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Old June 5th, 2013, 05:03 PM
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Online Maps VirtualScape Conversion Aid

Online Maps VirtualScape Conversion Aid

Purpose
The purpose of this Conversion Aid is to reduce the time necessary to convert a VirtualScape map to a Heroscape Online Map.

Description
VirtualScape allows users to create custom personal hexes. I’ve taken all the different types of classic terrain in VirtualScape and created custom hexes with numbers on them from level 1 to 6.





Steps
1) Download the zip files below

VirtualScape Conversion Aid File 1
VirtualScape Conversion Aid File 2
VirtualScape Conversion Aid File 3
VirtualScape Conversion Aid File 4

2) Unzip the zip files and copy the files to the VirtualScape Personal objects directory.

For me, this directory is:
D:\heroscape\VirtualScape_English_1067\Images\Personal

Wherever you installed your VirtualScape file, go to that directory, then to the Image directory, and then to the Personal directory.

Edit: New, super-fast next steps:

3) Find the Configuration Settings file (it should be called "VirtualScape") in the main VS folder. Back it up, and then open it up in Notepad.

4) Locate the [TilePerso] line. If you already have some tiles, it should have some stuff under it; if not, it should just have Tile0=false and then go straight to [Game].

5) Replace everything between [TilePerso] and [Game] with this:
Code:
Tile0=true
Tile0Name=Grass - lvl2
Tile0NbHex=1
Tile0Quantity=0
Tile0Texture=Grass - level 2.bmp
Tile0TextureSide=GroundSide.bmp
Tile0Char=2
Tile0Color=40960
Tile1=true
Tile1Name=Grass - lvl3
Tile1NbHex=1
Tile1Quantity=0
Tile1Texture=Grass - level 3.bmp
Tile1TextureSide=GroundSide.bmp
Tile1Char=3
Tile1Color=40960
Tile2=true
Tile2Name=Grass - lvl4
Tile2NbHex=1
Tile2Quantity=0
Tile2Texture=Grass - level 4.bmp
Tile2TextureSide=GroundSide.bmp
Tile2Char=4
Tile2Color=40960
Tile3=true
Tile3Name=Grass - lvl5
Tile3NbHex=1
Tile3Quantity=0
Tile3Texture=Grass - level 5.bmp
Tile3TextureSide=GroundSide.bmp
Tile3Char=5
Tile3Color=40960
Tile4=true
Tile4Name=Grass - lvl6
Tile4NbHex=1
Tile4Quantity=0
Tile4Texture=Grass - level 6.bmp
Tile4TextureSide=GroundSide.bmp
Tile4Char=6
Tile4Color=40960
Tile5=true
Tile5Name=Rock - lvl2
Tile5NbHex=1
Tile5Quantity=0
Tile5Texture=Rock - level 2.bmp
Tile5TextureSide=GroundSide.bmp
Tile5Char=2
Tile5Color=11184810
Tile6=true
Tile6Name=Rock - lvl3
Tile6NbHex=1
Tile6Quantity=0
Tile6Texture=Rock - level 3.bmp
Tile6TextureSide=GroundSide.bmp
Tile6Char=3
Tile6Color=11184810
Tile7=true
Tile7Name=Rock - lvl4
Tile7NbHex=1
Tile7Quantity=0
Tile7Texture=Rock - level 4.bmp
Tile7TextureSide=GroundSide.bmp
Tile7Char=4
Tile7Color=11184810
Tile8=true
Tile8Name=Rock - lvl5
Tile8NbHex=1
Tile8Quantity=0
Tile8Texture=Rock - level 5.bmp
Tile8TextureSide=GroundSide.bmp
Tile8Char=5
Tile8Color=11184810
Tile9=true
Tile9Name=Rock - lvl6
Tile9NbHex=1
Tile9Quantity=0
Tile9Texture=Rock - level 6.bmp
Tile9TextureSide=GroundSide.bmp
Tile9Char=6
Tile9Color=11184810
Tile10=true
Tile10Name=Sand - lvl2
Tile10NbHex=1
Tile10Quantity=0
Tile10Texture=Sand - level 2.bmp
Tile10TextureSide=GroundSide.bmp
Tile10Char=2
Tile10Color=2665678
Tile11=true
Tile11Name=Sand - lvl3
Tile11NbHex=1
Tile11Quantity=0
Tile11Texture=Sand - level 3.bmp
Tile11TextureSide=GroundSide.bmp
Tile11Char=3
Tile11Color=2665678
Tile12=true
Tile12Name=Sand - lvl4
