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BattlePlan Symbol Editor
Medieval and the BattlePlan Scenario and Symbol Editors are all
(C)opyright 1998 by Jeff Lapkoff and Incredible Simulations, Inc.
ALL RIGHTS RESERVED
Incredible Simulations, Inc. P.O. Box 411237 Chicago, IL 60641 773-804-7403
www.IncredibleSimulations.com
OverView
The BattlePlan Symbol Editor allows you to create and edit unit or terrain symbols for use in
Incredible Simulations' Medieval Battle Simulation. Should you desire, you can even create an
entirely new symbol set for use with the game.
Basic Structure
A symbol set encompasses three zoom or view levels of every terrain and unit symbol in the set.
When playing a game, a Medieval battle scenario is linked to a particular symbol set. That symbol
set determines the terrain and unit graphics which will be displayed on the screen. Note that ALL
scenarios packaged with the initial release of Medieval use the single standard MEDIEVAL
symbol set.
Menu Bar Options
The symbol editor has a task bar at the top of the screen which allows you to access files and set
defaults for most of the important functions of the editor. The menu items on the taskbar are:
File
Open Symbol Set
Create New Set
Save Symbol Set
Save Symbol Set As
Exit
Open a symbol set for editing
Create a new symbol set from scratch
Saves current symbol set to disk
Saves current symbol set to disk with a new name
Exits the Battle Plan symbol editor and returns to Windows
Symbols
Map Board Symbols
Game Pieces
Edit or create terrain symbols
Edit or create unit symbols
Edit
Flip Image Left to Right
Flip Image Top to Bot
Image Regions
Import Image Region
Brings an external BMP image file into the symbol editor for pasting into
a symbol
Output a symbol to an external BMP file
Export Image Region
Preferences
Turn Grid Off
AirBrush Settings
Set Transparent Color
Reset Symbol Order
Optimize Symbol Set
Help
Contents
KeyWord Search
About
Flips the symbol being edited horizontally
Flips the symbol being edited vertically
Toggles the drawing grid overlay on or off
Set the size and flow of the airbrush tool
Set the color in the symbol that will be transparent
Resets the order of the symbols to the order inwhich they were
entered
Defragments a symbol set
Calls up the “online” help file
Allows you to search the help file index
BattlePlan Symbol editor version, credit, and copyright information
Creating a New Symbol Set
When creating a new symbol set, you can either copy any existing set to a new file and use that
as a starting point or you can begin a new set from entirely from scratch.
Starting a New Set From Scratch
When starting a new set from scratch, you first have to determine the zoom level sizes of your
terrain symbols. The display size of a single hex (in pixels) is adjustable for each zoom level. The
total hexes per screen (at 640 x 480 resolution) is displayed next to the pixel size for reference.
The general rule of thumb is that at Zoom Level 1, you should be able to see the entire
map/board. At Zoom Level 2, a typical piece's one turn movement path will be contained within
the displayed hexes without having to scroll. Zoom Level 3 is usually set at double or triple Zoom
Level 2 for detailed views of pieces and combats. Obviously, the larger the hexes, the less of
them will fit on your screen at one time. On the other hand, the larger the hexes, the more
detailed the map/board and pieces can be. What sizes you pick will depend on the scale of the
game, and to some extent, the usual movement of pieces.
Symbols Menu
The Symbols menu contains the following two entries:
Map/Board Symbol
Select to edit or create the map/board (terrain) symbols of a set.
Piece Symbol
Select to edit or create the piece (unit) symbols of a set.
Symbol List Screen
Selecting either entry brings up the Symbol List screen. From this you may select the following:
Create New
Creates and adds a new symbol to the set. If it is a piece, you are allowed to adjust the size. You
can use different size pieces in the same symbol set. Both pieces and map/board symbols must
be named.
Copy
Copys an existing set symbol to a new symbol. This is extremely useful if you need to make
pieces that are identical except for their color, or are similar but need minor changes.
Move Symbol Up (Down)
Moves symbols either up or down on the master list, allowing for a more logical grouping. This is
handy if you've forgotten to make one symbol and you want it to show up next to all the other
similar symbols.
Open
Opens the highlighted symbol on the list for editing. Alternately, simply double-click on any symbol
on the master list and it will open.
Rename
Rename the highlighted symbol to whatever new name you desire.
Remove
Removes a symbol from the set. Once deleted, it cannot be undone. Note that symbols should
not be removed from sets that have already been used in Medieval scenarios.
