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	<updated>2026-06-02T07:22:22Z</updated>
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		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=7069</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=7069"/>
		<updated>2011-02-08T00:10:52Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* Map Size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, Februaray 9th 2011, the most recent version is 2.0.9.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tips about MapView 1 can be used since it is considered deprecated.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The development of MapView is currently on hold. I&#039;ve been working on the promised changes but couldn&#039;t find the time to roll out a release yet. I actually do minor work on the project but it doesn&#039;t really look like i&#039;ll release a new version soon.&lt;br /&gt;
&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
=== Maps (BTS, mayb others too) created with MapView crash ===&lt;br /&gt;
Read [http://forums.civfanatics.com/showpost.php?p=8601140&amp;amp;postcount=230 this] and [http://forums.civfanatics.com/showthread.php?p=8881786#post8881786 this] to learn what causes this problems. Also have a look arround the pages [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=9 9], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=10 10], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=11 11] and [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=12 12] of the MapView Mainthread to find out more about this issue. A few valuable links and threads are mentioned. Also, feel free to enhance this article according to any issue you solved. Also have a look at the next solution in this FAQ.&lt;br /&gt;
&lt;br /&gt;
=== Civ Crashes when i try to load the scenario i made ===&lt;br /&gt;
Especially for, but not limited to, BTS and BTS Mods this might be common. The BeginPlayer/EndPlayer parts in the scenario files are not saved properly. A few things might need to be changed. You need to set the Handycap and other things. Look at [http://forums.civfanatics.com/showthread.php?p=8395570#post8395609 this thread] where someone had a the similar problem. The best way to solve this is using [http://winmerge.org/ WinMerge] and compare a working file with the file MapView created and try to fix proplematic areas. &lt;br /&gt;
The next Version (2.10) will fix some of the problems.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a small, reduced version of Civilization that can be transfered to any other computer and act as a &amp;quot;Civilization 4&amp;quot; emulator for MapView. Check the File Menu for the overwrite option.&lt;br /&gt;
&lt;br /&gt;
= Python/Script FAQ - Help =&lt;br /&gt;
Version 2.10 will allow you to run custom python scripts that will allow a lot of things to be changed by script. This section is intended to supply a decent overview of how this works. I hope i can get a decent documentation and a lot of examples done so you can learn about it easily. MapView 2.10 will ship with 10+ example scripts that will get you started. There&#039;s already a little article about it available [[MapView Python | here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image with an image editor.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 9500 downloads by November 17th, 2010.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off i finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&#039;&#039;&#039;MapView&#039;&#039;&#039;&lt;br /&gt;
* Forgot&lt;br /&gt;
&#039;&#039;&#039;MapView 2&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&#039;&#039;&#039;MapView 3 (in development)&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://qt.nokoa.org/ QT 4.6.1] (GUI, XML)&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=7068</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=7068"/>
		<updated>2011-02-08T00:09:22Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* Can i use MapView on Computers that don&amp;#039;t have Civ installed? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, Februaray 9th 2011, the most recent version is 2.0.9.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tips about MapView 1 can be used since it is considered deprecated.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The development of MapView is currently on hold. I&#039;ve been working on the promised changes but couldn&#039;t find the time to roll out a release yet. I actually do minor work on the project but it doesn&#039;t really look like i&#039;ll release a new version soon.&lt;br /&gt;
&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
=== Maps (BTS, mayb others too) created with MapView crash ===&lt;br /&gt;
Read [http://forums.civfanatics.com/showpost.php?p=8601140&amp;amp;postcount=230 this] and [http://forums.civfanatics.com/showthread.php?p=8881786#post8881786 this] to learn what causes this problems. Also have a look arround the pages [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=9 9], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=10 10], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=11 11] and [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=12 12] of the MapView Mainthread to find out more about this issue. A few valuable links and threads are mentioned. Also, feel free to enhance this article according to any issue you solved. Also have a look at the next solution in this FAQ.&lt;br /&gt;
&lt;br /&gt;
=== Civ Crashes when i try to load the scenario i made ===&lt;br /&gt;
Especially for, but not limited to, BTS and BTS Mods this might be common. The BeginPlayer/EndPlayer parts in the scenario files are not saved properly. A few things might need to be changed. You need to set the Handycap and other things. Look at [http://forums.civfanatics.com/showthread.php?p=8395570#post8395609 this thread] where someone had a the similar problem. The best way to solve this is using [http://winmerge.org/ WinMerge] and compare a working file with the file MapView created and try to fix proplematic areas. &lt;br /&gt;
The next Version (2.10) will fix some of the problems.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a small, reduced version of Civilization that can be transfered to any other computer and act as a &amp;quot;Civilization 4&amp;quot; emulator for MapView. Check the File Menu for the overwrite option.&lt;br /&gt;
&lt;br /&gt;
= Python/Script FAQ - Help =&lt;br /&gt;
Version 2.10 will allow you to run custom python scripts that will allow a lot of things to be changed by script. This section is intended to supply a decent overview of how this works. I hope i can get a decent documentation and a lot of examples done so you can learn about it easily. MapView 2.10 will ship with 10+ example scripts that will get you started. There&#039;s already a little article about it available [[MapView Python | here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 9500 downloads by November 17th, 2010.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off i finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&#039;&#039;&#039;MapView&#039;&#039;&#039;&lt;br /&gt;
* Forgot&lt;br /&gt;
&#039;&#039;&#039;MapView 2&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&#039;&#039;&#039;MapView 3 (in development)&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://qt.nokoa.org/ QT 4.6.1] (GUI, XML)&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=7067</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=7067"/>
		<updated>2011-02-08T00:02:42Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, Februaray 9th 2011, the most recent version is 2.0.9.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tips about MapView 1 can be used since it is considered deprecated.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The development of MapView is currently on hold. I&#039;ve been working on the promised changes but couldn&#039;t find the time to roll out a release yet. I actually do minor work on the project but it doesn&#039;t really look like i&#039;ll release a new version soon.&lt;br /&gt;
&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
=== Maps (BTS, mayb others too) created with MapView crash ===&lt;br /&gt;
Read [http://forums.civfanatics.com/showpost.php?p=8601140&amp;amp;postcount=230 this] and [http://forums.civfanatics.com/showthread.php?p=8881786#post8881786 this] to learn what causes this problems. Also have a look arround the pages [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=9 9], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=10 10], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=11 11] and [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=12 12] of the MapView Mainthread to find out more about this issue. A few valuable links and threads are mentioned. Also, feel free to enhance this article according to any issue you solved. Also have a look at the next solution in this FAQ.&lt;br /&gt;
