Help of the "DF-Map engineer"
Coded by "Lippi" & "Beholder"



1.
  • Information
  • 1.1.  Important to know
    1.2.  Providing our Program
    2.
  • What do I need ...
  • 2.1.  The Delta Force *.PFF Files
    2.2.  Extraction with the D.A.T.-PAK Administrator
    2.3.  DFME-Setup
    2.4  The Item-List (Pictures)
    3.
  • Working on a Map (short)
  • 3.1.  Load a Map
    3.2.  Editing Objects
    3.3.  Save a Map
    4.
  • Working on a Map (detailed)
  • 4.1.  Load a Map
    4.1.1.   TRN File not found
    4.1.2.   Pictures not found
    4.1.3.   "Object-Hide-Check-Boxes"
    4.2.  Objects
    4.2.1.   Moving Objects
    4.2.2.   Rotating Objects
    4.2.3.   Add Objects
    4.2.4.   Delete Objects
    4.2.5.   Changing the Type
    4.2.6.   Editing Weapons
    4.2.7.   Radius
    4.3.  Object-List
    4.3.1.   "Minicalc"
    4.3.2.   Searching in the List
    4.3.3.   Multiselect
    4.4.  Additional Map Settings
    4.4.1.   Changing Game-Type
    4.4.2.   Nigh-Goggles/Night-Missions
    4.4.3.   Camouflage
    4.4.4.   Map-Names for the List in Delta Force
    4.4.5.   Load/Edit TRN-Files (Extended)
    4.4.6.   Changing Graphics at the Extended Dialog
    4.5.  Save Maps
    4.6.  Reset Button
    4.7.  Import and Export
    4.7.1.   Format and Partition mark
    4.8.   Item List with Pictures
    5.
  • The Interface
  • 5.1.  The 'Main'-Window
    5.2.  The 'Setup'-Window
    5.3.  The 'Extended'-Windows
    5.4.  The 'Item-List'-Window
    5.5.  The 'View'-Window
    6.
  • Additional Informations
  • 6.1.  Thanks
    6.2.  Support
    6.3.  Sponsoring




    1. Information
    1.1. Please read, Important

    At first it is a good idea to keep a copy of the Delta Force *.pff files in a save place. Also a copy of the playerprofiles *.ply is a good idea.
    Until now, we have not found out how waypoints works, so it is not possible to edit singleplayer missions. You only can convert singleplayer missions to multiplayer missions, but not vice versa.
    Errorcorrection is not perfect in all areas
    We are not responsible for any loss of data or harm on Hardware. Use it at your own risk.

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    1.2 Providing our Program

    If anyone want to provide our program anywhere, then only in that way we have published it on our
    page and only after having asked us.

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    2. What do I need ...

    At first you need the Dat Pak-Administrator, also at our
    page, to extract the files, stored in the *.pff files.
    Then you need free Harddiskspace, with Delta Force, backup of your files and extracted files you need about 600MB.
    Of course you need Delta Force and a computer where it runs.

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    2.1. The Delta Force *.PFF Files

    The *.pff Files are containers for all the files needed by Delta Force.
    To edit maps and to work with the DF Map Engineer you need to extract the following files:
    *.bms : central Map files
    c??m??.pcx and everything, that looks like water or sky : Grafic files
    dfmpname.bin : Mapnamen
    *.trn : additional Mapinformations
    The best and easiest way is to extract all the files from the *.pff's
    And then you can look at some interesting screenshots.

