text:
Eating Disorder Counselor
Valerie Anne Davis, Mrs
AD Specialst Life Coach Behavior Modification Counselor LLC
In 19151 - Nearby to Eddystone.
I provide front-line treatment options for those who are struggling with eating disorders. This is done through Behavior Modification designed for the specific eating disorder in mind. My techniques are tailor made for each individual client according to their situation. This will lead to a more stable life including improvements in self esteem. I can be reached at 267-970-7615. email firstname.lastname@example.com
Eating Disorder Counselor
Jean Eljay, MS, PhD, CNLP, CH, CI, AdvHC
Certified Advanced Hypnotist and NeuraLinguistic Programmer
In 19380 - Nearby to Eddystone.
Eating disorders are a broad spectrum of "too much" behaviors. They can stem from always seeing that image of that potato chip and not being able to say "no". Or they may be much more serious. Indeed in my 20 year experience, eating problems are not usually related to food, but are related to unresolved or suppressed emotions. Using advanced techniques, we aim for a personal and confidential release of those emotional weights, freeing you to make healthier and ultimately beneficial choices.
Eating Disorder Counselor
Eugene Devers, D.Min, ACSW, AAMFT, LCSW
Licensed Clinical Social Worker & Marriage &Family Therapist
In 19115 - Nearby to Eddystone.
I provide motivational life coaching for pre and post-bariatric surgery with individuals and their families. The life style changes required by the procedures are dramatic, all encompassing, and include the entire family. Let me help you and your family members communicate successfully with each other, as well as discovering significant ways that you can support one another throughout this exciting, often confusing, and challenging time of change. Include me as a resource to walk along side you. Visit me at www.PhillyFamilyLifeCounseling.com, then contact me to schedule your first appointment. I will guide you and your family throughout this life changing process.
Eating Disorder Counselor
Lisa Silk, MSW, LCSW
Addiction Therapist, Family Therapist
In 19041 - Nearby to Eddystone.
Eating Disorders are often very misunderstood. Like addiction, many think the behavior is a choice. Unfortunately, once a person has crossed the line into a true eating disorder they no longer are in control even though that is often just what they were searching for to begin with. I help clients find recovery through empathic counseling. It is possible to find peace with your body and within yourself. Hope is here.
Eating Disorder Counselor
Jeffrey Carter, LPC
Licensed Professional Counselor
In 19038 - Nearby to Eddystone.
Eating disorders -- such as anorexia, bulimia, and binge eating disorder – include extreme emotions, attitudes, and behaviors surrounding weight and food issues. Eating disorders are serious emotional and physical problems that can have life-threatening consequences for females and males. I offer compassion, understanding and a practical approach to recovery. You'll receive encouragement in the process of spiritual renewal and self-awareness, emotional support to develop awareness of how this disorder has impacted your life. WalkinTalkinTherapy allows people to feel more comfortable opening up and is an active way to get help and talk about your problems.
Eating Disorder Counselor
Kevin Fleming, Ph.D.
Coach/Change Agent/Consultant
In 19019 - Nearby to Eddystone.
While most eating disorder issues are treated by cognitive behavioral methodologies or specialized outpatient/inpatient programs, Grey Matters International and the work of Kevin J. Fleming, PhD provide relief first and foremost for the brain of one suffering from an eating disorder----without giving them medication. We believe that the neural circuitries responsible for the compulsive behaviors with eating are not necessarily only a neurotransmitter issue but of overused neural networks that affect the harmonization, balance, and decisions of the whole brain. Contact firstname.lastname@example.com or 877-606-6161 to learn more about this safe and effective alternative.
Eating Disorder Counselor
Colleen Fitzpatrick, MSW, LCSW, CH, Counselor
In 08033 - Nearby to Eddystone.
My approach to treating eating disorders is that they need to addressed with compassion and genuineness. Eating disorders are very misunderstood by most therapists. I have specific experience with eating disorders and how to help you successfully identify and examine the roots of your emotions that relate to your behaviors. You deserve to be heard, understood and helped.
Eating Disorder Counselor
Walter Matweychuk, Ph.D.
Licensed Psychologist
In 19102 - Nearby to Eddystone.
I show people with weight and eating disorders to first fully accept themselves with their problem. It is important to eliminate any shame, guilt and anxiety associated with an eating disorder. I then move onto the primary problem which is the eating disorder. Patients learn the critical role their thinking plays in perpetuating their disorder. I quickly focus in on core beliefs that are at the root of their problems. Together we work to modify these beliefs and replace them with healthier beliefs about eating, one's body, coping with personal traumas, and engaging in sensible exercise. I teach self-control strategies that help them cope and avoid self-defeating eating behaviors.
You Have Found Honest and Real Therapy for Food Issues in Eddystone, PA.
Are you ready to start on a new path? Thank you for visiting our Pennsylvania search of licensed therapists in Eddystone who specialize and have experience treating food issues such as anorexia, over eating, food aversions, orthorexia nervosa and bulimia. Food issues affect anyone, both children and adults and can impede our relationships and daily life. Counseling for help with food and eating is a vital component of healthy recovery and restoration. Find the right counselor for eating and food issues in Eddystone right now and begin your new life.
Eddystone is located in Delaware County, Pennsylvania. It has a land area of 0.99 square miles and a water area of 0.52 square miles.  The population of Eddystone is 2,407 people with 827 households and a median annual income of $47,756. .
Therapy Affordability Meter for Eddystone, PA
Some budgeting needed
While counseling can certainly be an expense for individuals and families in Eddystone, with proper budgeting, it is entirely do-able and the risk/reward is worth it. For some families, it may be difficult to sustain a commitment to therapy without proper insurance coverage. If this is you, ask your therapist about low cost options as practitoners in and around Eddystone may have flexibility or sliding scales. Low cost counseling and affordable therapy are also sometimes offered by listed city and university level clinics, check with your local Eddystone public health department.