Tile12NbHex=1
Tile12Quantity=0
Tile12Texture=Sand - level 4.bmp
Tile12TextureSide=GroundSide.bmp
Tile12Char=4
Tile12Color=2665678
Tile13=true
Tile13Name=Sand - lvl5
Tile13NbHex=1
Tile13Quantity=0
Tile13Texture=Sand - level 5.bmp
Tile13TextureSide=GroundSide.bmp
Tile13Char=5
Tile13Color=2665678
Tile14=true
Tile14Name=Sand - lvl6
Tile14NbHex=1
Tile14Quantity=0
Tile14Texture=Sand - level 6.bmp
Tile14TextureSide=GroundSide.bmp
Tile14Char=6
Tile14Color=2665678
Tile15=true
Tile15Name=Road - lvl2
Tile15NbHex=1
Tile15Quantity=0
Tile15Texture=Road - level 2.bmp
Tile15TextureSide=RoadSide.bmp
Tile15Char=2
Tile15Color=13224607
Tile16=true
Tile16Name=Road - lvl3
Tile16NbHex=1
Tile16Quantity=0
Tile16Texture=Road - level 3.bmp
Tile16TextureSide=RoadSide.bmp
Tile16Char=3
Tile16Color=13224607
Tile17=true
Tile17Name=Road - lvl4
Tile17NbHex=1
Tile17Quantity=0
Tile17Texture=Road - level 4.bmp
Tile17TextureSide=RoadSide.bmp
Tile17Char=4
Tile17Color=13224607
Tile18=true
Tile18Name=Road - lvl5
Tile18NbHex=1
Tile18Quantity=0
Tile18Texture=Road - level 5.bmp
Tile18TextureSide=RoadSide.bmp
Tile18Char=5
Tile18Color=13224607
Tile19=true
Tile19Name=Road - lvl6
Tile19NbHex=1
Tile19Quantity=0
Tile19Texture=Road - level 6.bmp
Tile19TextureSide=RoadSide.bmp
Tile19Char=6
Tile19Color=13224607
Tile20=true
Tile20Name=Lava Field - lvl2
Tile20NbHex=1
Tile20Quantity=0
Tile20Texture=Lava Field - level 2.bmp
Tile20TextureSide=LavaFieldSide.bmp
Tile20Char=2
Tile20Color=2039706
Tile21=true
Tile21Name=Lava Field - lvl3
Tile21NbHex=1
Tile21Quantity=0
Tile21Texture=Lava Field - level 3.bmp
Tile21TextureSide=LavaFieldSide.bmp
Tile21Char=3
Tile21Color=2039706
Tile22=true
Tile22Name=Lava Field - lvl4
Tile22NbHex=1
Tile22Quantity=0
Tile22Texture=Lava Field - level 4.bmp
Tile22TextureSide=LavaFieldSide.bmp
Tile22Char=4
Tile22Color=2039706
Tile23=true
Tile23Name=Lava Field - lvl5
Tile23NbHex=1
Tile23Quantity=0
Tile23Texture=Lava Field - level 5.bmp
Tile23TextureSide=LavaFieldSide.bmp
Tile23Char=5
Tile23Color=2039706
Tile24=true
Tile24Name=Lava Field - lvl6
Tile24NbHex=1
Tile24Quantity=0
Tile24Texture=Lava Field - level 6.bmp
Tile24TextureSide=LavaFieldSide.bmp
Tile24Char=6
Tile24Color=2039706
Tile25=true
Tile25Name=Snow - lvl2
Tile25NbHex=1
Tile25Quantity=0
Tile25Texture=Snow - level 2.bmp
Tile25TextureSide=SnowSide.bmp
Tile25Char=2
Tile25Color=14277081
Tile26=true
Tile26Name=Snow - lvl3
Tile26NbHex=1
Tile26Quantity=0
Tile26Texture=Snow - level 3.bmp
Tile26TextureSide=SnowSide.bmp
Tile26Char=3
Tile26Color=14277081
Tile27=true
Tile27Name=Snow - lvl4
Tile27NbHex=1
Tile27Quantity=0
Tile27Texture=Snow - level 4.bmp
Tile27TextureSide=SnowSide.bmp
Tile27Char=4
Tile27Color=14277081
Tile28=true
Tile28Name=Snow - lvl5
Tile28NbHex=1
Tile28Quantity=0
Tile28Texture=Snow - level 5.bmp
Tile28TextureSide=SnowSide.bmp
Tile28Char=5
Tile28Color=14277081
Tile29=true
Tile29Name=Snow - lvl6
Tile29NbHex=1
Tile29Quantity=0
Tile29Texture=Snow - level 6.bmp
Tile29TextureSide=SnowSide.bmp
Tile29Char=6
Tile29Color=14277081
Tile30=true
Tile30Name=Swamp - lvl2
Tile30NbHex=1
Tile30Quantity=0
Tile30Texture=Swamp - level 2.bmp
Tile30TextureSide=SwampSide.bmp
Tile30Char=2
Tile30Color=1403247
Tile31=true
Tile31Name=Swamp - lvl3
Tile31NbHex=1
Tile31Quantity=0
Tile31Texture=Swamp - level 3.bmp
Tile31TextureSide=SwampSide.bmp
Tile31Char=3
Tile31Color=1403247
Tile32=true
Tile32Name=Swamp - lvl4
Tile32NbHex=1
Tile32Quantity=0