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    2.2. Extraction with the D.A.T.-PAK Administrator

    After having installed and starting the PAK-Administrator, do the following:
    In the first editfield, type in the PFF File you want to extract.
    (e.g. c:\games\Delta Force\dfbase.pff)
    In the editfield below, type in the directory, where you want to store the extracted files.
    (e.g. c:\games\Delta Force\mapwork\dfbase\)
    ATTENTION: The program doesn't create the directory, it has to exist!
    These settings can also be made through the 'File Location' button. There you have a 'Small-Eplorer' which can create directories. Then you have to type a '17' !!! into the 'Adresse' field. Above the 'Open' Button.
    Now the 'Open' button is activ, with klicking on it, the PFF file will be opened. The program tries to find the number of files, stored in the PFF, automatically. Or klick the 'max' button or use the slider left to the button, to define the number of files to search for in the PFF
    But if there is a '0' in the two fields, right to the 'Open' button, the PAK-Administrator has not found the file or could not open it.
    After opening the PFF, the button 'File Header/Extr.' should now be activ. When klicking on it, a new window opens, with all the files stored in the PFF.
    On the right site, is the list, that holds the files which will be extracted, when klicking the 'EXTRACT' button. With the '-> AD ->' button, the selected files in the left list, will be transfered to the right list. The '->> ALL ->>' button will transfer all the files from the left list into the extraction list.
    To remove files from the extraction list, klick the '<- del <-' or the '<- all <-' button.
    If everything is done, a little window will open and show the results.

    It's a good idea to have an own directory for every PFF, not to lose overview.

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    2.3. DFME-Setup

    Here, all the directories needed by the DFME, are specified.

    By choosing the specific radiobutton, you choose which editfield is affected by the 'Add Path' button.
    You can choose the wanted directory to put in a editfield, in the directorylistbox. Then klick 'Add Path' button, to put the path into the editfield you have specified with the radiobutton.
    The first editfield specifiece the path to the files extractet from the df.pff.
    The Next editfield is for the files from the dfbase.pff.
    Under 'DF-Main Dir' you put in the directory where Delta Force was installed.
    In the 'Work-Dir' the
    Im/Export file will be saved.
    And the 'Item-List Dir' gives the position of the Item-List, that means, where you have stored the HTML files with the pictures and numbers, you've downloaded from our page.
    Into both fields of the 'Im/Export Setting' area, you can type in the seperator for the Im/Export file, one time directly as an character and into the other field as the ASCII number.

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    2.4. The Item-List with pictures

    To know which number represents which object, we've made the Item-List. You can download this list from
    our Web Page. Then you can see nearly all Objects used in Delta Force in the HTML file and in the Item-List window in our program, when klicking on the 'View' button.
    Therefore you have to specifie the path to the Item-List in the Setup dialog.

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    3. Editing Maps (short)

    A short introduction for the fast ones.

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    3.1. Load a Map

    To load a Map, you have to klick the 'Load' button and choose a *.bms file in the filedialog.
    If until now nothing was specified in the setup, the
    Setup dialog will open.
    If a file, needed by the DFME, wasn't found, a filedialog will open, where you can choose another file. Then, check the setup maybe a directory is set wrong or not all of the needed files were extracted.
    The progressbar shows to you the loadstatus and when the colormap is loaded into the Map-window, all objects are placed on the map and the Item-List windows comes up, the DFME is ready.

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    3.2. Editing Objects

    In the
    Map-window you can now select an Object with the left mousebutton, then you can not move it. In the Object-table, the corresponding row is selected and scrolled to the top of the table.
    If you select an Object in the Map-window with the right mousebutton or just select it in the table, you can move this object, by clicking with the right mousebutton into the Map-window at the wanted postion.
    To edit an object in all circumstances, just choose the corresponding entry in the Object-table. The changes to an Object will be shown instantly. You can change the type of an Object by typing in a number in the 'Object' coloumn, or you use the Item-List, when you klick on the 'L' button. In the Item-List you can pick your object by doubleklick on it or by klicking the 'USE' button.

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    3.3. Save a Map

    To save a Map, you just have to klick the 'Save' button and you have to choose the postion and name for your *.bms file.
    Of course the saved *.bms has to be repacked into the coresponding PFF file if you want to have it in DF. The setting in the
    'Extended' dialog will be used. So if you have klicked the checkboxes in the 'Extended' dialog, the *.bms is automatically repacked and DF is launched.