text:
Haven't found anything yet?

Living worlds: living room, bedroom, hallway, bar

Material worlds: vinyl wallpaper on paper materials

Euro-Role: 10,05 x 0,53 m / 11 yd x 21"

good lightfastness – scrubbable – peelable

A.S. Création "Château 4"
Glamorous wall coverings have had a magic attraction for centuries. They represent splendour and glory, uniqueness and exclusivity, and carry us off into the world of royalty. Allow the fourth edition of the luxurious "Château" wallpaper collection to inspire you to majestic decorating ideas.Traditional ornaments blend with sumptuous bouquets of flowers, delicate floral trails caress classic stripes – "Château 4" features a uniquely divers range of traditional wallpaper motifs and patterns. Tones of precious metal in copper, silver and gold add a touch of modernity to classic colours: these exquisite wall coverings bring the flair of a French chateau into your home. The satin and textured look of these high-quality luxury wallpapers on paper material creates fascinating light effects, giving you a unique and glamorous ambience.[Source: as-creation.com]

subset: commoncrawl


text:
Hello again. Since my last blog entry, we shipped the game and took a bit of a vacation! Let me catch you up on our technical progress since last time.
The code base blossomed mightily with all the new features required for the Saga. The Zeno tool got lots of new panels and features, as did the game engine itself. Some massive performance improvements were made. Many memory leaks and bloats were fixed. If you compare the Strand scene, or battle scenes, in the Saga with those in Factions, you should be able to see and feel a difference. Control-Shift-P should display the performance graph, which shows Frametime in Factions and Frametime + Memory usage in Saga.
During the last few months of development, we relied heavily upon Sculpin QA, an outsource QA company in Canada. Going back and forth every day with them we were able to pretty thoroughly test the game and prioritize fixes and improvements.
We met our self-imposed deadline of December 20 for Gold Master, which means the game was finished and ready to ship. After our holiday breaks, and during the 2 weeks leading up to launch, we addressed a select few additional items and bugs, to put the final polish on. Because of this schedule, we ended up with something that is pretty much how we want it to be, and very stable and bug-free. We knew that when everyone piled in, unexpected issues would crop up, so we set aside the 2 weeks post-launch for triage and responding to issues.
We also had an emergent problem with our website on launch day. A remarkable number of Kickstarter backers appeared at launch time, and our website host could not handle it. Our host had no viable upgrade/scale path for us, so we put the website into maintenance mode and got busy creating an Amazon AWS EC2-based webserver. This allowed us to provision plenty of resources, and will let us scale it up and down in the future in anticipation of demand. The forums were still slow, primarily due to database access times to our old hosting provider. After the dust cleared, I put the forums in maintenance again, and moved the databases into Amazons cloud, yielding massive performance improvements.
Another thing that went wrong when thousands of people appeared at once to register on the forums is that our outgoing SMTP mail server started silently failing. We use our Google apps service for sending out email, but when it hits a certain, low, limit, it starts silently failing to send out mail. This means that people registering and waiting for their confirmation email were not receiving them, and therefore were unable to get their Steam key quickly. Exacerbating the problem was the fact that after registration, the forum page didnt (and doesnt) really make it clear that you need to confirm your registration before you can get your key. We did LOTS of manual customer support, bolstered by some round-robin mail server tricks I pulled and some SQL scripts that we could run to fix up everybodys permissions. At any rate, we really appreciate the patience of our Kickstarter backers as we worked long hours to deal with the high demand.
During the 2 weeks after launch we fixed everything that came up, and added in subtitle support for the VO in the game, based on player demand for it. Also during the time around launch I worked on getting all the engine updates integrated into Factions (new music, optimizations, animations, user interface improvements, etc ). I havent been able to finish that work yet, so it has been shelved for a while as we move forward on porting, localization, and the next part of the Saga.