&lt;br /&gt;
=== Civ Crashes when i try to load the scenario i made ===&lt;br /&gt;
Especially for, but not limited to, BTS and BTS Mods this might be common. The BeginPlayer/EndPlayer parts in the scenario files are not saved properly. A few things might need to be changed. You need to set the Handycap and other things. Look at [http://forums.civfanatics.com/showthread.php?p=8395570#post8395609 this thread] where someone had a the similar problem. The best way to solve this is using [http://winmerge.org/ WinMerge] and compare a working file with the file MapView created and try to fix proplematic areas. &lt;br /&gt;
The next Version (2.10) will fix some of the problems.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a folder that contains all MapView needs to fully operate.&lt;br /&gt;
&lt;br /&gt;
= Python/Script FAQ - Help =&lt;br /&gt;
Version 2.10 will allow you to run custom python scripts that will allow a lot of things to be changed by script. This section is intended to supply a decent overview of how this works. I hope i can get a decent documentation and a lot of examples done so you can learn about it easily. MapView 2.10 will ship with 10+ example scripts that will get you started. There&#039;s already a little article about it available [[MapView Python | here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 9500 downloads by November 17th, 2010.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off i finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&#039;&#039;&#039;MapView&#039;&#039;&#039;&lt;br /&gt;
* Forgot&lt;br /&gt;
&#039;&#039;&#039;MapView 2&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&#039;&#039;&#039;MapView 3 (in development)&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://qt.nokoa.org/ QT 4.6.1] (GUI, XML)&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=6572</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=6572"/>
		<updated>2010-11-17T22:09:24Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* Motivation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tipps about MapView 1 can be used.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The development of MapView is currently on hold. I&#039;ve been working on the promised changes but couldn&#039;t find the time to roll out a release yet. I actually do minor work on the project but it doesn&#039;t really look like i&#039;ll release a new version soon.&lt;br /&gt;
&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
=== Maps (BTS, mayb others too) created with MapView crash ===&lt;br /&gt;
Read [http://forums.civfanatics.com/showpost.php?p=8601140&amp;amp;postcount=230 this] and [http://forums.civfanatics.com/showthread.php?p=8881786#post8881786 this] to learn what causes this problems. Also have a look arround the pages [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=9 9], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=10 10], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=11 11] and [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=12 12] of the MapView Mainthread to find out more about this issue. A few valuable links and threads are mentioned. Also, feel free to enhance this article according to any issue you solved. Also have a look at the next solution in this FAQ.&lt;br /&gt;
&lt;br /&gt;
=== Civ Crashes when i try to load the scenario i made ===&lt;br /&gt;
Especially for, but not limited to, BTS and BTS Mods this might be common. The BeginPlayer/EndPlayer parts in the scenario files are not saved properly. A few things might need to be changed. You need to set the Handycap and other things. Look at [http://forums.civfanatics.com/showthread.php?p=8395570#post8395609 this thread] where someone had a the similar problem. The best way to solve this is using [http://winmerge.org/ WinMerge] and compare a working file with the file MapView created and try to fix proplematic areas. &lt;br /&gt;
The next Version (2.10) will fix some of the problems.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a folder that contains all MapView needs to fully operate.&lt;br /&gt;
&lt;br /&gt;
= Python/Script FAQ - Help =&lt;br /&gt;
Version 2.10 will allow you to run custom python scripts that will allow a lot of things to be changed by script. This section is intended to supply a decent overview of how this works. I hope i can get a decent documentation and a lot of examples done so you can learn about it easily. MapView 2.10 will ship with 10+ example scripts that will get you started. There&#039;s already a little article about it available [[MapView Python | here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 9500 downloads by November 17th, 2010.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off i finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&#039;&#039;&#039;MapView&#039;&#039;&#039;&lt;br /&gt;
* Forgot&lt;br /&gt;
&#039;&#039;&#039;MapView 2&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&#039;&#039;&#039;MapView 3 (in development)&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://qt.nokoa.org/ QT 4.6.1] (GUI, XML)&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=6571</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=6571"/>
		<updated>2010-11-17T22:07:50Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tipps about MapView 1 can be used.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The development of MapView is currently on hold. I&#039;ve been working on the promised changes but couldn&#039;t find the time to roll out a release yet. I actually do minor work on the project but it doesn&#039;t really look like i&#039;ll release a new version soon.&lt;br /&gt;
&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
=== Maps (BTS, mayb others too) created with MapView crash ===&lt;br /&gt;
Read [http://forums.civfanatics.com/showpost.php?p=8601140&amp;amp;postcount=230 this] and [http://forums.civfanatics.com/showthread.php?p=8881786#post8881786 this] to learn what causes this problems. Also have a look arround the pages [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=9 9], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=10 10], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=11 11] and [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=12 12] of the MapView Mainthread to find out more about this issue. A few valuable links and threads are mentioned. Also, feel free to enhance this article according to any issue you solved. Also have a look at the next solution in this FAQ.&lt;br /&gt;
&lt;br /&gt;
=== Civ Crashes when i try to load the scenario i made ===&lt;br /&gt;
Especially for, but not limited to, BTS and BTS Mods this might be common. The BeginPlayer/EndPlayer parts in the scenario files are not saved properly. A few things might need to be changed. You need to set the Handycap and other things. Look at [http://forums.civfanatics.com/showthread.php?p=8395570#post8395609 this thread] where someone had a the similar problem. The best way to solve this is using [http://winmerge.org/ WinMerge] and compare a working file with the file MapView created and try to fix proplematic areas. &lt;br /&gt;
The next Version (2.10) will fix some of the problems.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a folder that contains all MapView needs to fully operate.&lt;br /&gt;
&lt;br /&gt;
= Python/Script FAQ - Help =&lt;br /&gt;
Version 2.10 will allow you to run custom python scripts that will allow a lot of things to be changed by script. This section is intended to supply a decent overview of how this works. I hope i can get a decent documentation and a lot of examples done so you can learn about it easily. MapView 2.10 will ship with 10+ example scripts that will get you started. There&#039;s already a little article about it available [[MapView Python | here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 9500 downloads by November 17th, 2010.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&#039;&#039;&#039;MapView&#039;&#039;&#039;&lt;br /&gt;
* Forgot&lt;br /&gt;
&#039;&#039;&#039;MapView 2&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&#039;&#039;&#039;MapView 3 (in development)&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://qt.nokoa.org/ QT 4.6.1] (GUI, XML)&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=6570</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=6570"/>
		<updated>2010-11-17T21:59:58Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tipps about MapView 1 can be used.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The development of MapView is currently on hold. I&#039;ve been working on the promised changes but couldn&#039;t find the time to roll out a release yet. I actually do minor work on the project but it doesn&#039;t really look like i&#039;ll release a new version soon.&lt;br /&gt;
&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
=== Maps (BTS, mayb others too) created with MapView crash ===&lt;br /&gt;
