Campaign eckmuhl Map Files Unleashed

note : this page is an update from J.Pumphrey, Al Amos, G.Gorsuch "engineering section" page
It is made for educationnal purpose only.

1. Introduction
2. The Header
3. Block 1: Terrain Types
4. Block 2: Elevations
5. Blocks 3-14: Hexside Features
6. Block 15: Place Names
7. Calculating the Checksum
8. Displaying the terrain on the screen

Updated, August, 9th, 2002

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top 0
upper-left 1
left 2
lower-left 3
bottom 4
lower-right 5
right 6
upper-right 7
 

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code terrain type checksum
b building 5
c chateau 6
f forest 2
o orchard 3
r rough 8
s marsh 4
v village 7
w water 1
e field 6
 

(Each character code leads to a .bmp terrain tile file as is explained in .8 HERE.)

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block hexside type
3 paths
4 roads
5 pikes
6 railroads*
7 streams
8 creeks
9 hedges
10 (low) walls
11 embankments
12 high (walls)
13 gates
14 forts
   
North 01
North-East 02
South-East 04
South 08
South-West 16
North-West 32
 
char Hexsides csum
! No. 001
" NE. 002
# No;NE. 003
$ SE. 004
% No;SE. 005
& NE;SE. 006 
' No;NE;SE. 007
( So. 008
) No;So. 009
* NE;So. 010
+ No;NE;So. 011
, SE;So. 012
- No;SE;So. 013
. NE;SE;So. 014
/ No;NE;SE;So. 015
0 SW. 016
1 No;SW. 017
2 NE;SW. 018
3 No;NE;SW. 019
4 SE;SW. 020
5 No;SE;SW. 021
6 NE;SE;SW. 022
7 No;NE;SE;SW. 023
8 So;SW. 024
9 No;So;SW. 025
: NE;So;SW. 026
; No;NE;So;SW. 027
< SE;So;SW. 028
= No;SE;So;SW. 029
> NE;SE;So;SW. 030
? No;NE;SE;So;SW. 031
@ NW. 032
A No;NW. 033
B NE;NW. 034
C No;NE;NW. 035
D SE;NW. 036
E No;SE;NW. 037
F NE;SE;NW. 038
G No;NE;SE;NW. 039
H So;NW. 040
I No;So;NW. 041
J NE;So;NW. 042
K No;NE;So;NW. 043
L SE;So;NW. 044
M No;SE;So;NW. 045
N NE;SE;So;NW. 046
O No;NE;SE;So;NW. 047
P SW;NW. 048
Q No;SW;NW. 049
R NE;SW;NW. 050
S No;NE;SW;NW. 051
T SE;SW;NW. 052
U No;SE;SW;NW. 053
V NE;SE;SW;NW. 054
W No;NE;SE;SW;NW. 055
X So;SW;NW. 056
Y No;So;SW;NW. 057
Z NE;So;SW;NW. 058
[ No;NE;So;SW;NW. 059
\ SE;So;SW;NW. 060
] No;SE;So;SW;NW. 061
^ NE;SE;So;SW;NW. 062
_ No;NE;SE;So;SW;NW 063
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left 0
center 1
right 2
   
black 0
blue 1
green 2
 

So in the Hougoumont file, the line :
2.5 0.5 1 1 0 Chemin de Genappe ŕ Braine l'Alleud

means text "Chemin de Genappe ŕ Braine l'Alleud" occurs in the center of hex (2,0), with font size 1, justified center, and in black.

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Spaces in the hexside blocks do not affect the checksum. Other hexside character values are accumulated as indicated in the table above.

The checksum can be calculated either manually, or using a checksum calculator utility. This will be explained in a later 'making maps' page.

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 8. Displaying the terrain

Each character code for terrain in the first block is read by the program as an instruction to display a specific part (icon) of a bitmap file.

Block 1 character codes "e" - "b" - "c" - "v"
leads to 3Dfeatures100.bmp file
3Dfeatures100.bmp file is a bitmap file whose dimensions are : 900 pixels width x 700 pixels height.
3Dfeatures50.bmp file is the same as above, only halved in dimensions, to use when you zoom out the map.
We call this file : terrain tile.
It is divided by the program in 6 columns and 5 lines, forming 30 icons, each 150 x 140 pixels
arranged in the following patern :

FIELD FIELD FIELD FIELD FIELD FIELD
BUILDING BUILDING BUILDING BUILDING BUILDING BUILDING
CASTLE CASTLE CASTLE CASTLE CASTLE CASTLE
VILLAGE VILLAGE VILLAGE VILLAGE VILLAGE VILLAGE
VILLAGE VILLAGE VILLAGE VILLAGE VILLAGE VILLAGE

character code "e" tells the programm to display on the map, at the corresponding column/row hex, one of the six "FIELD" icons. The program chooses one of the field icons randomly.

character code "b" tells the programm to display, with the same method, one of the six "BUILDING" icons.

character code "c" tells the programm to display, with the same method, one of the six "CASTLE" icons.

character code "v" tells the programm to display, with the same method, one of the six "VILLAGE" icons.
Some of the village icons are made for hexes crossed by a road, where houses are more scattered.