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    4. Edititng a Map (detailed)

    4.1. Load a Map

    When you klick on the 'Load' button, you can choose, in the following filedialog, the *.bms you want to load.
    If the DFME was started the first time or there is no INI file, because of any other reason, the
    Setup window will open. There you can define the needed directories.
    The filedialog will start in the directory, you have specified in the setup window in the 'DFBase-Files' editfield, because the Map files are normally found there.
    Is a needed file not found by the DFME, then a filedialog, where you can find the file or choose another, comes up. If this happenes, check if everything is ok in the Setup dialog. Or maybe you have not extract all needed files from the PFF's
    If you cancel the loading of a missed file, the program will be reseted.
    Is everything needed, found by the DFME, the colormap is loaded into the Map window, the Objects are shown in the Map window and the Item-List comes up. The checkboxes for the gametype are set, the camouflage and the name for the Map is shown in the corresponding dropdownlists. Also the name of the opened Map file is shown in the titlebar of the mainwindow.

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    4.1.1. TRN File not found

    Is the TRN file for the Map missing, a filedialog, where you can choose another TRN will open.
    If you load a new TRN, all settings stored in the TRN will be used for the Map, e.g. the grafic files. By klicking on cancel, the DFME will be reseted.

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    4.1.2. Pictures not found

    If a needed grafic file is not found, a filedialog will open too. Here you can pick a new PCX file. It has to be 1024*1024*256 for the Map grafic files, else Delta Force will crash with a Sysdump.
    Cancel will reset the DFME.

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    4.1.3. Object-Hide-Check-Boxes

    The checkboxes below the Map window, defines, which types of objects are shown in the
    Map window. To speed up scrolling, zooming and also loading, you can use these checkboxes. Of course they are usefull to isolate specific Objects.

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    4.2. Objects

    All Objects of a Map, are shown in the DFME as colored rectangles. Colors to Object type relation is as follows:

    10?? Decoration green
    20?? Vehicles silver
    30?? Buildings yellow
    40?? Objects white
    50?? People purple
    60?? Markers light blue
    70?? Effects black


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    4.2.1. Moving Objects

    Objects are moved or better repositioned in the
    Map window, generally, with the right mouse button. But only, if you have at first selected the Object in the table or klicked on it in the Map window with the right mousebutton. If you klicked on an Object in the Map window with the left mousebutton, you can't move it instantly. You have to reklick it with the right mousebutton.
    The new koordinates are taken to the table when you set the Objects to the new position. Of course you can move Objects, by typeing in the koordinates into the table manually. Then the Object will get his new position while typing. You can also move more than one Object with Multiselect.

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    4.2.2. Rotating a Object

    Objects in Delta Force can be rotated along two axis's. One rotates the Object horizontaly along his Z-Axis and the other one rotates its verticaly along his X-Axis. We haven't found a third axis.
    The horizontal angle is shown in the
    Map window as a red line, starting at the Object. But it is only shown when you are in the table in the 'Horz Angle' coloumn. It's only possible to change the angle in the table by typing in numbers.
    If you change the angle, the Map window is updated instantly. The angel is definied in degrees, so 360° means a full circle. It is counted clockwise and 0° are North and up in the Map window.

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    4.2.3 Add a Object

    With the 'Add Item' button, you can add an Object to the Map. The new Object is shown in the last row of the table. The activ row will automatically jump to the new Object. You will find the new Object in the center of the
    Map window. If an Object is selected in the Item-List, the new Object will be the selected one, otherwise a Penguine is added.

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    4.2.4. Delete a Object

    The 'Del Item' button removes the actually selected Object completly from the Map. The actually Object is the Object which you have klicked at in the Map window or you have selected in the table.
    If the Object you want to delete, is followed by a lot of other Objects, it can take some time, because all following Objects are resorted.