Exit
Return to the editing screen.
Image Regions
The Image Regions command is powerful feature which allows you select an image region (IE,
a .bmp file) and paste it into your unit or terrain symbol.
Open Image Region
Opens a .bmp file for use in the current terrain or unit symbol. After you select the .bmp image, it
is saved to the clipboard and you can place the cursor (normally in the upper left corner) onto the
terrain or unit symbol. Click and the image will be placed onto the symbol. If the image region isn't
pasted to the exact spot you'd like, just right click on the mouse button. The image you just pasted
will be erased and you can left click to repaste it again.
Save Image Region As
This allows you to export a symbol or region to an external bmp file.
Preferences Menu
This menu controls the overall functioning of the symbol editor.
Turn Grid ON/OFF
Toggles the drawing grid on or off. The grid is there in order to assist you in drawing, but is not
actually visible when playing a game.
Airbrush Settings
Adjust the size and flow of the Airbrush Tool.
Set Transparent Color
Allows you to pick a color which will be transparent when playing a game. If a symbol is
designated as transparent, any pixels painted with the transparent color will allow the background
map terrain to show through.
Reset Symbol Order
During the course of symbol editing, you are allowed to move symbols up and down on the master
list in order to more logically group them. This menu item merely resets all symbols to the order
inwhich they were entered.
Optimize Symbol Set
Defragments your symbol set. Using this option may decrease the size of your set files.
Drawing Modes
Set Draw Mode
This sets the editor to draw mode. By placing your mouse on the image and left clicking, you can
change the pixel on which the mouse is pointing to the color shown on the primary color bar. By
continuously pressing and moving the mouse, you can "draw" as you go.
Set Line Draw Mode
This allows you to easily draw a line by positioning the cursor, left-clicking, then dragging the
endpoint to the desired location and releasing.
Filled Rectangle
This allows you to draw a rectangle by left-clicking and dragging the rectangle to the desired
opposite corner. The rectangle will fill with the primary color.
Filled Ellipse
This allows you to draw an ellipse that is filled with the current primary color. Left-click then drag
to create the area.
AirBrush
This feature "spray paints" the symbol area with the current primary color when the mouse is leftclicked. The size and flow are controlled via the taskbar menu, with defaults set at 5 and 5. This
feature is useful for creating woods and rough terrain, etc.
Fill Region
This fills an enclosed region with the current primary color. You need to be sure the area you are
trying to fill is fully enclosed, or the entire screen will get filled. If that happens hit the "undo"
button.
Paste Image
This function only highlighted when the Open Image Region option or Select Image Region has
been used and there is an image in the clipboard. Once an image has been copied to the
clipboard, clicking on this button allows you to paste the contents of the clipboard into the symbol
that you're currently editing. See Image Regions
Switch Color
This feature allows you to switch any color on the symbol with the current primary or secondary
color.
Grab Color
Allows you set the primary or secondary drawing colors by clicking on a pixel color from the
image. Move the cursor over a color on the image that you want capture then left click or make it
your primary color or right click to make it your secondary color.
Draw Terrain Hexlines
This allows you to place a border around your hexes using the current primary color.
Add Text
This allows you to add text to the symbol. Note that at zoom level one, and probably two as well,
there may not be enough pixels to properly display text. You have the options to change the font,
color, and characteristics of the text.
Clear to Secondary Color
This wipes the entire display and fills it with the current secondary color. This feature is useful for
restarting your current effort from scratch.
Select Region
This selects a rectangular region from the symbol edit screen and allows you to duplicate it. Drag
and click the area you want to copy, then move the mouse to the upper left corner of the desired
region to be changed. This can be used to copy an area between zoom levels or to export the
region as an external BMP File.
Undo Last Action
This restores the display to how it looked just prior to your last editing action.
X-Image (Transparent Image)
When the X-Image box is checked, any pixels of the image painted with the transparent color
(shown in the well directly to the right of the check box) will be transparent when the symbol is
used in a Medieval Battle scenario.
Drawing Panel
The drawing panel is the actual "work area" where graphics modifications to a symbol take place.
Depending upon which drawing mode is selected, left of right click the cursor on the symbol
image in this panel to make graphic changes. The pixel coordinates of the cursor, drawing mode,
and current zoom level are displayed along the bottom of the panel.