Read [http://forums.civfanatics.com/showpost.php?p=8601140&amp;amp;postcount=230 this] and [http://forums.civfanatics.com/showthread.php?p=8881786#post8881786 this] to learn what causes this problems. Also have a look arround the pages [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=9 9], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=10 10], [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=11 11] and [http://forums.civfanatics.com/showthread.php?t=305168&amp;amp;page=12 12] of the MapView Mainthread to find out more about this issue. A few valuable links and threads are mentioned. Also, feel free to enhance this article according to any issue you solved. Also have a look at the next solution in this FAQ.&lt;br /&gt;
&lt;br /&gt;
=== Civ Crashes when i try to load the scenario i made ===&lt;br /&gt;
Especially for, but not limited to, BTS and BTS Mods this might be common. The BeginPlayer/EndPlayer parts in the scenario files are not saved properly. A few things might need to be changed. You need to set the Handycap and other things. Look at [http://forums.civfanatics.com/showthread.php?p=8395570#post8395609 this thread] where someone had a the similar problem. The best way to solve this is using [http://winmerge.org/ WinMerge] and compare a working file with the file MapView created and try to fix proplematic areas. &lt;br /&gt;
The next Version (2.10) will fix some of the problems.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a folder that contains all MapView needs to fully operate.&lt;br /&gt;
&lt;br /&gt;
= Python/Script FAQ - Help =&lt;br /&gt;
Version 2.10 will allow you to run custom python scripts that will allow a lot of things to be changed by script. This section is intended to supply a decent overview of how this works. I hope i can get a decent documentation and a lot of examples done so you can learn about it easily. MapView 2.10 will ship with 10+ example scripts that will get you started. There&#039;s already a little article about it available [[MapView Python | here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 2300 downloads by June 1st, 2009.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&#039;&#039;&#039;MapView&#039;&#039;&#039;&lt;br /&gt;
* Forgot&lt;br /&gt;
&#039;&#039;&#039;MapView 2&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&#039;&#039;&#039;MapView 3 (in development)&#039;&#039;&#039;&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://qt.nokoa.org/ QT 4.6.1] (GUI, XML)&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView_Python&amp;diff=803</id>
		<title>MapView Python</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView_Python&amp;diff=803"/>
		<updated>2009-08-12T19:31:20Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Created page with &amp;#039;=Overview= MapView 2.10 and any version above will support Python scripting opportunities. This article tries to give you a decent impression about the things that are possible t...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
MapView 2.10 and any version above will support Python scripting opportunities.&lt;br /&gt;
This article tries to give you a decent impression about the things that are possible throught this interface.&lt;br /&gt;
== How To access the current visible Map? ==&lt;br /&gt;
The current map will always be available under the variable &#039;&#039;&#039;mvMap&#039;&#039;&#039;&lt;br /&gt;
=Basics=&lt;br /&gt;
You will have access to several parts of MapView&lt;br /&gt;
The most important is probably the value &amp;quot;mvMap&amp;quot;. &amp;quot;mvMap&amp;quot; is the currently visible Map!&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=783</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=783"/>
		<updated>2009-07-31T20:17:31Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* Upcoming Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7.&lt;br /&gt;
&lt;br /&gt;
This article is about MapView 2 mainly. It might contain information about MapView 1 (Version 0.x) but will not give you hints or tipps about MapView 1 can be used.&lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here].&lt;br /&gt;
&lt;br /&gt;
=== Older versions ===&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.9.zip 2.0.9]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.8.zip 2.0.8]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.7.zip 2.0.7]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.6.zip 2.0.6]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.5.zip 2.0.5]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.4.zip 2.0.4]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.3.zip 2.0.3]&lt;br /&gt;
* [http://www.weown.de/files/MapView/MapView-2.0.2.zip 2.0.2]&lt;br /&gt;
= Upcoming Changes =&lt;br /&gt;
The Version currently in development contains the following changes.&lt;br /&gt;
* Removed Copy Paste, Selection, Deselection etc. (It&#039;s a plugin now)&lt;br /&gt;
* Added CopyPasteEtc. Plugin witch will now overtake what the main app did&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog finally shows the buttons by default&lt;br /&gt;
* The &amp;quot;New Map&amp;quot; Dialog has now default values &amp;quot;100x100&amp;quot;&lt;br /&gt;
* Changed Kernel to be a singleton class&lt;br /&gt;
* Renderer now uses VBOs if available, should increase render performance quite a bit&lt;br /&gt;
* Added Script Plugin .. Simple python interface for now&lt;br /&gt;
* Exposed some basic API Classes to Python&lt;br /&gt;
* Started working on a dynamic Pic2Map Version, fixed resolution sucks&lt;br /&gt;
* Improved Pic2Map to allow the User to enter the desired map dimensions&lt;br /&gt;
* City Names can now be shown in View (Toggle over Render Menu)&lt;br /&gt;
* Some more internal changes. STL output will now log to the application log windows&lt;br /&gt;
* In some cases changing Mods could get stuck in an infinite loop. Thx to Beezle for that find.&lt;br /&gt;
* Pen Tool will now show on which size your work (just for terrain atm. ignore for anything else)&lt;br /&gt;
* Unknown Lines will be saved .. that will basicly open up support for anything. Next step is to give you an option wether or not this unknown lines will also be saved.&lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll. &lt;br /&gt;
&lt;br /&gt;
If this does not work for some reason, press the &amp;quot;Mouse&amp;quot; Button in the Toolbar. (The big mouse pointer image). After you pressed it you should be able to navigate as explained above&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039; 2.0.10 will allow you to define the size.&lt;br /&gt;
&lt;br /&gt;
=== Can i use MapView on Computers that don&#039;t have Civ installed? ===&lt;br /&gt;
Yes, of course. MapView basicly looks up the Mods folders of Civ, Bts and Warlords and will learn from the &amp;quot;Assets/xml&amp;quot; folder that is available in those game-types. In Short words: If you make a copy of your Civ folder and delete everything that is not an xml file, you will have a folder that contains all MapView needs to fully operate.&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving (this might be a little inaccurate since i made changes to the saving algorythm depending on the file extension, but it will basicly be correct)&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; MapView 2.0.10 will allow to define the size via Gui. &lt;br /&gt;
&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 2300 downloads by June 1st, 2009.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first intention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Talk:Civ4_World_Builder&amp;diff=782</id>
		<title>Talk:Civ4 World Builder</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Talk:Civ4_World_Builder&amp;diff=782"/>
		<updated>2009-07-31T19:52:04Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workin on the new pages that are linked to from here...any help would be great.  Just use Dale&#039;s &amp;quot;In depth look at the WBS file&amp;quot; thread at [http://apolyton.net/forums/showthread.php?t=141567 Apolyton] or [http://forums.civfanatics.com/showthread.php?t=135669 CFC].  Dale said it&#039;d be fine as long as proper credit was given, so that&#039;s what I&#039;m doing... - &#039;&#039;CivRocks07&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just created a new &#039;&#039;&#039;[http://modiki.civfanatics.com/index.php/Template:Civ4_World_Builder Civ4 World Builder template]&#039;&#039;&#039;.  Please try to include it at the bottom of each WB page by typing &amp;lt;nowiki&amp;gt;{{Civ4_World_Builder}}&amp;lt;/nowiki&amp;gt;.  --[[User:Ginger Ale|Ginger Ale]] 03:33, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ll get to work on that - thanks!!! --[[User:CivRocks07|CivRocks07]] 11:32, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks.  Note that when you type the template tag, including a period at the end (as in &amp;lt;nowiki&amp;gt;{{Civ4_World_Builder}}&amp;lt;/nowiki&amp;gt;. versus &amp;lt;nowiki&amp;gt;{{Civ4_World_Builder}}&amp;lt;/nowiki&amp;gt;) actually throws the layout off a bit, so I changed that.  --[[User:Ginger Ale|Ginger Ale]] 12:24, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t know that - thanks!  I just got that changed in all the pages so far, and I&#039;ll make sure to add the period for the ones that will be created in the future. --[[User:CivRocks07|CivRocks07]] 15:54, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think you misunderstand...we do &#039;&#039;&#039;not&#039;&#039;&#039; want to include a period.  It adds a bar at the bottom that not intended.  --[[User:Ginger Ale|Ginger Ale]] 16:00, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ohhhhhh...my bad :) Sorry - lol.  I&#039;m on it! --[[User:CivRocks07|CivRocks07]] 16:04, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good to see these finished up. :)  --[[User:Ginger Ale|Ginger Ale]] 01:42, 30 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= This should be generalized into Vanilla, BTS, Warlords etc =&lt;br /&gt;
