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    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:calc_features&amp;rev=1504158075&amp;do=diff">
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        <dc:date>2017-08-31T05:41:15+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:calc_features</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:calc_features&amp;rev=1504158075&amp;do=diff</link>
        <description>Earlier in this tutorial, you made maps of the location and type of trees, geovents, and other features. However, in the SMF (Spring Map File), the position of trees, geovents and other features are written not as maps, but as one long list. To convert these maps into list for the SMF exporter, use the 'Generate feature list' button in the Spring Mapping Wizard, highlighted below:</description>
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        <dc:date>2017-08-31T05:23:13+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:calc_metalpatches</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:calc_metalpatches&amp;rev=1504156993&amp;do=diff</link>
        <description>Earlier in this tutorial, you created a map of the positions and types of metal patches and used the metal patch manager to setup the textures and metal values of the metal patches. Now, you should use the 'Apply metal patch textures' button in the Spring Mapping Wizard, shown below, to have L3DT apply the metal patches to the metal map and 'bake' the patch textures onto the texture map:</description>
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        <dc:date>2017-08-31T06:00:51+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:calc_minimap</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:calc_minimap&amp;rev=1504159251&amp;do=diff</link>
        <description>To calculate the Spring texture mini-map, select the 'Calculate texture mini-map' button in the Spring Mapping Wizard, as highlighted below:

[:tutorials:ta_spring:aaron:springwizard_calcminimap.png]

Please note that you should use this option after you have applied the metal patch map to the texture (see here).</description>
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        <dc:date>2017-08-31T06:38:22+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:calc_teampos</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:calc_teampos&amp;rev=1504161502&amp;do=diff</link>
        <description>The SMD file for your map requires a list of team starting positions. Earlier in this tutorial, you created a map of the starting points. Now, you should use the 'Generate team list' button in the Spring Mapping Wizard, shown below, to convert the starting points map into a list of the team positions.</description>
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        <dc:date>2017-08-31T04:59:27+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:calc_typemap</title>
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        <description>To generate the type map for Spring, use the 'Generate type map' button in the Spring Mapping Wizard, highlighted below:

[:tutorials:ta_spring:aaron:springwizard_calctype.png]

The result should look something like this:

[:tutorials:ta_spring:aaron:map_type.png]</description>
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        <dc:date>2017-08-31T06:14:51+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:cleardrape</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:cleardrape&amp;rev=1504160091&amp;do=diff</link>
        <description>Whilst the texture image drape can be extremely useful in placing features/grass/etc in your Spring maps, it will also slow down the user interface. Once you are done with editing the Spring maps, you should clear the texture image drape using the 'Clear image drape' button in the Spring Mapping Wizard, as highlighted below:</description>
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        <dc:date>2017-08-31T07:08:46+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:export_sd7</title>
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        <description>To export the map as a Spring SD7 map file, use the 'Export SD7' button in the Spring Mapping Wizard, highlighted below:

[:tutorials:ta_spring:aaron:springwizard_exportsd7.png]

You will be asked to enter the SD7 filename, and when you click OK, the export will begin.</description>
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        <dc:date>2017-08-31T04:29:12+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:featuremanager</title>
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        <description>allocating Spring maps


If you would like to add custom features to your map, such as wrecked tanks, rocks, or other 'stuff', select the 'Custom feature settings' button in the Spring Mapping Wizard, highlighted below:

[:tutorials:ta_spring:aaron:springwizard_featuresettings.png]</description>
    </item>
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        <dc:date>2017-08-31T05:02:27+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:featuremap</title>
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        <description>If you would like to place custom features such as rocks on your map, you will need to use the feature map. 

Preparing your features


Before you can place any features in your feature map, you must define what the features will be. To do this, select the 'Custom feature settings' button in the Spring Mapping Wizard, as described on this page of the tutorial.</description>
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        <dc:date>2017-08-31T04:37:28+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:geoventmap</title>
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        <description>The geovent map is a lot like the starting point map we discussed earlier. It's basically a boolean (black/white, on/off) map that says where the geovents go. 