Zoom Panel
In the lower right hand corner of the screen resides the zoom level display panel. The zoom panel
contains the following selections:
Zoom +
Brings up the next highest zoom level of the current symbol for editing
Zoom Brings up the next lowest zoom level of the current symbol for editing
Saves
Saves all three zoom levels of the current symbol to disk
Next
Allows you to quickly select the next Map or Piece symbol for editing.
Zoom Panel Display
The zoom panel display shows the name and actual size of the symbol currently being edited
Color Panel
The color panel resides in the upper right hand portion of the main screen. Use the color panel to
select your primary and secondary colors for the symbol editor's Drawing Modes.
-Left click on a color to select it as a primary color, the left "color well" below the grid changes to
the color selected.
-Right click on a color to select it as a secondary color, the right "color well" below the grid
changes to the color selected.
-The color index displays a color's position the selection grid. Custom colors have no index and
are represented as "---".
Click on the Custom button below the panel to define custom colors.
Appendix I:Symbol Design Notes
Unit Symbols
A special note must be made regarding unit symbols and facing. In Medieval there are two facing
symbols for each unit:
1) Facing towards the right (east)
2) Facing toward the left or (west)
When adding a new unit symbol to a set, you must create both facings sequentially in the above
order. A quick way to accomplish this is to:
1) Create the new unit drawing the left or east facing first
2) Next copy the unit you just created to a new symbol with the copy command from the Symbol
Screen
3) Edit the unit symbol by flipping the image left to right from the Edit Menu
Starting a New Symbol Set Based off the Medieval Set
To use the original Medieval set as a base set for your own scenario development, you should
simply copy it to a new symbol set.
1) Select Create New Set from the File Menu
2) Next select Copy Existing Set from the creation sub menu
3) From the file menu, select Medieval
4) Now save the new set under the name of your choice
You may now edit this new set as you please and use it in the BattlePlan scenario editor without
having any impact on the original Medieval scenarios.
Appendix II:Using External Paint Programs
The BattlePlan symbol editor uses standard Windows .BMP files which gives you the flexibility to
customize any symbol set with your favorite Windows paint applications. The following is a list of
the graphic file types used in a set:
The Unit Files
FileName-U1.BMP
FileName-U2.BMP
FileName-U3.BMP
Zoom level 1 Unit BMP file
Zoom level 2 Unit BMP file
Zoom level 3 Unit BMP file
The Terrain Files
FileName-T1.BMP
FileName-T2.BMP
FileName-T3.BMP
Zoom level 1 Terrain BMP file
Zoom level 2 Terrain BMP file
Zoom level 3 Terrain BMP file
The Mask Files
FileName-M1.BMP
FileName-M2.BMP
FileName-M3.BMP
Zoom level 1 Mask BMP file
Zoom level 2 Mask BMP file
Zoom level 3 Mask BMP file
Notes:
-Symbol set files used in Medieval are located in the Battles subdirectory
-Mask files (used for transparent symbols) are generated by the symbol images contained in both
the terrain and unit files and should NOT be edited externally
-After editing any transparent symbols in an external paint program, you should reload the symbol
set into the BattlePlan editor and call up any symbols modified and resave them. This will
generate a new mask for the symbols which will preserve any transparent areas.
-You may also perform "spot" symbol modifications in external programs by doing the following:
1) Select the entire symbol with the select region tool. See Drawing Modes
2) Next, export the symbol to an external BMP file from the Image Regions Menu.
3) Next edit and save the exported symbol in the paint program of your choice.
4) When finished, import the edited symbol back into the BattlePlan editor and paste the new
image back into the symbol with the paste image tool.
Appendix III:Aide de Camp 2 Compatibility
ADC2 users will have noticed that the BattlePlan Symbol Editor looks amazingly similar to the one
included with HPS Simulations' ADC2. That's because it's basically the same editor. The Battle
Plan symbol editor is the same as ADC2's minus a few options not necessary to the operation of
Medieval. Any ADC2 symbol set created in RealHex Vertical orientation should be compatible for
use within Medieval.
Appendix IV:Contacting Incredible...
If you have any questions or comments concerning Medieval, The BattlePlan Scenario Designer,
or Symbol Editor, please feel free to contact Incredible Simulations at:
E-Mail
Voice
Mail
WebSite
·
[email protected]
773-804-7403
Incredible Simulations P.O. Box 411237 Chicago, IL 60641
http://www.IncredibleSimulations.com
* * Stop by Incredible's WebSite for new battles, sets, and upgrades for Medieval * * *