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    4.2.5. Changing the Type

    To change an Object, that means to define if it is a Penguine or a Palm, the third coloumn 'Object' in the table has to be changed. The fourth coloumn 'O.Name' is writeprotected, it is only used to show the name of the Object. If you want to change an Object easily, you can use the
    Item-List, reachable through the 'L' button. There you can get your wanted Object by klicking the 'USE' button or by doubleklicking the Object entry.

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    4.2.6. Editing Weapons

    To give a Weapon to a People, you have to edit the last coloumn in the table. The best way to do this, is to doubleclick into the wanted cell and then pick the weapon you want from the dropdownlist. Of course you can change more then one Object via
    Multiselect here too. Weapons work with enemys and with peoples of your own team.

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    4.2.7. Radius

    The radius are only used from the "King of the Hill Centers", but the radius will show for all objects.

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    4.3. Object List

    The Object List is the table at the right side of the
    mainform. There are all data belonging to the Objects of a map stored.

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    4.3.1. Minicalculator

    With the Minicalculator it is possible to add or substract values fast from or to another. To activate the Minicalc, you have to type in '+' oder '-' twice, in front of the value you want to add, e.g. the original value in a cell is 100 and with '++50' and enter, you add 50 and got 150.
    The Minicalculator is just able to add and substract values. You can use them with
    Multiselect, then all selected cells are set to the value of the edited cell, after pressing enter.

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    4.3.2. Searching in the List

    In the
    Object-Table and in the Item-List is a search function integrated, to find specific values faster and easier. You can reach the search function through the editfields at the top of the tables. You can search for everything you like. Therefore you have to type in your searchstring into the editfield and press enter. Then the next entry from the actual position which matchs your searchstring will be the activ row. If there are more matching entrys in the table, just press enter again.
    If the end of the table is reached, the search will continue at the top.

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    4.3.3. Multiselect

    Multiselect is usefull, if you want to set the same value to more then one Object. To use Multiselect, you just have to hold down the Shift key, while selecting the cells you want to change with the Coursor keys. All cells you have selected, are shown blue. Only the cell you work in, representativ for the other cells, is only marked by a broken line. That cell can edited completly normal, like you have not selected more than one cell. This means that you can use for example the 'Use' button from the
    Item-List, the Minicalc or a dropdownlist like in the 'Weapon' coloumn, like normal. Then, the entry of the cell will be taken to all other selected cells.

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    4.4. Additional Map Settings

    4.4.1. Changing Game-Type

    Left from the
    Map window are checkboxes, which define for which gametype the Map should be availiable. If you load a new Map, the checkboxes are set automatically.
    To sort the Map to a new gametype, you have to set at first the corresponding Startpoints, e.g. if the Map was at first a Capture the Flag and now should also be used for Deathmatch, you have to put in some '6002 start, dmatch' Objects. Otherwise you would start at 0,0 and if you die you would respawn where you died.
    Also remember the needed waypoints for the gametype, e.g. '6027 waypoint, mp, red base'.

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    4.4.2. Night-Goggles

    With the Checkbox 'NG' for Nightgoggles you can easily change your Map from day to night or vice versa. If 'NG' is checked, Delta Force will automatically change the palettes into colors that fits for Nightgoggles. And all players will wear Nightgoggles.
    But it is to say, that the changed palettes sometimes not fit with the used colormap and then you have some big white areas at the ground or something. In this case you can try to find
    new grafic files which fits better to the palettes. Therefore it is the best to find a new *.trn file, which fits to your needs. And to the most normal multiplayer TRN's, special night TRN's do exist. They are named like the normal TRN's only with one more 'N' e.g. DFM11.TRN and DFM11N.TRN. But they are stored in the dfbase.pff, but thats no problem for Delta Force and if you choose those TRN's through the corresponding filedialog, it's no problem for the DFME too.

