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Here are a few things you should be aware of before you make your OCAD maps:

 

NEVER assume that Automatic Conversion will always get it right! Even if it's easier than ever before to create maps for Catching Features, you always should check that the converted terrain matches the map. If not, redo the conversion.
Make sure your OCAD maps follows the IOF map norm, specially in terms of the number it uses (for example 401.0 for "open land"). The default files for the converter is purely based on these number.
Compared to the old OCAD importer (prior to Catching Features version 1.225), you first imported the OCAD map and then made the corrections and additions in the editor afterwards. In this new OCAD converter, you explain the changes and additions before conversion.
Large and detailed OCAD maps will take a long time for the computer to convert and will demand lots of computer memory. Don't convert larger areas of the map than you'll need.
A converted OCAD map can't have a larger width or height than 4km. However, such huge maps will take an extremely long time to convert. Large maps will also be slower to run on in the game.
In old version of the CF OCAD importer, the contour conversion would sometimes be better if you put extra contours along the borders of the map. However, this will not work with the new OCAD Converter since it relies on purely logical contour work. Remove any such contours from the OCAD map before conversion.
Put all your custom 3DS files and textures in the folder Editor/UserObjects.
Keep the textures small in file size and try to reuse them. With this new version, it easily happens that you end up with many different textures for the different objects that are added to the map. If you want to up load the map to Competitions, be concerned of the texture file sizes.

 



Catching Features v 1.3 OCAD Converter Reference
Jari W. 2007-05-06