This thread is about Vanilla, mayb this should be very clear. That way people could add BTS and Warlord specific entries without disturbing.&lt;br /&gt;
-- [[User:GreyHound|GreyHound]] 19:52, 31 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Category:Civ4_World_Builder&amp;diff=508</id>
		<title>Category:Civ4 World Builder</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Category:Civ4_World_Builder&amp;diff=508"/>
		<updated>2009-06-02T15:13:25Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Created page with &amp;#039;Category:Civilization 4&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Category:Civ4_Map_Editors&amp;diff=507</id>
		<title>Category:Civ4 Map Editors</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Category:Civ4_Map_Editors&amp;diff=507"/>
		<updated>2009-06-02T15:11:56Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category should hold all articles related to Civilization 4 editors.&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_Useful_Programs&amp;diff=506</id>
		<title>Civ4 Useful Programs</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_Useful_Programs&amp;diff=506"/>
		<updated>2009-06-02T15:08:46Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides links to programs that are useful and help with modding Civilization IV.&lt;br /&gt;
&lt;br /&gt;
== Graphics Programs ==&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=135740 BMP To WorldBuilderSave Converter]&lt;br /&gt;
* [http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml DXTBmp]&lt;br /&gt;
* [http://www.gimp.org/ GIMP]&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/dds/ GIMP DDS Plugin]&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://niftools.sourceforge.net/wiki/NifTools NifTools]&lt;br /&gt;
&lt;br /&gt;
== Map/Scenario (WorldBuilder-like) Programs ==&lt;br /&gt;
* [[MapView | MapView 2.0]] or [http://forums.civfanatics.com/showthread.php?t=305168 official thread]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=271351 Civ4 Map Maker]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=300571 Civ 4 Map Editor]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=144414 Civ4 Save/Scenario/Map Editor]&lt;br /&gt;
&lt;br /&gt;
== XML Programs ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=270586 Civ4 XML Editor]&lt;br /&gt;
* [http://notepad-plus.sourceforge.net/uk/site.htm Notepad ++ XML Editor]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=276286 Civ4 File Checker]&lt;br /&gt;
* [http://www.symbolclick.com/ XML Marker]&lt;br /&gt;
&lt;br /&gt;
== Python Programs ==&lt;br /&gt;
* [http://www.python.org/ Python IDLE]&lt;br /&gt;
&lt;br /&gt;
== SDK Programs ==&lt;br /&gt;
* [http://www.codeblocks.org/ CodeBlocks]&lt;br /&gt;
* [http://kael.civfanatics.net/files/PSDK-x86.exe Microsoft Platform SDK]&lt;br /&gt;
* [http://kael.civfanatics.net/files/msvcrt.lib msvcrt.lib]&lt;br /&gt;
* [http://kael.civfanatics.net/files/msvcrtd.lib msvcrtd.lib]&lt;br /&gt;
* [http://kael.civfanatics.net/files/msvcprt.lib msvcprt.lib]&lt;br /&gt;
* [http://kael.civfanatics.net/files/VCToolkitSetup.exe VC++ Toolkit 2003]&lt;br /&gt;
&lt;br /&gt;
== Misc Programs ==&lt;br /&gt;
* [http://forums.civfanatics.com/showpost.php?p=3247291&amp;amp;postcount=1 PakBuild]&lt;br /&gt;
* [http://winmerge.org/downloads/ WinMerge]&lt;br /&gt;
* [http://www.sadmansoftware.com/search/index.html SadMan Search]&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_World_Builder&amp;diff=505</id>
		<title>Civ4 World Builder</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_World_Builder&amp;diff=505"/>
		<updated>2009-06-02T15:08:29Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tutorials and Reference ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=135669 In-Depth Look at the .WorldBuilderSave File]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=176397 Map Making for Mods]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=314321 How to Add Rivers]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=132800 Civ 4 World Builder Manual]&lt;br /&gt;
&lt;br /&gt;
== The WBS File ==&lt;br /&gt;
&lt;br /&gt;
The parts of the .WorldBuilderSave (WBS) files.&lt;br /&gt;
&lt;br /&gt;
=== BeginGame ===&lt;br /&gt;
This section describes to the Civ4 engine the game setup parameters. Specifically they refer to the options you choose when starting a new game from the menu. Below is a list of ALL possible variables. The values they can have are listed on their individual pages.&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial]]&lt;br /&gt;
* [[Era]]&lt;br /&gt;
* [[Speed]]&lt;br /&gt;
* [[Calendar]]&lt;br /&gt;
* [[Option]]&lt;br /&gt;
* [[MPOption]]&lt;br /&gt;
* [[ForceControl]]&lt;br /&gt;
* [[Victory]]&lt;br /&gt;
* [[GameTurn]]&lt;br /&gt;
* [[MaxTurns]]&lt;br /&gt;
* [[MaxCityElimination]]&lt;br /&gt;
* [[TargetScore]]&lt;br /&gt;
* [[StartYear]]&lt;br /&gt;
* [[Description]]&lt;br /&gt;
* [[ModPath]]&lt;br /&gt;
&lt;br /&gt;
=== BeginTeam ===&lt;br /&gt;
This section of the WBS file describes each &#039;&#039;team&#039;&#039; (not just the player) in the scenario. In Single Player games you can even create teams. Please note: every player &#039;&#039;MUST&#039;&#039; be part of a team, even if there is only one player in the team.&lt;br /&gt;
&lt;br /&gt;
* [[Tech]]&lt;br /&gt;
* [[ContactWithTeam]]&lt;br /&gt;
* [[AtWar]]&lt;br /&gt;
* [[PermanentWarPeace]]&lt;br /&gt;
* [[OpenBordersWithTeam]]&lt;br /&gt;
* [[DefensivePactWithTeam]]&lt;br /&gt;
* [[ProjectType]]&lt;br /&gt;
* [[Reveal]]&lt;br /&gt;
&lt;br /&gt;
=== BeginPlayer ===&lt;br /&gt;
This section defines all the player settings for the game. These settings will allow you to change all behavior for the players.&lt;br /&gt;
&lt;br /&gt;
* [[CivDesc]]&lt;br /&gt;
* [[CivShortDesc]]&lt;br /&gt;
* [[LeaderName]]&lt;br /&gt;
* [[CivAdjective]]&lt;br /&gt;
* [[FlagDecal]]&lt;br /&gt;
* [[WhiteFlag]]&lt;br /&gt;
* [[LeaderType]]&lt;br /&gt;
* [[CivType]]&lt;br /&gt;
* [[Team]]&lt;br /&gt;
* [[Handicap]]&lt;br /&gt;
* [[Color]]&lt;br /&gt;
* [[ArtStyle]]&lt;br /&gt;
* [[PlayableCiv]]&lt;br /&gt;
* [[MinorNationStatus]]&lt;br /&gt;
* [[StartingGold]]&lt;br /&gt;
* [[StartingX]]&lt;br /&gt;
* [[StartingY]]&lt;br /&gt;
* [[StateReligion]]&lt;br /&gt;
* [[StartingEra]]&lt;br /&gt;
* [[CivicOption, Civic]]&lt;br /&gt;
* [[AttitudePlayer, AttitudeExtra]]&lt;br /&gt;
* [[CityList]]&lt;br /&gt;
&lt;br /&gt;
=== BeginMap ===&lt;br /&gt;
This section describes the map settings to the Civilization IV engine. Here you can define several different things about the map and how it plays.&lt;br /&gt;
&lt;br /&gt;
* [[grid width]]&lt;br /&gt;
* [[grid height]]&lt;br /&gt;
* [[top latitude]]&lt;br /&gt;
* [[bottom latitude]]&lt;br /&gt;
* [[wrap X]]&lt;br /&gt;
* [[wrap Y]]&lt;br /&gt;
* [[world size]]&lt;br /&gt;
* [[climate]]&lt;br /&gt;
* [[sealevel]]&lt;br /&gt;
* [[num plots written]]&lt;br /&gt;
&lt;br /&gt;
=== BeginPlot ===&lt;br /&gt;
This section will fill in the last section of the WorldBuilderSsave file: the Plots section. Each plot on the map will have its own BeginPlot/EndPlot section. This is the largest section of the WorldBuilderSave file, for there is a BeginPlot/EndPlot section for every tile on the map.&lt;br /&gt;
&lt;br /&gt;
* [[x, y]]&lt;br /&gt;
* [[Landmark]]&lt;br /&gt;
* [[ScriptData]]&lt;br /&gt;
* [[isNOfRiver, isWOfRiver]]&lt;br /&gt;
* [[RiverNSDirection, RiverWEDirection]]&lt;br /&gt;
* [[StartingPlot]]&lt;br /&gt;
* [[BonusType]]&lt;br /&gt;
* [[ImprovementType]]&lt;br /&gt;
* [[FeatureType, FeatureVariety]]&lt;br /&gt;
* [[RouteType]]&lt;br /&gt;
* [[TerrainType]]&lt;br /&gt;
* [[BeginUnit]]&lt;br /&gt;
* [[BeginCity]]&lt;br /&gt;