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    4.4.3. Camouflage

    In the left dropdownlist, below the
    Object table, you can change the clothes the soldiers should wear in the Map. Only the entry, picked from the dropdownlist is important, the text stored in the TRN files seems to be only for description.

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    4.4.4. Map-Names for the List in Delta Force

    The right dropdownlist below the Object table holds all names which are defined for Maps in Delta Force, Those names are shown in DF when you want to host a MP game or when you pick the game you want to join, If you load a new Map, the name specified for this Map is selected in the dropdownlist automatically. You can, of course, choose an existing name or give the Map a new name. Therefore you klick into the topfield of the dropdownlist and type in the new name. By pressing enter, the new name is added to the list and you can now choose them from the list. You can not type in the same name more then one time.
    With the 'Del' button, right to the dropdownlist you can delete the actual selected name from the list. But you have to remeber, that if a Map already uses this name, it will then have the next entry in the list as name, because the names are only referenced through a number in the *.bms files.

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    4.4.5. Load/Edit TRN-Files (Extended)

    If you klick the 'Extended' button above the Map window,left to the progressbar, a
    new window will open. Here you can change the gametype again, but this window is at first for editing the settings of the TRN files. So you can edit the TRN, defined in the bms,with the editfield manually, for example Sun-Settings, Waterlevel and some other settings. For the most important grafic files we have implemented buttons, where, when you klick them a filedialog will open, where you can choose the new grafic files. But remember, when you change the settings in the TRN, you have to provide the changed TRN to everyone who wants to play at your map.
    If you want to change the whole TRN, then klick the 'Choose TRN' button and pick your new TRN. All settings stored in the new TRN will be imported into the program, so the grafic files in the Map window will change.
    With the '...' button next to the 'TRN File' editfield you can choose the directory which is put into the editfield and which specifies the save path of the TRN file. Same can be done with the 'BMS File'. These settings are used if you save your work.
    Klicking the 'Save all & Do' button will save ALL files used by the DFME to his destinations. That includes the *.bms, *.trn files, the 4 *.pcx files, which can be changed with the buttons right to the memofield and the dfmpname.bin, which hold the names of the Maps. And the file '!dfmerepack.bat' is created in the Delta Force maindirectory. With this file you can easily repack all files mentioned before, into the corresponding PFF file you only need to start it.
    If the checkbox 'Auto repack' is set and you klick the button 'Save all & Do' the '!dfmerepack.bat' is executed automatically. The checkbox 'DF Auto Start' adds a line to start DF to the '!dfmerepack.bat', so Delta Force will be launched after repacking all files.

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    4.4.6. Changing Graphics at the Extended Dialog

    To change the grafic files for Delta Force, you just have to change the corresponding entries in the TRN file. You can do this manually, by changing the TRN in the memofield in the
    'Extended' dialog or you can use the buttons, we made for the most important grafic files, right to the memofield. After klicking on a button, a filedialog will open, where you can look at the files and choose a new one. If you picked a new file it will completly inserted into the Map and the Map window will be updated.
    You have to watch the format of the new grafic file, otherwhise DF will crash with a sysdump. Color-, Elevation- und Detailmap have to be 1024 x 1024 x 256. Sky Maps have to be 512 x 512 x 256 and Water Maps 256 x 256 x 256.

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    4.5. Save a Map

    You can save a Map with the 'Save all & Do' button in
    'Extended' dialog or with the 'Save button at the mainwindow. The 'Save' button will only save the *.bms and create the '!dfmerepack.bat' in the DF maindirectory. If the checkboxes in the 'Extended' dialog are checked, their status will be respected. That means if the checkbox 'Auto repack' is klicked, the '!dfmerepack.bat' will be started automatically and if the checkbox 'DF Auto Start' is klicked Delta Force will be started, after repacking all files.
    The position of the *.bms you want to save, can be defined by a filedialog.

