Map Menu:
Map Preferences
Map Preferences
This brings up the Map Preferences dialog, allowing you to change the following&ldots;
Map Size:
Map Width
Change the width of the map in tiles. Be aware that changing this will delete the current map and dataset. Use the Save Map Segment option on the File Menu to change the size of an existing map. Note that changing the map size results in a new blank map at the new size.
Map Height
Change the height of the map in tiles. Be aware that changing this will delete the current map and dataset. Use the Save Map Segment option on the File Menu to change the size of an existing map. Note that changing the map size results in a new blank map at the new size.
**Note**
The maximum map size is limited to 250 * 250, as this is the largest the game, and specifically the gateway system, can safely handle.
Tile Size:
Tile Texture Size
This value has been set for Warzone 2100. Changing it may cause EditWorld or Warzone 2100 to function incorrectly.
Tile Size
This value has been set for Warzone 2100. Changing it may cause EditWorld or Warzone 2100 to function incorrectly.
Misc:
Sea Level
This value has been set for Warzone 2100. Changing it may cause EditWorld or Warzone 2100 to function incorrectly.
Height Scale
This can be used to scale the height map up in size. Values between 1 and 16 are legal. Values higher than 4 are not recommended.
Import Height Map
This brings up a file requestor allowing you to select a .pcx (bitmap) file to import as a height map. The file you import must have pixel dimensions that match the tile dimensions of the current map. White in the bitmap will translate to high ground in the map, and black in the bitmap will translate to low ground in the map. This allows you to rough out a landscape in greyscale using your favourite paint package, and then import it into EditWorld to tweak the final result in 3D.
Export Height Map
This brings up a file requestor allowing you to export the current height map as a .pcx (bitmap) file. You can then edit this bitmap in your favourite paint package, and use the Import Height Map option to import the changes back into EditWorld.
Import Tile Map
This brings up a file requestor allowing you to select a .pcx (bitmap) file to import as a tile map. The file you import must have pixel dimensions that match the tile dimensions of the current map. Black in the bitmap will translate to the first tile in the current dataset, very dark grey (RGB : 1,1,1) to the second and so on. This allows you to rough out large areas of tiles using your favourite paint package, and then import the result into EditWorld to tweak the transitions between different terrain types. A good way to make sure that you are using the right shades of grey is to start with a tile map .pcx file that EditWorld has exported.
Export Tile Map
This brings up a file requestor allowing you to export the current tile map as a greyscale .pcx (bitmap) file. You can then edit this bitmap in your favourite paint package, and use the Import Height Map option to import the changes back into EditWorld.
This clears all of the texture flags, as shown in the texture selection window. See The EditWorld Display, Tile Texture Display section for information on texture flags.
Refresh Zones
This refreshes the routing gateway numbers on the 2d map display. For more information on routing gateways, see Icons, Create Routing Gateway.