After our first patch, I got busy with several different things. Ive tried to support the intrepid modders in the quest to figure out the game data formats. To that end I created a small decompiler app that lets you peek inside and modify compiled game data in-place.
Ive worked on several things that should show up in the next patch:
- Save profile slot support. There are 5 save profiles that save games can be put in.
- Zeno editor included with the game download.
- Zeno decompilation support. This should let you decompile the entire asset set into their uncompressed forms, which Zeno can then re-compile back into the game.
Ive been hard at work on the iOS port. Currently the game loads each of its GUI SWFs dynamically at runtime. Some of these are loaded at startup, and some are only loaded when needed. On iOS, the AIR runtime wont let you do this -- all SWFs have to be loaded in at compile time, essentially. Ive been laboriously converting the game to compile in all its GUIs rather than load them dynamically. This will affect the PC/Mac version as well. This process is almost complete. I had to create a system that allows big, texture-heavy SWFs to load their big textures at runtime, though. Adobe AIR provides some compilation support for stripping static data out of SWFs but I would rather avoid additional reliance on the black-box Adobe tools if possible. The game runs remarkably well on the new iPad Air. I havent tried it on older/slow iOS devices yet. The biggest chunk of work remaining for the iOS port is converting the FMOD integration into iOS code. Then of course the testing and optimization. Ive been searching around for programming contractors with Adobe AIR Native Extension experience, but to no avail so far.
I spent a good bit of time prepping the game for localization. There are quite a few English strings hard-coded into the GUIs. I had to go through and search all those out one by one, and move them into the string file. The conversation Inkle files have the English text embedded directly into them, so I had to write a system that provides the translated text to them at runtime. I needed to add some support to let the game auto-detect your Steam language and use that. I still need to add an in-game menu for switching languages. We evaluated about 4 different translation companies. We looked at their competencies, portfolio, and price. We finally settled on one, and rather than doing only our top 3 languages (German, Russian, French), we decided to splurge and do 3 more at the same time (Spanish, Portuguese, Polish). As I write this we are still waiting for the translations to complete. I worked with the translators to determine the best way to deliver our string data. I built a tool into Zeno that will export the entire games strings into a single CSV file which makes life easier for the translators.
Ive been spending time investigating options for porting to Linux, Playstation, and Xbox. I spent a week at GDC making contacts and talking to folks, and our plan is currently to leverage ScaleForm to do the ports. I am working on following up with some contractor leads that I might be able to hire to do the ports. The cool thing about this approach is that it also works on PC, Mac, iOS, Android, the works. There is a distinct possibility that the game might run more smoothly and faster than it currently does, in which case I would be happy to abandon Adobe AIR entirely, but that remains to be seen. I do have the nagging concern that my iOS AIR Native Extension work will end up being obsolete and deprecated later this year, but so be it.
Since returning from vacation, SXSW, and GDC, my main focus has been on prepping TBS2. Basically it involves making Zeno and the game engine more flexible so that there are no hard dependencies on anything specific to the first game (Saga1 as we call it internally). Ive been improving Zeno to handle more data sets, and spending a great deal of time streamlining and abstracting our Ant build scripts. Ideally I can get Alex and Arnie in full production mode while I go forward with managing the porting and localization efforts. We have several improvements planned, and we have a laundry list of enhancements that wed like to get into Zeno. Im looking to hire a programmer contractor with experience in Apache Flex to upgrade and improve Zeno.
Since the last time I gave you a snapshot of the code, things have grown dramatically. At this point we are at well over 250k lines of code. From the graph below you can see how things slowed down immediately after Dec 20 lockdown, and then again after the patch.
Until next time!
Previous: Technical Blog #4