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    4.6. Reset Button

    The 'Reset' button is visible after the successfull loading of a Map, at the place of the 'Load button. If you klick at the 'Reset' button, the program will be taken back to the start status. Then you can klick the 'Load' button again and load a new Map.
    The
    Map window is not cleared but that's not further interesting.

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    4.7. Import and Export

    With the 'Import' and 'Export' button right below the Object table, a textfile with the contents of the Object table can be im- or exported. It is usefull for editing the Object with an external program like Excel to make some things easier with macros, like randomly placed trees (thx Bwana). The file is called 'Export.txt' and will be stored in the 'Work' directory. The 'Work' directory is defined in the
    'Setup' dialog.
    If you want to import Objects through the 'Export.txt', you first you have to add as much Objects into the Object table as you want to import, e.g. if you want to import 253 Objects, you have to have 253 Objects in the table!
    Otherwhise the rest of the Objects you want to import are ignored!
    Also the Im-/Export function provides a second way to save your work on a Map.

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    4.7.1. Format and Partition mark

    You can define the partition mark for the cells of the Object table in the
    Setup, how you like it. In the Im-/Export file, at the end of the content of every cell there have to be the partition mark, also behind the content of the last cell. One line in the file should look like this: '553;4076;penguin;-16697856;-19924992;0;240;0;4;0;' the partition mark is a ';'. But watch out, you cannot use every character as a partition mark, because some characters like ',' are used in the description of the Objects. So there would be errors if you try to import a file with such a partition marks.

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    4.8. Item List with Pictures

    We provide a list with pictures, of nearly all Objects used in Delta Force, on our
    Page. You can download this list and if you define the directory where you have extracted the list, in the 'Setup' dialog. You can look at the picture of the Object you selected in the Item-List with the 'View' button. If you see a 'NO-PIC' picture, the DFME has not found a picture for the selected Object.

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    5. The Interface

    5.1. The 'Main'-Window

    Load & Reset Open the Setup-Window Scroll the Map left/right Center the selected Object Scroll the Map up/down Radius of an Object Angle of an Object (H) Selector Zoom Zoom In/Out View Colormap View Dephmap View Detailmap Set the Gametype Night Gogles On/Off About Hide/Show Markers by Type Marke Hint -> Type of Object Camouflage Map-Name Delet selected Map-Name Import Funktion Export Funktion Scroll the Table Table, of Objects Table, of Objects Table, of Objects Table, of Objects a selected CELL only here u can Quit this Program minimizer :) Delet selected Object reopen the Item-List Add a new Object Search the Table View the Coordinates (local/DF) View the Coordinates (local/DF) The Name of the BMS-File Open the Extended Window Save the BMS two Penguins
    #01 Load & Reset Button
    #02 Open the Setup-Window
    #03.1 Scroll the Map left/right
    #04 center the market Object
    #03.2 Scroll the Map up/down
    #05.1 Radius of the Objects
    #05.2 horizontal angle of the Objects
    #06 Selector -> mark the selected Object
    #07.1 Zomm-Value
    #07.2 Zoom in/out
    #08.1 view the Colormap
    #08.2 view the Elevatemap
    #08.3 vie the Detailmap
    #09 change the Gametype
    #10 Night gogles on/off (on:=Night-Map)
    #11 About
    #12 Show/Hide the Markers by Type
    #13 a Marker
    #14 Hint, show the Type of the Objectes
    #15 Camoflage
    #16 Map-Name
    #17 delete the selected Map-Namen from the Liste
    #18 Im/Export-Button
    #19 Scroll the Table
    #20 Tabelle with the Object-Datas
    #21 quit the Program (only herer)
    #22 minimize the Program
    #23 delete the selected Object
    #24 reopen the Item-List
    #25 Add/Create an new Object
    #26 search in the Table
    #27 view the Coordinates (local/DF)
    #28 view the Coordinates (local/DF)
    #29 view the name from the open BMS-File
    #30 open the Extended-Window
    #31 Save the BMS-File