To place geovents, select the 'edit geovent map' button in the Spring Mapping wizard, highlighted below:</description>
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        <dc:date>2017-08-31T07:34:59+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:grassmap</title>
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        <description>The grass map is a lot like the geovent map we discussed earlier. It's a boolean (black/white, on/off) map that says where the grass goes. 

To place grass, select the 'edit grass map' button in the Spring Mapping wizard, highlighted below:

[:tutorials:ta_spring:aaron:springwizard_editgrass.png]</description>
    </item>
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        <dc:date>2017-08-31T04:33:55+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:hf_and_tx</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:hf_and_tx&amp;rev=1504154035&amp;do=diff</link>
        <description>&lt;&lt; back to tutorial &lt;&lt; 
Getting started


There are many ways to make a map in L3DT, but I shan't cover all of them in this guide. In fact, I'm only going to cover the “well-travelled path” of using L3DT's Design/Inflate algorithm. If you'd like to experiment with other ways to make your map, you may find the following reading useful:</description>
    </item>
    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:mapalloc&amp;rev=1504156532&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-08-31T05:15:32+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:mapalloc</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:mapalloc&amp;rev=1504156532&amp;do=diff</link>
        <description>Spring map files contain a number of map layers, in addition to the heightfield and texture. These maps include metal maps, grass maps, and so forth. Before you can edit these maps, you must first create the maps by selecting the the 'Allocate Spring maps' button in the Spring Mapping wizard, highlighted below:</description>
    </item>
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        <dc:date>2017-08-31T07:33:43+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:metalmanager</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:metalmanager&amp;rev=1504164823&amp;do=diff</link>
        <description>custom feature settings


If you would like to customise the texture images or metal values of L3DT's metal patches, select the 'Metal patch settings' button in the Spring Mapping Wizard, highlighted below:

[:tutorials:ta_spring:aaron:springwizard_patchsettings.png]</description>
    </item>
    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:metalpatches&amp;rev=1504155307&amp;do=diff">
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        <dc:date>2017-08-31T04:55:07+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:metalpatches</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:metalpatches&amp;rev=1504155307&amp;do=diff</link>
        <description>To make metal patches in L3DT, you do not need to manually apply the patch textures or edit the metal map manually. Instead, you simply indicate the position and the type of the metal patches in the 'metal patch' map. Later, we will use the apply metal patch textures button in the Spring Mapping wizard to 'bake' the metal patches onto the texture and metal map.</description>
    </item>
    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:prepare_smd&amp;rev=1504161522&amp;do=diff">
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        <dc:date>2017-08-31T06:38:42+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:prepare_smd</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:prepare_smd&amp;rev=1504161522&amp;do=diff</link>
        <description>To prepare the SMD settings for the Spring map, select the 'Prepare SMD settings' button in the Spring Mapping wizard, as highlighted below:

[:tutorials:ta_spring:aaron:springwizard_preparesmd.png]

This will open the 'SMD Editor' window, shown below:</description>
    </item>
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        <dc:date>2017-08-31T06:12:27+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:startpoints</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:startpoints&amp;rev=1504159947&amp;do=diff</link>
        <description>The easiest way to set the starting points for the commanders/teams in your Spring map is to use the 'Spring-StartPoints' map. To edit this map, press the 'Edit starting points' button in the Spring Mapping Wizard, as highlighted below:

[:tutorials:ta_spring:aaron:springwizard_editstartpoints.png]</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-08-31T06:56:25+00:00</dc:date>
        <title>tutorials:ta_spring:aaron:treemap</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:aaron:treemap&amp;rev=1504162585&amp;do=diff</link>
        <description>To place trees, select the 'edit tree map' button in the Spring Mapping wizard, highlighted below:

[:tutorials:ta_spring:aaron:springwizard_edittrees.png]

This will make L3DT display the 'Spring-Trees' map and open the 'indexed map brush' tool (as shown below), which we'll use to place the trees.</description>
    </item>
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