|This shows the desert Landscape colors and pattterns that are used in the Scenario
Editor and in the game. As you create your scenario, these are the patterns you see for Desert scenarios.
Similar realistic patterns are used for other theaters of war.
The procedure described below will explain how to create and use a substitute pattern which will make Briefing maps more closely resembling those that come with the game, which are very different from those generated by the 'Map' 'Generate BMP' command using the regular Scenario-Editor palette.
|The picture shows the Texture file needed to make Briefing maps with colors like those that come with
This is the procedure to prepare and use such a palette.
The starting file is ..\EditDirs\TexGndDat\GndTex\Desertmap.bmp (or ItalyS_16.bmp or NormandyS_16.bmp for Italy and Normandy). This file (a) is 4 times too large, and (b) has two extra 'rows' on the top.
Open the file in your favorite bmp-file editor. MSPaint will do. The file's size is 1024x1600. Reduce it to 25-percent. It will be 256x 400. Remove the top 32 rows of pixels. The file will now be 256x368 which is what we want.
Make sure you have saved your original copy of Default-16.bmp (or ItalyS_16.bmp or NormandyS_16.bmp).
Save the file as ..\EditDirs\ScenEdDat\TexSets\Default-16.bmp (or ItalyS_16.bmp or NormandyS_16.bmp).
|Open your scenario using the Scenario Editor. Objects, roads, and streams will be shown differently.
Some of the basic ground textures may not. The next steps are to change all the ground textures
to the new Briefing-map colors.
Go through the procedure of changing a ground texture. As soon as you click on the selected texture, the basic ground textures should all change.
Next, load the .TXS file for your theater of operations. The .TXS files are in ..\EditDirs\ScenEdit\TexSets\. They are 'DesertMap.txs', 'ItalySMap.txs', and 'NormandySMap.txs'. This makes the objects appear as 4x4-pixel images instead of 2x2.
Click on the 'Map' and 'GenerateBMP' buttons. The game's Briefing maps use 2 pixels per square, so select the '2x2' option. The game's Briefing maps' roads and streams are 4 pixels wide, so we will make ours 4 pixels wide also by putting a check in the 'Duplicate Textur' checkbox.
Since we want a clean map, turn off all the checkboxes for town names and everything else. Press the 'Create' button. The normal Windows 'Save As' dialog box will open. Enter the name for your briefing map and save it in the ..\Scenario\ folder.
You will now have a Briefing map using the regular Panzer-Elite Briefing-map colors. If you look carefully at the map, you will notice that objects just below or to the right of roads appear to cut into the road because TXS makes objects appear bigger (4x4). Diagonal roads that run SW-NE are 'too wide', but they are also too wide in the original Panzer Elite maps.