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    5.2. das Setup-Window

    Path to the DF-Files Path to the DFBase Files Path to the DF-Main Dir Path to the Work Dir Path to the Image List of DF-Objects Add-Path Button OK Cancel Seperator Seperator as ASCII Directory List Drive List Selector
    #01 Path to the extracted DF.pff-Files
    #02 Path to the extracted DFBASE.pff-Files
    #03 Path to Delta Force
    #04 Work Dir
    #05 Path to the Item-Picture-Liste
    #06 Set the Path to the marked Line
    #07 OK
    #08 Cancel
    #09 Seperator for the Im/Export
    #10 Seperator in ASCII-Code
    #11 Directory-List
    #12 Harddrive's
    #13 Marker for the Path-Lines

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    5.3. das "Extended"-Window

    Set the Game-Type Open an other TRN-File Edit Field for the TRN-File Open other Images Save BMS/TRN and do... Cancel Start Delta Force when Saved Repack Maps when Saved Choos an TRN-File for save (as new) Choos an TRN-File for save (as new) Choos an BMS-File for save (as new) Choos an BMS-File for save (as new)
    #01 change Gametype
    #02 open and load an other TRN-File
    #03 Edit-Field for the TRN-File
    #04 Load an other Image
    #05 Save all and do...
    #06 Cancel
    #07 start Delat Force after Saving
    #08 auto-pack the Map in the PFF-File
    #09.1 TRN Save as (new Name)
    #09.2 TRN Save as (new Name)
    #10.1 BMS Save as (new Name)
    #10.2 BMS Save as (new Name)

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    5.4. das "Item-List"-Window

    Fast Found Button Hint with the type of Object behind the Number Seperator and Type of the next Objects Object Numbers Selected Row (dbl-click to use) Object Name Object Name aktual selected Object Search the List Only here you can close the Frame Minimize this Frame (left below) View the Picture of selected Object (need Item-List)
    #01 Scroll the list to the selected Type
    #02 Hint withe the Type behind the Number
    #03 Seperator and the Type of the next Objects
    #04 Objekt Number
    #05 selected Row (dbl-click to set it direct)
    #06 Object name
    #07 aktual Object ('USE' to set it in the Table)
    #08 search the list
    #09 close the window
    #10 minimize the Window (left/down)
    #11 open the Image-Window to see the Pic from the Object

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    5.5. das "View"-Window

    Pic of the selected Object (need Item-List)
    #01 view the Image of the selected Object (need Image-list)

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    6. Additional Informations

    6.1. Thanks

    Thanks to the Betatesters:
    Thanks to all the other:
    last bud not least:
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    6.2. Support

    If you have questions about generall map editing, then please visit these sites:
    www.fatandhairy.com
    bigstick.cjb.net
    There you can find informations in HTML and there are also Forums, where you can ask your questions. We can not answer these generall questions, because we have not the time to read hundrets of mails every day.

    But if you have specific questions or problems with the DF Map Engineer, write us at the following address:
    stalkers@gmx.net
    We also provide support via IRCNet and channel #DFMEHelp .
    Server: irc.uni-stuttgart.de Port:6668 Time: 20.00++ (GMT)

    You should visit our Page from time to time, maybe we have a new version or other new informations to and around the editor.
    www.stalkers.purespace.de

    You can download the Item-List directly here:
    Item-List
    ... RESEARCH -> DOWNLOAD

    Here the PAK Administrator:
    PAK Administrator
    ... RESEARCH -> DOWNLOAD

    Here, you can download the newest DF Map Engineer:
    DF Map Engineer
    ... RESEARCH -> DOWNLOAD


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    6.3. Sponsoring

    We searching for sponsors, because we have not that much time and money to keep up our work. To build further versions of the DF Map Engineer we need someone who provides us Maximum Overkill and later Delta Froce 2 too.
    Money would also be nice.
    If someone is interested in sponsoring us, please write
    us.

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