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Urist Vespasian, Arena Editor, v1.

0
by ManaUser
Okay, strictly speaking, this doesn't really edit the arena, but it
does make that task a whole lot easier. What it actually does is
translate the arena text file into a bitmap image, which can be
edited in almost any image editor (even MS Paint). Then of course it
can turn that image back into a valid arena text file.
HOW TO INSTALL
Just extract UristV.exe to the same directory as dwarfort.exe...
actually you can put it anywhere, but you'll have to browse to find
your arena.txt file manually. UristV.ahk is the source code in a
language called AutoHotkey. If you like, you can get it (free) at
http://www.autohotkey.com/ otherwise, just ignore that file. :)
I've also included two sample arenas, one as a bitmap, one as text.
USING THIS PROGRAM
Step 1. Click TXT->BMP, you will be prompted first to select an arena
text file (such as the original arena.txt), then to enter a name for
the bitmap to be created. Then, after a short but annoying wait, your
file is ready. If you checked "Auto Open" the new file will
automatically open in the associated application as soon as it's done.
Step 2. Edit the image. More on this below.
Step 3. Click BMP->TXT, just like step one in reverse, so select your
edited bitmap, enter/select the name of the text file to save it to.
It will no doubt occur to savvy users that if they wish to save
directly over the original arena.txt it would be a good idea to back
it up before completing this step.
PLAYING AN ARENA
In order to play an arena you created, you will have to replace the
original arena.txt file in the data\init subfolder of your Dwarf
Fortress installation. Then just start Dwarf Fortress and enter the
"Object Testing Arena" as normal.
EDITING THE IMAGE
You will see a narrow but very tall bitmap image. Just the like arena
text file itself, it will be divided vertically into 9 sections
corresponding to Z-levels -4 to 4. Each section is 144x144 pixels,
representing an equal number of tiles. The white lines between them
are for your reference only.
It's a paletted image, using the following colors:
Black = Empty Space
Dark Gray = Floor
Medium Gray = Wall (Also comes with a floor on top)
Light Gray = Ramp (Up)
Brown = Fortification
Cyan = Water Source (Edge of map only)
Blue = Water
Light Blue = Water with a Ramp in it

Red = Magma
Light Red = Magma with a Ramp in it
White = Grid Lines (Just empty space if used on map)
See the wiki for more information about how all these work:
http://df.magmawiki.com/index.php/DF2010:Arena
LIMITATIONS
Neither Dwarf Fortress nor UristV support arena sizes other than
144x144x9, so don't bother trying. Also I warn you that this program
does virtually no error checking, the result is provided on a strictly
"Garbage In Garbage Out" basis. DF may hang if you try to load a
malformed arena. Additionally UristV is very simply-minded in its
bitmap reading. The image must have the same palette as those that
come out of this program. If you use a full color bitmap, or one in
some other palette (even the same colors in a different order)... well
It's going to suck, 'nuff said.
Finally, even a properly encoded arena file can cause DF to hang in
some cases. Exactly what those cases are needs more investigation, but
one thing that did it for me was suspending large amounts of lava over
the map. (Don't worry you can still do that, it may just take you a
few tries to find a configuration DF can handle. In fact one of sample
maps I included is just that.)

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