This is new to me, so I'll try to explain what I did to set the combat area to cause a larger ingamemap.
Needed:
Battlecraft
winrfa
Photoshop or equivalent editor with DDS filters
Warning: Before proceeding, back up your map.
1. Generate ingamemap.
2. Extract the ingamemap from your map's textures folder.
3. Open the ingamemap.dds file in photoshop and increase the size to 1024x1024 if a small map.
Mine looked like:
4. Now flip the image vertically because 0 starts from the bottom. I flipped the image vertically so the coordinates 0,0 is at the top left.
Mine looked like:
5. Now select an area on the map that will be the top left. Make sure this point is at least 512 pixels from the edge. Mine was 501(x), 255(z). Write these numbers down. Now select the area from that point down 512 px and right 512px and copy the selected part of the image.
6. Paste the image into a new canvas and flip it back upright. Make any edits you want. Save it as ingamemap.dds and replace the one in your map with the new one.
Mine looks like:
7. In your map's root init.con there should be a setting for game.setactivecombatarea 0 0 1024 1024. Change that to your 2 coordinates you wrote down and 512 512 the area selected. Mine looked like
game.setactivecombatarea 501 255 512 512
8. Open your map and see if things fall into the right place. I had to tweak a little on the first 2 numbers only. The last 2 numbers must be the same because all maps are square. If you have to tweak. I suggest adding or subtracting by 5's or 10's. This will keep you from screwing everything up.
Mine looked like:
I know these instructions are not that great since this is the first time I have tried this. But it did work for me.
Needed:
Battlecraft
winrfa
Photoshop or equivalent editor with DDS filters
Warning: Before proceeding, back up your map.
1. Generate ingamemap.
2. Extract the ingamemap from your map's textures folder.
3. Open the ingamemap.dds file in photoshop and increase the size to 1024x1024 if a small map.
Mine looked like:
4. Now flip the image vertically because 0 starts from the bottom. I flipped the image vertically so the coordinates 0,0 is at the top left.
Mine looked like:
5. Now select an area on the map that will be the top left. Make sure this point is at least 512 pixels from the edge. Mine was 501(x), 255(z). Write these numbers down. Now select the area from that point down 512 px and right 512px and copy the selected part of the image.
6. Paste the image into a new canvas and flip it back upright. Make any edits you want. Save it as ingamemap.dds and replace the one in your map with the new one.
Mine looks like:
7. In your map's root init.con there should be a setting for game.setactivecombatarea 0 0 1024 1024. Change that to your 2 coordinates you wrote down and 512 512 the area selected. Mine looked like
game.setactivecombatarea 501 255 512 512
8. Open your map and see if things fall into the right place. I had to tweak a little on the first 2 numbers only. The last 2 numbers must be the same because all maps are square. If you have to tweak. I suggest adding or subtracting by 5's or 10's. This will keep you from screwing everything up.
Mine looked like:
I know these instructions are not that great since this is the first time I have tried this. But it did work for me.