the L0 level. The checkbox becomes availiable only when a file is loaded using the
Load button. After the elevation file is loaded, when you click on the checkbox, you enter the L0/ELV mode. In this mode, you are still able to browse the map with the difference that you are editing the L0 or ELV file that you loaded. The Theater Window is divided into L0 tiles (four times the L2 tiles) and the only value you can access and change for a specific tile, is its elevation. You can switch between L0ELV mode and normal mode whenever you want, as all the data are maintained separately for the two modes. Another thing that you must expect to be different in this mode is the grid system. In addition to the normal lines of grid that wrap around each tile, now you have a secondary grid system which wrap around each L0 tile as well.
This area provides functionality for the size of the Theater Window. Pushing the + and - buttons, you can set the number of tiles displayed in the Theater Window (). The number of tiles is always the same in both dimensions.
By changing the value of
Tile Size combobox, you can set how big each tile will be.
Zoom and Position Area
The Zoom slider is controlling the zoom out of the picture in the Theater Window. By setting this slider to higher values, the total rows or columns of tiles displayed are changed using this type:
On the lower-half of this area you can see and set the lower-left tile data that is currently displayed in the Theater Window. The range of the value that these text boxes can take are 0 to L2 map width (or height) minus one.
Shift+Tabfor backwards). Pressing
Enterwhile having the focus in either text box, activates the
GObutton and changes the low-left tile position in Theater Window.
Save / Export / Import Area
This area handles all the file transactions for this part of the program. Depending on which mode you're working (L0/ELV or normal mode) the
Save button will allow you to save (or save as a custom filename) the file you are currently working on (L2/O2, ELV or L0/O0 file).
Export button, you will be required to define two points by clicking on the Theater Window. These two points define the rectangular that includes the tiles to be exported. After defining the points, a window will be opened to specify the filename and the format of the export file.
The same procedure must be done if the
Shift key is pressed and you're exporting TDF's. After defining the points when exporting TDF's, you will be asked whether you want a single file with all TDF's together, or multiple files of TDF's, according the type of features.
Import button, you will be presented with a window to select the file you want to import. Then, you have a choice. Either answer
Yes to the next question and use the position coordinates stored in the file, or, answer
No and choose the lower-left position on the Theater Window, in which the imported block will be inserted.
This area control whether to use caching of tiles or not. This is a technique to increase the browsing speed in Theater Window by converting dds files to bmp files that are smaller and easier to load. The conversion is done the first time a tile is accessed for display and the bmp files are stored in the
Temp folder in the install folder.
You can select the size of the generated bmp with the respective combo box. Lower values mean higher display speed but lower quality.
Here you can enable or disable the appearance of a ruler in Theater Window. If the ruler is active, you can measure the bearing and distance of two points by clicking and dragging from one point to another. You can type in a bearing and range directly in the textboxes.
You can define the unit of distance that you want to use (either kilometers (
km), nautical miles (
nm) or feet (
ft) and whether you want the ruler to snap on tile corners and middle points. When snapping is enabled, the direct input of bearing and range is disabled.
- Degrees° Minutes'
- Degrees° Minutes' Seconds''
D M S
Other Tools Area
By selecting the Window menu you have these options:
Just one option here, to Exit the program. When you try to exit the program while you have made changes to L2, L0/ELV, MAP, BIN or tac file, a dialog will pop up, reminding you these unsaved files and giving you the chance to press
No, in order to return to the program and save any changes you made.
Make MEA File: Creates a MEA file with the current map information.
Make THR File: Creates a THR file with the current map information. The program will overwrite the theater THR file located in the Campaign folder (as defined in the theater TDF), unless there were no such file available during the startup of the program and opening of the theater. In such case, you will be prompted for a filename to save THR file.
Make Elv File from loaded terrain: Sometimes, when you have only L2 information, you need an
.elvfile (that holds L0 information) to use with other tools. This command will bring up a window, allowing to define a factor (or a factor table) to multiply current L2 elevation data, in order to produce the
.elvfile. The method to multiply elevation data is the same as described in Elevation Lab Window.
Make Fartiles.pal: Creates the file
fartiles.palby taking one tile from each set, making one image out of them and creating a 256-color palette.
Make New PAL TGA: Creates a TGA image, containing one pixel for every tile of the theater, and a palette of 256 colors. The process for creating this image is, firstly, getting the primary color of every tile by resizing it to 1×1 pixel, secondly, combining this info into an image file, and finally, converting this into a 256 color TGA image. This TGA image now, is important because, it contains a correct palette for the MAP File and palette info for every tile. This TGA image can be used as input for either ModTerrain or MakeTerrain program.
Save PAL info as TGA: Creates a TGA image, containing one pixel for every tile of the theater, and a palette of 256 colors. The process for creating this image is by just getting the MAP File palette and every tile's palette info and making the image. This functionality is provided by ModTerrain program as well.
Search Tiles: Opens the Search Criteria Window for a new search of tiles.
Replace Blocks: Opens the Block Replacer Window for a block replacement operation.
Random Replace Tile: Opens the Random Tile Replacer Window.
Save Map Screenshot: Saves a JPG or PNG image of the Theater Window and whatever else is displayed on it.
Stations and ILS: Opens the Station and ILS Window.
Make Terrain GUI: Opens the Make Terrain GUI Window.
Mod Terrain GUI: Opens the Mod Terrain GUI Window.
This menu controls some presets in TerrainEditor settings that are called Favorites. The first option allows you to save current settings as a favorite, and a window will pop up allowing you to define the name for the favorite you created. After the creation, this name will be added at the end of this menu, allowing you to quickly selected it and apply it.
The Organize Favorites options opens the Organize Favorites Window to edit your list of favorites and the favorites values.
By choosing the
Online Help item, your default browser will be launched and open this Online Documentation.
By choosing the
About… item, an About form will be displayed with version information about the program.