* [[TeamReveal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Original descriptions of BeginGame, BeginTeam, BeginPlayer, BeginMap, and BeginPlot sections, along with descriptions on all pages linked to from here by Dale on [http://apolyton.net/forums/showthread.php?t=141567 Apolyton Civilization Site] and [http://forums.civfanatics.com/showthread.php?t=135669 Civilization Fanatics Center] from his &amp;quot;In depth look at the WBS file&amp;quot; thread.&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_Python&amp;diff=504</id>
		<title>Civ4 Python</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_Python&amp;diff=504"/>
		<updated>2009-06-02T15:08:00Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tutorials and Reference ==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=154130 TGA&#039;s Python Tutorial]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=163848 How to Call a Function at the End of a Turn]&lt;br /&gt;
* [http://apolyton.net/forums/showthread.php?s=&amp;amp;threadid=167960 Jon Shafer&#039;s Guide to Python in Civ4]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=152856 Sample Python Code]&lt;br /&gt;
* BTS Python API&lt;br /&gt;
** [http://civ4bug.sourceforge.net/PythonAPI/index.html View]&lt;br /&gt;
** [http://code.google.com/p/civ4-python-api/ Project @ Google Code]&lt;br /&gt;
** [http://forums.civfanatics.com/showthread.php?t=238839 Forum Discussion]&lt;br /&gt;
* [http://civilization4.net/files/modding/PythonAPI/ Warlords Python API]&lt;br /&gt;
&lt;br /&gt;
== Commonly Edited Files ==&lt;br /&gt;
&lt;br /&gt;
* [[CvEventManager]]&lt;br /&gt;
* [[CvGameUtils]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_SDK&amp;diff=503</id>
		<title>Civ4 SDK</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_SDK&amp;diff=503"/>
		<updated>2009-06-02T15:07:44Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tutorials and Reference ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=166933 Installing and Using the SDK]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=166934 Sample SDK Code]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=171971 Calling Function from a Custom Python Module in the SDK]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=167476 Exposing New Functions to Python]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=274023 Common SDK Mistakes]&lt;br /&gt;
* [http://msdn.microsoft.com/en-us/library/8x5x43k7(VS.71).aspx Database of C++ Build Errors]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=314201 An Idiot&#039;s Guide to Editing the DLL]&lt;br /&gt;
&lt;br /&gt;
== SDK Files ==&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Category:Civ4_XML_Files&amp;diff=502</id>
		<title>Category:Civ4 XML Files</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Category:Civ4_XML_Files&amp;diff=502"/>
		<updated>2009-06-02T15:07:17Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Created page with &amp;#039;Category:Civilization 4&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_Modding_Tutorials&amp;diff=501</id>
		<title>Civ4 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_Modding_Tutorials&amp;diff=501"/>
		<updated>2009-06-02T15:06:55Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Put into Category:Civilization 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Tutorials ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=262402 How To Create a Mod (Video Demo)]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=173061 How To Design a Mod]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=187699 How To Get Your Mod To Load Faster]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=229557 A Modder&#039;s Guide to Beyond the Sword]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=168876 How To Add Custom Sounds]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=161442 How To Change the Movies]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=191978 How To Add an Intro Movie]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=230567 Guide to Event Modding]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=236727 Random Events List] (Reference)&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=175005 How To Isolate Crashes]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=268759 Non-Random Events in Beyond the Sword]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?p=7233336 Multiplayer Compatability Guide]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=132476 The Modder&#039;s Guide to Civ4]&lt;br /&gt;
&lt;br /&gt;
== Graphics Tutorials ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=183568 Skinning For Beginners]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=153584 How To Skin and Add Resources and Improvements]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?p=5339402#post5339402 Create Noshader Units from Units With Shaders]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=167335 How To Import a Custom Model (Blender)]&lt;br /&gt;
* NifViewer Tutorial: [http://forums.civfanatics.com/showthread.php?t=163585 Part 1], [http://forums.civfanatics.com/showthread.php?t=165689 Part 2], [http://forums.civfanatics.com/showthread.php?t=176106 Part 3]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=214207 3ds Max Importing/Exporting]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=179747 Merge Animations With Your Models]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=184327 How to Create Units with 3ds Max]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=182779 3ds Max Unit Creation Guide]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=177468 Import NIF File into 3ds Max]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=162118 Getting Your Units Into Civilization IV]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=171934 How To Make .dds Textures for 3ds Max Models]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=240956 Damage States for Custom Units (3ds Max)]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=181119 How To Edit GameFont.tga]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=278946 How To Fix GameFont.tga]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=150275 How To Create Non-Distorted Flags]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=237832 How To Make Units Use Different Effects]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=183742 How To Import/Modify/Export Leaderheads]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=230458 How To Create Shaded Leaderheads]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=267233 How To Create Leaderheads]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=304100 Working with GameFont.tga in Photoshop]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=305606 Nifskope]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=312613 Modifying the Visability of Weapons/Unit Animations]&lt;br /&gt;
&lt;br /&gt;
== Tutorials Involving XML ==&lt;br /&gt;
* For tutorials on how to use XML, see [[Civ4 XML Reference|the XML section]].&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=148507 How To Add a Civilization]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=139721 How To Add New Units]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=176460 Adding Units to Civilizations in 6 Easy Steps]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=188708 How To Add a New Building]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=138779 How To Add a Civic]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=304685 How To Add Diplomacy Text to a Leaderhead]&lt;br /&gt;
&lt;br /&gt;
== Tutorials Involving Python ==&lt;br /&gt;
* For tutorials on how to use Python, see [[Civ4 Python|the Python section]].&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=183126 How To Add Popups]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=142169 How To Save and Load Data in Your Mod]&lt;br /&gt;
&lt;br /&gt;
== Tutorials Involving the SDK ==&lt;br /&gt;
* For tutorials on how to use the SDK, see [[Civ4 SDK|the SDK section]].&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=166935 Adding New XML Values]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=183339 Adding New Missions For Units]&lt;br /&gt;
* [[How To Change the Maximum Number of Players]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ3_Modding_Tutorials&amp;diff=500</id>
		<title>Civ3 Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ3_Modding_Tutorials&amp;diff=500"/>
		<updated>2009-06-02T15:05:40Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Put into Category:Civilization 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an archive of helpful tutorials, references, and guides related to Civ3 modding, organized by topic.&lt;br /&gt;
&lt;br /&gt;
== Overview &amp;amp; High-Level Design ==&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=149597 How to design a scenario] by Plotinus&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=114696 Briefing for Creation and Customization Newbies] by GRM7584&lt;br /&gt;
== General Tips &amp;amp; Tricks ==&lt;br /&gt;