Tile32Texture=Swamp - level 4.bmp
Tile32TextureSide=SwampSide.bmp
Tile32Char=4
Tile32Color=1403247
Tile33=true
Tile33Name=Swamp - lvl5
Tile33NbHex=1
Tile33Quantity=0
Tile33Texture=Swamp - level 5.bmp
Tile33TextureSide=SwampSide.bmp
Tile33Char=5
Tile33Color=1403247
Tile34=true
Tile34Name=Swamp - lvl6
Tile34NbHex=1
Tile34Quantity=0
Tile34Texture=Swamp - level 6.bmp
Tile34TextureSide=SwampSide.bmp
Tile34Char=6
Tile34Color=1403247
Tile35=true
Tile35Name=Dungeon - lvl2
Tile35NbHex=1
Tile35Quantity=0
Tile35Texture=Dungeon - level 2.bmp
Tile35TextureSide=DungeonSide.bmp
Tile35Char=2
Tile35Color=8093285
Tile36=true
Tile36Name=Dungeon - lvl3
Tile36NbHex=1
Tile36Quantity=0
Tile36Texture=Dungeon - level 3.bmp
Tile36TextureSide=DungeonSide.bmp
Tile36Char=3
Tile36Color=8093285
Tile37=true
Tile37Name=Dungeon - lvl4
Tile37NbHex=1
Tile37Quantity=0
Tile37Texture=Dungeon - level 4.bmp
Tile37TextureSide=DungeonSide.bmp
Tile37Char=4
Tile37Color=8093285
Tile38=true
Tile38Name=Dungeon - lvl5
Tile38NbHex=1
Tile38Quantity=0
Tile38Texture=Dungeon - level 5.bmp
Tile38TextureSide=DungeonSide.bmp
Tile38Char=5
Tile38Color=8093285
Tile39=true
Tile39Name=Dungeon - lvl6
Tile39NbHex=1
Tile39Quantity=0
Tile39Texture=Dungeon - level 6.bmp
Tile39TextureSide=DungeonSide.bmp
Tile39Char=6
Tile39Color=8093285
Tile40=true
Tile40Name=Asphalt - lvl2
Tile40NbHex=1
Tile40Quantity=0
Tile40Texture=Asphalt - level 2.bmp
Tile40TextureSide=AsphaltSide.bmp
Tile40Char=2
Tile40Color=4671303
Tile41=true
Tile41Name=Asphalt - lvl3
Tile41NbHex=1
Tile41Quantity=0
Tile41Texture=Asphalt - level 3.bmp
Tile41TextureSide=AsphaltSide.bmp
Tile41Char=3
Tile41Color=4671303
Tile42=true
Tile42Name=Asphalt - lvl4
Tile42NbHex=1
Tile42Quantity=0
Tile42Texture=Asphalt - level 4.bmp
Tile42TextureSide=AsphaltSide.bmp
Tile42Char=4
Tile42Color=4671303
Tile43=true
Tile43Name=Asphalt - lvl5
Tile43NbHex=1
Tile43Quantity=0
Tile43Texture=Asphalt - level 5.bmp
Tile43TextureSide=AsphaltSide.bmp
Tile43Char=5
Tile43Color=4671303
Tile44=true
Tile44Name=Asphalt - lvl6
Tile44NbHex=1
Tile44Quantity=0
Tile44Texture=Asphalt - level 6.bmp
Tile44TextureSide=AsphaltSide.bmp
Tile44Char=6
Tile44Color=4671303
Tile45=true
Tile45Name=Concrete - lvl2
Tile45NbHex=1
Tile45Quantity=0
Tile45Texture=Concrete - level 2.bmp
Tile45TextureSide=ConcreteSide.bmp
Tile45Char=2
Tile45Color=11514812
Tile46=true
Tile46Name=Concrete - lvl3
Tile46NbHex=1
Tile46Quantity=0
Tile46Texture=Concrete - level 3.bmp
Tile46TextureSide=ConcreteSide.bmp
Tile46Char=3
Tile46Color=11514812
Tile47=true
Tile47Name=Concrete - lvl4
Tile47NbHex=1
Tile47Quantity=0
Tile47Texture=Concrete - level 4.bmp
Tile47TextureSide=ConcreteSide.bmp
Tile47Char=4
Tile47Color=11514812
Tile48=true
Tile48Name=Concrete - lvl5
Tile48NbHex=1
Tile48Quantity=0
Tile48Texture=Concrete - level 5.bmp
Tile48TextureSide=ConcreteSide.bmp
Tile48Char=5
Tile48Color=11514812
Tile49=true
Tile49Name=Concrete - lvl6
Tile49NbHex=1
Tile49Quantity=0
Tile49Texture=Concrete - level 6.bmp
Tile49TextureSide=ConcreteSide.bmp
Tile49Char=6
Tile49Color=11514812
Tile50=false
6) Save it. Now in the Personal Tiles tab of VirtualScape, you should see level 1-6 tiles for all of the normal tile types, which can be placed into the map like normal tiles. Note you'll have to re-add whatever other personal tiles you had, if any; it might be faster to do this right into the config file than with VS's menu, if you can understand the (very simple) code it uses.

