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*********************************************************  HILLS GENERATOR FOR EAW v2.0  *****************************************************
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INTRODUCTION *****************************************************************************************************************************************

Elevations already exist in the original EAW landscape : they range from 0 (sea level) to about 3000 meters (south-eastern Europe).
However, probably because of some AI and display troubles, the elevations were underscaled by Microprose in most areas of the 
landscape. 

This DOS program is able to change the scale of the original elevations, either in the whole map or in specific areas of the map.
Furthermore, new randomly-generated landscapes can be created. These features allow the easy making of very varied and customized
landscapes.

The program creates a new file (EAW16.HM) which contains the modified elevations and which has to be copied into your main EAW 
directory.


HOW TO INSTALL THE PROGRAM AND HOW TO USE IT  ?  *************************************************************************************

Caution : If the previous version of Hills Generator (v1.0) is already installed on your computer, delete all the files contained in the directory 
you created (presumably named 'Hills Generator' or so). As a matter of fact, the number, names and structure of v2.0 files differ from 
those of v1.0.

1) If it is not yet done, create a new directory (for example, a subdirectory called "Hills Generator" in your main EAW directory).

2) Unzip the whole content of Hills_Generator_v2_0.zip into the"Hills Generator" directory :

	- Hgv2_0.exe:       Main program
	- hg1.dat:              data file
	- hg2.dat:              data file
	- hg3.dat:              data file
	- ABTGList.rtf:      list of airbases/targets with coordinates
	- HillGMap.jpg:       map with coordinates (printable)
	- Readme.txt :       this file

3) Double-click on Hgv2_0.exe. A DOS Window should start the utility.

4) Follow the instructions.

5) Copy or move the newly-created EAW16.HM file from the  "HillsGenerator" directory to your main EAW directory : it is done !


HOW DOES IT WORK ? *********************************************************************************************************************************

Main steps :

1) First, you have to choose between two options : you must decide whether you want to modify the default EAW16.HM file (original elevations)
    or to alter an already-modified EAW16.HM file :
   - In the first case, the program can be started without doing anything else. 
   - In the second case, you have to copy an EAW16.HM file into the Hills Generator directory. A back-up copy of the EAW16.HM file (named 
     TMPEAW16.HM)  will be created. 
     The second option is very useful for step-by-step modifications of the landscape. As a matter of fact, the program can be stopped at 
     any of the below-described steps. The modified EAW16.HM file can be copied into the main EAW directory and EAW can be runned 
      to see the result of modifications. Then, other modifications are possible ...

2)  The program will ask you whether you want to modify i) the whole map surface, ii) only specific areas of the map or iii) both whole 
     map and specific areas.
    
3)  Specific areas of the map must be defined as triangle areas. Thus, the program will ask for a set of 3 coordinates (line & column numbers).
    
     Two files are provided within this zip. They contain essential infos about the coordinates used by the program :
      - HillGMap.jpg. This file is a picture of the original EAW map with the positions of all 302 airbases/targets. The map is overlayed by 
        a matrix with line/column coordinates .
      - ABTGList.rtf. This file is the alphabetical list of the 302 airbase/targets with corresponding line/column coordinates.

    The areas will be modified one by one but you can modify as many areas as you wish. Thus, it is possible to change the elevations 
    of complex areas.

4) Whatever your choice (whole map or specific areas of the map), the program will ask the user for two parameters :

   * Scaling factor (SF) (from 0 to 1000)
      0 will yield an all-flat landscape, whatever the other parameters used
      1 will change nothing
      2 will cause a two-fold increase of the elevations
      3 will cause a three-fold increase of the elevations 
      and so on ...
      1000 will increase any ground elevation to the maximum. Since the elevations of sea tiles are set to zero, they are not modified by SF or 
       by any other parameter.   
 
    * Upper limit of the elevations (UL) (from 0 to 4000 meters)  
      0 will yield an all-flat landscape, whatever the other parameters used.
      4000 will provide the higher elevations in EAW.
      Another value, 500 for example, will yield a landscape with elevations lower or equal to 500 meters.

  Selecting SF = 2 and UL = 4000 will increase the elevations twice but 2% of the total ground elevations will stack at 4000 meters.
  This is  not a problem and these settings can be used to simulate realistic elevations for the European landscape.
  With SF = 5 and UL = 4000, the percentage will raise to 10. With SF = 25 and UL = 4000 : 51% !
  This becomes a real problem since many land areas will be flat at ... 4000 meters !
 
  To avoid such a phenomenon which strongly limits the use of  the scaling factor, the program can randomize the elevations reaching 
  the upper limit.

  In that aim, the program will ask the user for another parameter :

      *  Lower limit of the elevations (LL) (from 0 to UL in meters) to be randomized.
  For example, if UL= 4000 and if LL is set to 2000, then any elevation higher than 4000 meters will have a new random value 
  between 2000 and 4000 meters. 
  Of course, in that example, if LL is set to 4000 (UL value), no randomization will occur.
  This feature not only avoids the flat land areas at maximal height set but also provides new randomized landscapes.
  By adjusting the difference between UL and LL, one may influence the average slope of the randomized hills : 
  from very smooth to very steep.


5) Then, five options will be proposed :

   - set all rivers to sea level (option A) or
   - set all roads and cities to sea level (option B) or
   - set all rivers, roads and cities to sea level (option C) or
   - set all rivers and cities to sea level (this new option is recommended for optimal results in most cases) (option D) or
   - none of these settings (option N).

6) Finally, the program will automatically set the airbases and targets to horizontal (to make them usable in missions and campaigns) 
   and coasts to sea level (to avoid " sea-wall" effects). Note : The bug of version 1 which caused some airbases to lie in non-flat 
   areas is fixed.


APPLICATIONS ****************************************************************************************************************************************

Just two examples :

*  Willing to figure out a more realistic european landscape (acceptable in most areas)?
   Try the following settings :
    - Scaling factor = 1.8
    - Upper limit of elevations = 1000
    - Lower limit of elevations = 100
    - All rivers, roads and cities set to sea level (option C)

*  Willing to generate a new landscape with nice hills everywhere (Burma for example).
   Try the following settings :
     - Scaling factor = 1000 (max value)
     - Upper limit of elevations = 500-800
     - Lower limit of elevations = 100-300
     - All rivers, roads and cities set to sea level (option C)

Then, specific areas can be modified to create mountain ridges surrounding large planar areas, cliffs ... It is up to you !

Have fun.

Dominique " DOM " Legrand   -    November 2000

Dominique.Legrand@univ-lille1.fr 