== Using the Editor ==&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=210035 Da Rules - Explained] by bluemofia&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=188315 FUBAR Editor Documentation] by ozymandias&lt;br /&gt;
== Adding New Content ==&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=203465 How to Add Leaderheads] by d.highland&lt;br /&gt;
=== Units ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=71114 ADDING UNITs TO C3C: Thorough Guide for the Newbie] by Colonel Kraken&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=75413 Tutorial: Making a units_32 pic] by zulu9812&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=264697 Unit Sounds Tutorial] by Vuldacon&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=203187 two units with the same name!] by taube87&lt;br /&gt;
=== Buildings &amp;amp; Wonders ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=83122 How to add Improvements and Wonders in C3C] by Ukas&lt;br /&gt;
=== Technologies ===&lt;br /&gt;
=== Editing Text Files ===&lt;br /&gt;
=== File Management ===&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=105217 How to add resources to C3C - A guide] by Ginger_Ale&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=87181 Adding/Specifying Custom Music for Civ3] by Colonel Kraken&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=92419 Customizing Era-Specific Background Music in C3C] by MSTK&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=184912 How to change the font!!] by taube87&lt;br /&gt;
== Creating Content ==&lt;br /&gt;
=== Modeling &amp;amp; Animation ===&lt;br /&gt;
=== Units ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=118502 Unit Making Tutorial (Poser)] by utahjazz7&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=121258 Openfx step by step tutorial] by polyphemus&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=185098 Truespace Tutorial - Modeling 101] by Bjornlo&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=75413 Tutorial: Making a units_32 pic] by zulu9812&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=158020 How to create palette for units] by Steph&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=264697 Unit Sounds Tutorial] by Vuldacon&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=226059 Wyrmshadow&#039;s Bryce Tutorials] by Wyrmshadow&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=253651 Changing Colors in Existing Units] by Gary Childress&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=268680 Transparency Texturing Tutorial For Poser Figures] by Gen. Rommel&lt;br /&gt;
=== Leaderheads ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=41557 How to make a Leaderhead in Poser] by gael&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=128329 How to make flag Leaderheads] by Maisse Arsouye&lt;br /&gt;
=== PCX Graphics ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=197915 Creating and Positioning Tech Icons (using GIMP 2)] by Varlin Saliptor&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=120714 How to Mod the Territory.pcx file] by Pounder&lt;br /&gt;
=== Maps ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=29350 How to make an accurate map with Civ3Edit] by Exsanguination&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=232267 Tutorial: adding new terrain tiles with hex editor] by embryodead&lt;br /&gt;
=== Audio ===&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=121878 Make your own CIV movies!!] by polyphemus&lt;br /&gt;
== Research &amp;amp; Resources ==&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=93986 Creation Resource Library] by sourboy&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=59115 Research URLs for Mod Makers] by ozymandias&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=96814 Mobilize&#039;s City List Library] by Mobilize&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=175834 Tutorials, References, and Guides: Library] by polyphemus&lt;br /&gt;
== Other Topics ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 3]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ3_Expanded_Editor_Guide&amp;diff=497</id>
		<title>Civ3 Expanded Editor Guide</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ3_Expanded_Editor_Guide&amp;diff=497"/>
		<updated>2009-06-02T15:04:01Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Put into Category:Civilization 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The expanded editor for Civilization III is a fan-made editor that gives many new options, and make modding a much easier task.&lt;br /&gt;
&lt;br /&gt;
[http://stephane.f.david.free.fr/CivMod/Tools/Civ3ExEditor.htm Click here to download the expanded editor]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=298525 Forum thread about the editor at Civilization Fanatics Center]&lt;br /&gt;
&lt;br /&gt;
The main features of the expanded editor are:&lt;br /&gt;
&lt;br /&gt;
- Possibility to have the same name for several objects,&lt;br /&gt;
&lt;br /&gt;
- Reordering of items, one by one, or several at the same time,&lt;br /&gt;
&lt;br /&gt;
- Possibility to change an attribute for several objects at the same time,&lt;br /&gt;
&lt;br /&gt;
- Delete a whole selection of object in one click. When objects are deleted, all the other items are properly updated&lt;br /&gt;
&lt;br /&gt;
- Advance copy options, to easily create many flavour units for example&lt;br /&gt;
&lt;br /&gt;
- Extended filtering options, to list only the item meeting some criterias&lt;br /&gt;
&lt;br /&gt;
- Graphical tech tree builder&lt;br /&gt;
&lt;br /&gt;
- Preview of civpedia icons and contains of ini files for easy correction of mistakes, and prevent missing files when playing the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current Version: 0.7.0, released 30/5/2009&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 3]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Category:Civilization_3&amp;diff=496</id>
		<title>Category:Civilization 3</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Category:Civilization_3&amp;diff=496"/>
		<updated>2009-06-02T15:03:18Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Created page with &amp;#039;This could be the entry category for Civ4 that holds all sub-categories and articles that don&amp;#039;t fit into a specialized category.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This could be the entry category for Civ4 that holds all sub-categories and articles that don&#039;t fit into a specialized category.&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ3_Modding_Tools&amp;diff=495</id>
		<title>Civ3 Modding Tools</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ3_Modding_Tools&amp;diff=495"/>
		<updated>2009-06-02T15:00:54Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: put this into category Civilization 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Civ3 Utilities ==&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?s=&amp;amp;threadid=10208 FLICster] by Moeniir&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?s=&amp;amp;threadid=42092 SBB: StoryBoard Builder] by Steph&lt;br /&gt;
*[http://stephane.f.david.free.fr/CivMod/Tools/Civ3ExEditor.htm Expanded Editor] by Steph&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?s=&amp;amp;threadid=52285 CEC: Civilopedia Editor for Civ3] by Steph&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?s=&amp;amp;threadid=54689 Civ3MultiTool] by Gramphos &lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=117669 Civ3MMToolkit] by Cyber Dreyk&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?s=&amp;amp;threadid=73990 Map Tweaker] by Dr Alimentado&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?s=&amp;amp;threadid=75688 Cracked Civ3ConquestsEdit - v1.22] by Mendax&lt;br /&gt;
*[http://forums.civfanatics.com/showthread.php?t=168530 Modding Templates] by Spacer One&lt;br /&gt;
== Graphics Editors ==&lt;br /&gt;
*[http://www.gimp.org GIMP]&lt;br /&gt;
*[http://www.irfanview.com IrfanView]&lt;br /&gt;
*[http://www.jasc.com Paint Shop Pro]&lt;br /&gt;
*[http://www.alister.eu/palsuite/ PalSuite] (Palette Editor)&lt;br /&gt;
*[http://www.agentur-simon.de/pedit/ Pedit] (Palette Editor)&lt;br /&gt;
*[http://www.adobe.com/products/photoshop/photoshop/ Photoshop]&lt;br /&gt;
== 3D Modeling &amp;amp; Animation ==&lt;br /&gt;
*[http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=5659302 3DS Max]&lt;br /&gt;
*[http://www.blender.org Blender]&lt;br /&gt;
*[http://www.daz3d.com/i.x/software/bryce Bryce]&lt;br /&gt;
*[http://www.daz3d.com DAZ Studio]&lt;br /&gt;
*[http://usa.autodesk.com/adsk/servlet/index?id=7635018&amp;amp;siteID=123112 Maya]&lt;br /&gt;
*[http://www.openfx.org OpenFX]&lt;br /&gt;
*[http://www.smithmicro.com/poser Poser]&lt;br /&gt;
*[http://www.povray.org POV-Ray]&lt;br /&gt;
== Audio Tools ==&lt;br /&gt;
*[http://www.audacity.sourceforge.net Audacity]&lt;br /&gt;
*[http://www.goldwave.com Goldwave]&lt;br /&gt;
== Management Tools ==&lt;br /&gt;
*[http://www.7-zip.org 7-Zip] (File Archiving)&lt;br /&gt;
