![]() On an edge scale of 0 to 1, go 0.4563 to the right and 0.3033 up from the lower left corner and you are at one of the Allied control points. Here's how to compute the map location of the object: The first number is the X coordinate, the second is the altitude of the object, and the third the Z coordinate. The absolute position is in terms of the offsets and scales already given. con files such as n, conquest\n, conquest\n, and conquest\n there is data like this: So let's say you want to know where an object is on the map. (I use X and Z here, since the position of objects is in X/Y/Z) X and Z are the overhead map's axes, X goes to the right and Z goes up from the lower left corner of the map. ![]() The first two numbers are also important, they are the offsets for X and Z. The last two numbers are the X and Z scales (which are always the same, since all maps are square). However, this number can be overridden by a token in n: The number is the scale of the world, how many meters wide and high it is. We'll use the bf1942\levels\Anzio files as an example. At the end is a link to a program that uses these equations and will automatically make an annotated map of any objects you want to see.įirst, unpack a map and go to the bf1942\levels\somebattlename directory for the battle. ![]() This is a description of how the mapping scale and placement works for a battle. OVERVIEW OF MAP COORDINATES IN BATTLEFIELD: 1942
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