The background colour of this terrain tile is transparent. The colour of the pixel at position x = 0, y =0 determines which colour will be used by the program as "transparent" for this file.

Block 1 character codes "o" - "f"
leads to 3Dtrees100.bmp files
3Dtrees100.bmp file is a bitmap file whose dimensions are : 900 pixels width x 564 pixels height.
3Dtrees50.bmp file is the same as above, only halved in dimensions, to use when you zoom out the map.
It is divided by the program in 6 columns and 6 lines, forming 36 icons, each 150 x 94 pixels
arranged in the following patern :

FOREST FOREST FOREST FOREST FOREST FOREST
ORCHARD ORCHARD ORCHARD ORCHARD ORCHARD ORCHARD
FOREST FOREST FOREST FOREST FOREST FOREST
FOREST FOREST FOREST FOREST FOREST FOREST
FOREST FOREST FOREST FOREST FOREST FOREST
ORCHARD ORCHARD ORCHARD ORCHARD ORCHARD ORCHARD

character code "f" tells the programm to display on the map, at the corresponding column/row hex, one of the six "FOREST" icons. The program chooses one of the forest icons randomly.

character code "o" tells the programm to display, with the same method, one of the six "ORCHARD" icons.
Some of the icons are made for hexes crossed by a road, where trees are more scattered.

The background colour of this terrain tile is transparent. The colour of the pixel at position x = 0, y =0 determines which colour will be used by the program as "transparent" for this file.

Block 1 character codes "r" - "s"
AND
Block 2 character codes for elevation levels
leads to 3Dground100.bmp files
3Dground100.bmp file is a bitmap file whose dimensions are : 900 pixels width x 1598 pixels height.
3Dground50.bmp file is the same as above, only halved in dimensions, to use when you zoom out the map.
This file is used to display elevation levels as well as rough terrain and marsh terrain.
It also includes shadowed hexes with various use by the programm : display hexes visible by a unit, blocked hexes, etc.
It is divided by the program in 6 columns and 17 lines, forming 102 icons, each 150 x 94 pixels
arranged in the following patern :

The first 14 lines are used to display elevation levels from the lowest (1st line) to the highest (14th line).

LOWEST LOWEST LOWEST LOWEST LOWEST LOWEST
           
           
           
           
           
           
           
           
           
           
           
           
HIGHEST HIGHEST HIGHEST HIGHEST HIGHEST HIGHEST
MARSH MARSH MARSH MARSH MARSH MARSH
ROUGH ROUGH ROUGH ROUGH ROUGH ROUGH
BLOCKED VISIBLE ?      

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OTHER TERRAIN TILES :

NOTE : files dimension is not given here every time, but can be calculated very easily

3DWater100.bmp : used to display water hexes
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Dstream100.bmp : used to display stream hexsides
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Dcreeks100.bmp : used to display creeks (rivers) hexsides
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Dblocked100.bmp : used to display : walls, high walls, hedges, embankments hexsides
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Dmain100.bmp : used to display main roads (aka pikes)
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Dpaths100.bmp : used to display paths (of course)
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Droads100.bmp : used to display roads (minor roads)
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3Dfords100.bmp : used to display fords
dimensions : ___ width * ___ height pixels / __ columns, __ rows / __ icons each ___ * ___ pixel

3DHexedges100.bmp : used to insert between some hexes so the map don t look to geometric
dimensions : 450 width * 132 height pixels / 6 columns, 2 rows / 12 icons each 75 * 66 pixel

3Dbridge100.bmp : used to display bridge. Line 1 show the bridge undamaged, line 2 damaged bridges
dimensions : 408 width * 156 height pixels / 3 columns, 2 rows / 6 icons each 136 * 78 pixel

Each of this tile has a "*50.bmp" counterpart for zoom out function.

Each terrain tile has a 2D counterpart to use in 2D view.