*[http://filezilla-project.org/ FileZilla] (FTP Client)&lt;br /&gt;
*[http://office.microsoft.com/excel Excel] (Spreadsheet)&lt;br /&gt;
*[http://www.openoffice.org/product/calc.html OpenOffice Calc] (Spreadsheet)&lt;br /&gt;
*[http://subversion.tigris.org/ Subversion] (Version Control)&lt;br /&gt;
*[http://www.rarlabs.com WinRAR] (File Archiving)&lt;br /&gt;
== File Hosting Services ==&lt;br /&gt;
*[http://www.atomicgamer.com AtomicGamer]&lt;br /&gt;
*[http://forums.civfanatics.com/downloads.php CFC Downloads Database]&lt;br /&gt;
*[http://imageshack.us/ ImageShack]&lt;br /&gt;
*[http://www.photobucket.com Photobucket]&lt;br /&gt;
== Miscellaneous Tools ==&lt;br /&gt;
*[http://www.radgametools.com RAD Video Tools] (Media Conversion)&lt;br /&gt;
*[http://notepad-plus.sourceforge.net/ Notepad++] (Text Editor)&lt;br /&gt;
*[http://www.physics.ohio-state.edu/~prewett/hexedit/ HexEdit] (Hexadecimal File Editor)&lt;br /&gt;
&lt;br /&gt;
[[Category:Civilization 3]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Category_talk:Civ4_World_Builder&amp;diff=493</id>
		<title>Category talk:Civ4 World Builder</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Category_talk:Civ4_World_Builder&amp;diff=493"/>
		<updated>2009-06-02T14:50:44Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Created page with &amp;#039;Greyhound: Shouldn&amp;#039;t this category be called &amp;#039;&amp;#039;&amp;#039;Civ4 World Builder Save&amp;#039;&amp;#039;&amp;#039; or something? I mean, this currently only holds information about the data format. Not the worldbuilder...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greyhound: Shouldn&#039;t this category be called &#039;&#039;&#039;Civ4 World Builder Save&#039;&#039;&#039; or something? I mean, this currently only holds information about the data format. Not the worldbuilder itself!&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Category:Civ4_Map_Editors&amp;diff=492</id>
		<title>Category:Civ4 Map Editors</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Category:Civ4_Map_Editors&amp;diff=492"/>
		<updated>2009-06-02T14:48:32Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Created page with &amp;#039;This category should hold all articles related to Civilization 4 editors.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category should hold all articles related to Civilization 4 editors.&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=491</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=491"/>
		<updated>2009-06-02T14:44:31Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7. &lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here]. &lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.  &lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 2300 downloads by June 1st, 2009.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first itention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&lt;br /&gt;
[[Category:Civ4 Map Editors]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=490</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=490"/>
		<updated>2009-06-02T14:42:47Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7. &lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here]. &lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.  &lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 2300 downloads by June 1st, 2009.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first itention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Editors]]&lt;br /&gt;
[[Category:Civilization 4]]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Civ4_Useful_Programs&amp;diff=489</id>
		<title>Civ4 Useful Programs</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Civ4_Useful_Programs&amp;diff=489"/>
		<updated>2009-06-02T14:40:06Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: /* Map/Scenario (WorldBuilder-like) Programs */ Linked MapView article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides links to programs that are useful and help with modding Civilization IV.&lt;br /&gt;
&lt;br /&gt;
== Graphics Programs ==&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=135740 BMP To WorldBuilderSave Converter]&lt;br /&gt;
* [http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml DXTBmp]&lt;br /&gt;
* [http://www.gimp.org/ GIMP]&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/dds/ GIMP DDS Plugin]&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://niftools.sourceforge.net/wiki/NifTools NifTools]&lt;br /&gt;
&lt;br /&gt;
== Map/Scenario (WorldBuilder-like) Programs ==&lt;br /&gt;
* [[MapView | MapView 2.0]] or [http://forums.civfanatics.com/showthread.php?t=305168 official thread]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=271351 Civ4 Map Maker]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=300571 Civ 4 Map Editor]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=144414 Civ4 Save/Scenario/Map Editor]&lt;br /&gt;
&lt;br /&gt;
== XML Programs ==&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=270586 Civ4 XML Editor]&lt;br /&gt;
* [http://notepad-plus.sourceforge.net/uk/site.htm Notepad ++ XML Editor]&lt;br /&gt;
* [http://forums.civfanatics.com/showthread.php?t=276286 Civ4 File Checker]&lt;br /&gt;
* [http://www.symbolclick.com/ XML Marker]&lt;br /&gt;
&lt;br /&gt;
== Python Programs ==&lt;br /&gt;
* [http://www.python.org/ Python IDLE]&lt;br /&gt;
&lt;br /&gt;
== SDK Programs ==&lt;br /&gt;
* [http://www.codeblocks.org/ CodeBlocks]&lt;br /&gt;
* [http://kael.civfanatics.net/files/PSDK-x86.exe Microsoft Platform SDK]&lt;br /&gt;
* [http://kael.civfanatics.net/files/msvcrt.lib msvcrt.lib]&lt;br /&gt;
* [http://kael.civfanatics.net/files/msvcrtd.lib msvcrtd.lib]&lt;br /&gt;
* [http://kael.civfanatics.net/files/msvcprt.lib msvcprt.lib]&lt;br /&gt;
* [http://kael.civfanatics.net/files/VCToolkitSetup.exe VC++ Toolkit 2003]&lt;br /&gt;
&lt;br /&gt;
== Misc Programs ==&lt;br /&gt;
* [http://forums.civfanatics.com/showpost.php?p=3247291&amp;amp;postcount=1 PakBuild]&lt;br /&gt;
* [http://winmerge.org/downloads/ WinMerge]&lt;br /&gt;
* [http://www.sadmansoftware.com/search/index.html SadMan Search]&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=488</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=488"/>
		<updated>2009-06-02T14:36:48Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: used Map_Editors as category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7. &lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here]. &lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.  &lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 2300 downloads by June 1st, 2009.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first itention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;br /&gt;
&lt;br /&gt;
{{Map Editors}}&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=487</id>
		<title>MapView</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=MapView&amp;diff=487"/>
		<updated>2009-06-02T14:32:17Z</updated>

		<summary type="html">&lt;p&gt;GreyHound: Initial creating of the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General =&lt;br /&gt;
MapView is a Worldbuilder like application that allows the creating and modification of scenarios and maps for basicly all different tastes of Civilization 4. By today, June 2nd 2009, the most recent version is 2.0.7. &lt;br /&gt;
&lt;br /&gt;
= Download &amp;amp; Main Thread =&lt;br /&gt;
The direct download link can be found in the [http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 Civfanatics.com download section]. &lt;br /&gt;
The official thread of the application can be found [http://forums.civfanatics.com/showthread.php?t=305168 here]. &lt;br /&gt;
&lt;br /&gt;
= Features =&lt;br /&gt;
&lt;br /&gt;
== Feature Briefing ==&lt;br /&gt;
MapView is able to edit almost every part of a given scenario file, as long as the keywords inside the file is according to [[Vanilla]], [[Warlords]] or [[Beyond the Sword]]. &lt;br /&gt;
For example, Version 2.0.7 cannot operate with settings like &amp;quot;EuropeType&amp;quot; that is used in [[Civilization 4 - Colonization]] . But, no worries. That&#039;s no reason you can&#039;t use MapView at all. You will usually be able to create your map as usual and then edit the complete map to contain the necessary keyords after you are done with the basic setup.&lt;br /&gt;
It&#039;s probably recomendet to use tools like [http://www.winmerge.org/ Winmerge] to simplify the use of MapView together with unsupported keywords.&lt;br /&gt;
&lt;br /&gt;
== Key Features ==&lt;br /&gt;
&lt;br /&gt;
* Create and save Maps up to a size of 400 x 400 tiles&lt;br /&gt;
* OpenGL View&lt;br /&gt;
* Zoom and Pan&lt;br /&gt;
* Buttons for all common things&lt;br /&gt;
** Terrain Types&lt;br /&gt;
** Feature Types&lt;br /&gt;
** Bonus Types&lt;br /&gt;
** Route Types&lt;br /&gt;
** Units&lt;br /&gt;
** Cities&lt;br /&gt;
** All those can be unique for your personal mod (see &#039;Support for custom mods&#039; below)&lt;br /&gt;
* Toolbars for intuitive work&lt;br /&gt;