Original Steps:
Spoiler Alert!


Tips:
I like to start at the top level and replace all the hexes on that level with hexes containing the level number. Then I work my way down.



Hopefully this will speed up the map conversion process for everyone so that we can get more maps uploaded for online Scape! And hopefully it will add more conformity to the maps.

Extra Note: I’ve also included in the zip file the Photoshop files for each of the terrain types. If additional levels are needed, just open the Photoshop file, double-click on the number, and change the number.

Last edited by awesomeunleashed; May 30th, 2014 at 02:17 PM.
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  #2  
Old June 5th, 2013, 05:06 PM
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awesomeunleashed awesomeunleashed is offline
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Re: Online Maps VirtualScape Conversion Aid

Oooooh. I'll be sure to check it out. If it works how I think it will, it'll be a huge timesaver. Thanks!

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Old June 5th, 2013, 05:14 PM
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White Knight White Knight is offline
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Re: Online Maps VirtualScape Conversion Aid

Quote:
Originally Posted by awesomeunleashed View Post
Oooooh. I'll be sure to check it out. If it works how I think it will, it'll be a huge timesaver. Thanks!
It works great in my VirtualScape. Let me know if you have any issues.

Also, let me know if any text colors need to change. I know the white looks a little dim on the dungeon tiles.
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Old June 5th, 2013, 05:45 PM
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Re: Online Maps VirtualScape Conversion Aid

Neat!
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  #5  
Old June 6th, 2013, 12:50 PM
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Re: Online Maps VirtualScape Conversion Aid

Looks good so far. A couple things:

1. The textures marked "1" aren't really necessary, since leaving level 1 unmarked has been the practice on all recent maps-it makes the maps look better, since there are fewer numbers.

2. I do, however, need textures marked "0" for the 0-height tiles, if it's not much trouble.

Edit: Is there a way to make personal tiles be half-hex? If not, don't bother marking the 0-hex tiles with zeros, since I won't be using them-I'd rather mark them manually than have them be as tall as the other hexes.


Last edited by awesomeunleashed; June 6th, 2013 at 01:02 PM.
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Old June 6th, 2013, 04:06 PM
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White Knight White Knight is offline
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Re: Online Maps VirtualScape Conversion Aid

Quote:
Originally Posted by awesomeunleashed View Post
Edit: Is there a way to make personal tiles be half-hex? If not, don't bother marking the 0-hex tiles with zeros, since I won't be using them-I'd rather mark them manually than have them be as tall as the other hexes.
Yes and no.



Bad News #1
I couldn't find a way to create half-hex personal files. Right now, all the water, ice, swamp water, and lava tiles will show up as full hexes if you create personal files.

Good News #1
But I'm able to create half-hex Glyphs with water textures that look identical to water tiles (see the ones marked "0" above) except that they have red edges (like the glyphs) instead of blue edges (like the water tiles). For online maps, they'll work just fine.

Bad News #2
I couldn't figure out a way to add more glyphs. There are a set number of glyphs available for placement.

