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# Below is an example of all possible map properties
# Color settings for territory ownership, values must be a 6 digit hex numbers
color.British=996600
color.Americans=666600
color.Russians=993300
color.Germans=828282
#color.Germans=9C9C9C
color.Japanese=FFAB11
#color.Japanese=FF9900
color.Italians=23578C
#color.Italians=236B8E
color.Chinese=644664
color.Neutral=dd5500
color.Impassable=cc9933
# Unit transform settings (apply effects similar to colorize and flip functions of image editing tools)
#units.transform.color.<player> applies the given color's hue and saturation to the player's units
#units.transform.color.Russians=00BBBB
#units.transform.brightness.<player> (optional) allows the brightness (-100 to 100) to be adjusted when units.transform.color is set
#units.transform.brightness.Russians=25
#units.transform.flip.<player> flips the player's units horizontally
#units.transform.flip.Russians=true
#units.transform.ignore provides a comma delimited list of units that aren't impacted by the above units.transform properties
#takes the unit's name and applies to all images shown for that unit including damaged or tech improved images
#units.transform.ignore=factory,fighter
#units.scale means the default zoom level (1 = 100% zoom, 0.5 = 50% smaller units)
units.scale=1
#units.width and units.height should exactly equal the size of the unit art images in the unit folder
units.width=48
units.height=48
#units.counter.offset.width and .height are where the counter will appear
#units.counter.offset.width=12
#units.counter.offset.height=48
#units.stack.size if greater than 0 will show units in a stack, as if they were counters or chips
units.stack.size=0
map.width=3500
map.height=2000
map.scrollWrapX=true
map.scrollWrapY=false
map.hasRelief=true
#map.cursor.hotspot controls where the click point is on a custom "cursor.gif" in the misc folder
map.cursor.hotspot.x=15
map.cursor.hotspot.y=15
map.showCapitolMarkers=true
# if true then territory_effects.txt is the point where a territory effect image is shown and
# the image comes from the 'territoryEffects' folder <effect>_large.png and if not found then <effect>.png
map.useTerritoryEffectMarkers=false
#use name_place.txt to change where the names of territories go, and put images in territoryNames folder
map.showTerritoryNames=true
#map.showResources controls if things like PUs get shown
map.showResources=true
#map.showComments controls if things like convoy comments are shown. can change where in comments.txt
map.showComments=true
#map.showSeaZoneNames will only show names or images if map.showTerritoryNames is also true
map.showSeaZoneNames=false
#map.drawNamesFromTopLeft will if true show PU and territory names (and images) from their top left pixel point (instead of bottom left)
map.drawNamesFromTopLeft=false
#defaults to false, if true you need <nation_name>_convoy.png, if false it uses the nation's normal flag
map.useNation_convoyFlags=true
#use to not draw a list of units or territory names, comma delimited
#dont_draw_units=infantry,artillery
#dont_draw_territory_names=United Kingdom,Union of South Africa,Germany
# screenshot overlay stuff
screenshot.title.enabled=true
screenshot.title.x=100
screenshot.title.y=50
screenshot.title.color=000000
screenshot.title.font.size=20
screenshot.stats.enabled=true
screenshot.stats.x=120
screenshot.stats.y=1800
screenshot.stats.text.color=000000
screenshot.stats.border.color=FFFFFF
#LINEAR_LIGHT: will make it look like night time, set it on 0.2f
#DIFFERENCE: similar to linear light
#MULTIPLY: similar to linear light
#OVERLAY: makes map darker and grittier looking, very cool, set it on 0.2f
#NORMAL: makes you able to see territory colors under the map reliefs. ugly but good for new players, set it on 0.1-0.3f
#does the map have blending modes
map.mapBlends=false
#map.mapBlendMode=LINEAR_LIGHT
#map.mapBlendMode=DIFFERENCE
#map.mapBlendMode=MULTIPLY
map.mapBlendMode=OVERLAY
#map.mapBlendMode=NORMAL
map.mapBlendAlpha=0.3f
#small map (minimap) properties
#smallMap.territory.saturation=0.5
#smallMap.unit.size=2
#smallMap.viewer.borderColor=C0C0C0
#smallMap.viewer.fillColor=C0C0C0
#smallMap.viewer.fillAlpha=0.5
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