* Support for custom mods&lt;br /&gt;
** Learns from the Mod&#039;s *.xml files&lt;br /&gt;
** Dynamic GUI and OpenGL rendering to allow visual representation for your mod&#039;s unique boni etc.&lt;br /&gt;
* Basic Workflow&lt;br /&gt;
** Create &amp;amp; delete&lt;br /&gt;
*** Terrain&lt;br /&gt;
*** Bonus&lt;br /&gt;
*** Features&lt;br /&gt;
*** Cities&lt;br /&gt;
**** Wonders&lt;br /&gt;
**** Buildings&lt;br /&gt;
*** Units&lt;br /&gt;
**** Owner &lt;br /&gt;
**** Promotions *.etc&lt;br /&gt;
*** Routes&lt;br /&gt;
*** Rivers&lt;br /&gt;
* Tools&lt;br /&gt;
** Floodfill&lt;br /&gt;
** Pen&lt;br /&gt;
** Eraser&lt;br /&gt;
** Copy, Cut &amp;amp; Paste&lt;br /&gt;
* Layer System&lt;br /&gt;
* Team Reveal&lt;br /&gt;
* Plugin Support (C++ but SDK yet to be released)&lt;br /&gt;
&lt;br /&gt;
= FAQ - Frequently asked questions =&lt;br /&gt;
&lt;br /&gt;
Here you can find a list of frequently asked questions.&lt;br /&gt;
&lt;br /&gt;
=== How to move the view or zoom? ===&lt;br /&gt;
Press and Hold the &#039;Space&#039;-Key then press the left mouse button to move or the right button to zoom. The mousewheel should also allow you to scroll.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i load a map ===&lt;br /&gt;
This should NOT happen. If the map works fine in Civilization, please let me know.&lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when i change to a certain Mod ===&lt;br /&gt;
Since MapView learns from the xml files that come with any mod it&#039;s very likly that something went wrong while MapView parsed those files. I still have to come up with a more clever way to handle this. Please report such behavior in the main thread and provide a link to the mod so i can try on my own. &lt;br /&gt;
&lt;br /&gt;
=== MapView crashes when the application starts ===&lt;br /&gt;
If you are using the Editor Version that came with MapView it&#039;s very likly that you modified something in the xml files that come with Vanilla. &lt;br /&gt;
&lt;br /&gt;
=== How to work mod depending? ===&lt;br /&gt;
Go to &#039;Plugins&#039; -&amp;gt; &#039;Editor&#039; -&amp;gt; &#039;Mods&#039; and find and select the Mod you want to work with. After selection, the mods xml files will be parsed and the toolbars will be re-filled with all available data. You will probably see A LOT of question marks after loading an unofficial mod.&lt;br /&gt;
&lt;br /&gt;
=== My toolbars are full of question marks ... why? ===&lt;br /&gt;
MapView get&#039;s it&#039;s knowledge from the xml files that define the content and behavior of a mod. Whenever MapView can&#039;t display an image for a certain bonus, feature, etc. it will display a question mark. If you want to, you could create your own image to get MapView to show a nice little image. (See Video Tutorials)&lt;br /&gt;
 &lt;br /&gt;
=== My map view is full of question marks ... why? ===&lt;br /&gt;
See: &#039;My toolbars are full of question marks ... why?&#039;. It&#039;s the same reason, just for the OpenGL renderer.&lt;br /&gt;
&lt;br /&gt;
=== I want to edit the TeamReveal, where are the functions? ===&lt;br /&gt;
When you right click on the Team Reveal Button you get a drop down box that let&#039;s you chose from several advanced ways to handle team reveal for the selected player.&lt;br /&gt;
&lt;br /&gt;
=== How to delete Cities or Units? ===&lt;br /&gt;
Whenever you click on a field that contains a city or units the &#039;Tile Inspector&#039; will show those. You can right click on the City or Unit Nodes and delete it from there. Units can also be deleted by pressing the delete key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== How do i delete a River/parts of a river? ===&lt;br /&gt;
Make sure you have the river editing tool selected. Press and hold down the right mouse button and move the mouse over the fields where you want to delete the river fields.&lt;br /&gt;
You can also delete whole rivers from source to mouth by pressing shift, and the left clicking on a river.&lt;br /&gt;
&lt;br /&gt;
=== I want to use Pic2Map Plugin with another Map size ===&lt;br /&gt;
Currently the dimensions are hardcoded so you need to trick the plugin to get to the goal. To learn how, look [[#Map Size|here]].&lt;br /&gt;
&lt;br /&gt;
= Plugins = &lt;br /&gt;
Most of the features in MapView are realized as plugin. Those plugins can be found in the main application folder. You can identify them by the filename that is something like &#039;plug_&amp;lt;name&amp;gt;.dll&#039;. Without any of those plugins, MapView will still let you view a map but all other features are very limited. Most of the really useful things are parts of the editor.&lt;br /&gt;
&lt;br /&gt;
== Editor ==&lt;br /&gt;
* Purpose:  most editing functionality&lt;br /&gt;
* Current Version: 1.3.1&lt;br /&gt;
&lt;br /&gt;
== CreateCoast ==&lt;br /&gt;
* Purpose:  advanced coast features&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Remover ==&lt;br /&gt;
* Purpose: advanced removing capabilities&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== RiverPlace ==&lt;br /&gt;
* Purpose: adds functionality to place and delete rivers&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TileToText ==&lt;br /&gt;
* Purpose: previews how a certain tile will look after saving&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== LandscapePlacer ==&lt;br /&gt;
* Purpose: let&#039;s you place hills, peaks, flatlands and below sealevel&lt;br /&gt;
* Current Version: 1.2&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== TeamReveal ==&lt;br /&gt;
* Purpose:  for teamreveal editing&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
== Pic2map ==&lt;br /&gt;
* Purpose:  converts Images to maps&lt;br /&gt;
* Current Version: 1.0&lt;br /&gt;
* Author: GreyHound&lt;br /&gt;
&lt;br /&gt;
Pic2map offers the opportunity to take a picture. (A satellite photo or such) and generate the basic continent shape with accurate terrain matching easily. It works best with JPG files, bmp has often given bad results.&lt;br /&gt;
=== Map Size ===&lt;br /&gt;
Currently the size of the generated map is hardcoded but you can trick the plugin to generate other mapsizes too. I&#039;ll explain how this works. &lt;br /&gt;
Remember, the whole image will currently represent a 130 x Y sized map. (Y is adjusted to fit the src picture aspect ratio, a 100 x 100 px source generates 130x130, 100x50 px generates 130 x 65 etc. ). This example shows how to get a map with 65 tiles in width.&lt;br /&gt;
&lt;br /&gt;
# Open your source image.&lt;br /&gt;
# Resize the CANVAS to 200% x 200% (Don&#039;t scale the image, just enlarge the working area)&lt;br /&gt;
# Your image now consumes the same amount of pixels as before but relativly to the image size it&#039;s only half the size. &lt;br /&gt;
# Use the new picture in MapView and generate a map.&lt;br /&gt;
# Select and Copy the relevant part of the generated map.&lt;br /&gt;
# Create a new map (should be 65 x Y/2 in this example) and paste the copied area.&lt;br /&gt;
# Be Happy ;D&lt;br /&gt;
&lt;br /&gt;
With this system you can basicly get any size you want to.  &lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first Version of MapView was released November 17th, 2005 and has been downloaded arround 10000 times. Due to the lack of features and horrible programming a new Version was released January 6th 2009. It has had arround 2300 downloads by June 1st, 2009.&lt;br /&gt;
&lt;br /&gt;
== Versions == &lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=305168 MapView 2.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=11554 MapView 2.x official Download]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=141622 MapView 0.x official Thread]&lt;br /&gt;
[http://forums.civfanatics.com/downloads.php?do=file&amp;amp;id=4539 MapView 0.x official Download]&lt;br /&gt;
&lt;br /&gt;
== Motivation ==&lt;br /&gt;
The first version, written in 2005 was highly inspired with Junuxx&#039;s application [[Atlas]]. The first itention was to create an application that let&#039;s you look at a scenario without having to start Civilization, thus, save time. That&#039;s also the origin of the applications name. It&#039;s been designed to let you &#039;view&#039; a map. By the time features were added until MapView became an editor for WorldBuilderSave files.&lt;br /&gt;
&lt;br /&gt;
I had a few attempts in rewritting MapView from 2006 to 2008 but always stopped halfway through. In Autumn 2008, when i had one month off and finally pushed out another version.&lt;br /&gt;
&lt;br /&gt;
= Used libraries =&lt;br /&gt;
&lt;br /&gt;
* [http://openil.sourceforge.net/ DevIL 1.7.8] (Image library)&lt;br /&gt;
* [http://www.wxwidgets.org/ wxWidgets 2.8.9] (GUI)&lt;br /&gt;
* [http://freetype.sourceforge.net/ FreeType 2]&lt;br /&gt;
* [http://www.grinninglizard.com/tinyxml/ TinyXML] (parsing)&lt;/div&gt;</summary>
		<author><name>GreyHound</name></author>
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