Good News #2
You can go to the glyph directory, rename a glyph to a different name, and then change the name of the water pic file to the original glyph name.

In my case, the directory is:
D:\heroscape\VirtualScape_English_1067\Images\Normal\English

What I did:
1) Changed GlyphW.bmp to GlyphW-backup.bmp
2) Changed water - level 0.bmp to GlyphW.bmp
3) In VirtualScape, I used GlyphW for all level 0 water spaces

More Good News
If there are glyphs you never use, you can change them to water, swamp water, lava, or ice tiles and keep them that way permanently. But you'll have to remember which glyphs are which type and level (or open up the directory and look at the thumbnails).

Even More Good News
If you make a new directory (such as "VirtualScape Online Maps) and copy all the files from the VirtualScape directory to the new directory, you can change the glyphs in the new directory, and they will only be edited when you open VirtualScape.exe in the new directory. When you open VirtualScape.exe in the original directory, the glyphs will remain unchanged.

Of course, that won't help if you use all the glpyhs in your map--then you'll be back to temporarily renaming glpyh files.

Summary
Creating half-hexes can be done, but it takes a little more work.

I'll make the level 0 .bmp files and upload them soon.

Final Note: The level 1 through 6 water, swamp water, lava, and ice .bmp pics I made will work fine as glyphs. There is no need to change and re-upload those pictures.
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Old June 6th, 2013, 04:59 PM
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White Knight White Knight is offline
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Re: Online Maps VirtualScape Conversion Aid

Uploaded:

VirtualScape Conversion Aid File 4

Contains level 0 hexes for water, swamp water, ice, lava, and shadow

Contains new level 1 to 6 for Dungeon tiles (making the numbers stand out a little more).

Contains new level 1 to 6 for Lava Field. (I don't know what a Lave Field is, but I'm sure it has nothing to do with HeroScape).
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Old June 6th, 2013, 05:09 PM
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Re: Online Maps VirtualScape Conversion Aid

Thanks. Since I basically only use VS for this, and almost all of the time the only glyph I put on the maps is the face-down one, that fix will work great.

I suspect that at some point in the future, somebody (perhaps even myself) will create a version of VS with your tiles included, but for the moment, this is certainly an improvement.

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Old June 6th, 2013, 05:18 PM
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Re: Online Maps VirtualScape Conversion Aid

Quote:
Originally Posted by awesomeunleashed View Post
Thanks. Since I basically only use VS for this, and almost all of the time the only glyph I put on the maps is the face-down one, that fix will work great.

I suspect that at some point in the future, somebody (perhaps even myself) will create a version of VS with your tiles included, but for the moment, this is certainly an improvement.
I just found an option in Configuration/Preferences where you can change the type of texture to Srmalloy. There is a directory Srmalloy in the Images folder (same folder where the Normal and Personal folders are found).

If you never use the Srmalloy images, you can modify that whole directory to be Online Scape files. Then, when you want to make an Online Scape map, you select Srmalloy for the texture. You don't have to change any of the normal glyph files--only the files in Srmalloy.

Still not perfect, but it's another option.

By the way, if you make any maps using these files, I'd like to see some and receive some feedback about whether it saved any time. Thanks.
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Old June 10th, 2013, 05:50 PM
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Re: Online Maps VirtualScape Conversion Aid

Here's my first one, Typhon2222's Morh. I manually labeled the level 0 tiles, as I didn't realize you had made them yet until now. Until I get a hefty supply of the tiles added to VS, they won't save me all that much time, but they should speed up the process more as I get them added.


Last edited by awesomeunleashed; June 10th, 2013 at 06:14 PM.
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Old January 11th, 2014, 11:39 AM
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Re: Online Maps VirtualScape Conversion Aid

Quote:
Originally Posted by White Knight
By the way, if you make any maps using these files, I'd like to see some and receive some feedback about whether it saved any time. Thanks.
7-months-later update: I've by now used these for numerous maps, and for several maps now they've completely cut out the numbering step while only adding a minute or two to the VS build time. Big props to White Knight.

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Old January 11th, 2014, 10:35 PM
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Re: Online Maps VirtualScape Conversion Aid

Quote:
Originally Posted by awesomeunleashed View Post
Quote:
Originally Posted by White Knight
By the way, if you make any maps using these files, I'd like to see some and receive some feedback about whether it saved any time. Thanks.
7-months-later update: I've by now used these for numerous maps, and for several maps now they've completely cut out the numbering step while only adding a minute or two to the VS build time. Big props to White Knight.


Great!
I've used it for several maps as well.
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