text:
People Operations
Be the champions of Google's culture.
Made up of equal parts HR professionals, former consultants and analysts, we're the champions of Google's colorful culture. In People Operations (you probably know us better as "Human Resources"), we "find them, grow them, and keep them" - bringing the world's most innovative people to Google and building programs that help them thrive. Whether recruiting the next great Googler, refining our core programs, developing talent or simply looking for ways to inject more fun into the lives of our Googlers, we bring a data-driven approach that is reinventing the human resources field.
Life at Google in People Operations
The proof is in the perks
Data is central to everything we do — even when we choose a paint color ...
Google's 8-point plan to build a better boss
Good managers matter. We proved it. This New York Times article details how we analyzed ...
Passion, not perks
Laszlo Bock explains how our perks, as fun as they are, don't make us what ...


text:
Ibuprofen, Anti-Fever Drugs Can Cause Kidney Damage in Kids
Painkillers such as ibuprofen and naproxen can damage childrens' kidneys, according to a new analysis. The drugs are commonly used during flu season to reduce fever.
FRIDAY, Jan. 25, 2013 — Giving children painkillers such as Advil and Aleve instead of Tylenol or no drugs at all can lead to serious kidney damage, according to a new study — particularly if the children are dehydrated, a common side effect of illnesses such as flu.
Nearly three percent of cases of acute kidney injury treated at an Indianapolis hospital between 1999 and 2010 could be traced directly to the children having taken common nonsteroidal anti-inflammatory drugs, or NSAIDs, according to an analysis published online today in The Journal of Pediatrics .
Researchers from Indiana University and Butler University evaluated 1,015 records of patients who were treated at Riley Hospital for Children at IU Health. After excluding cases when acute kidney injury could be attributed to chronic factors (such as kidney disease), they found that 27 cases were directly linked to the children having taken NSAIDs before arriving at the hospital.
Seven of the young patients may now have permanent kidney damage. Four of the patients needed kidney dialysis. Their hospital care cost an average of $13,500. Most of the children were treated with the appropriate dosage.
The researchers expect their findings to influence doctors to recommend different treatment options.
"These cases, including some in which patients' kidney function will need to be monitored for years, as well as the cost of treatment, are quite significant, especially when you consider that alternatives are available and acute kidney injury from NSAIDs is avoidable," said Dr. Jason Misurac, a fellow in pediatric nephrology and author of the study in an Indiana University School of Medicine press release.
NSAIDs, which include ibuprofen (Advil) and naproxen (Aleve) are available over-the-counter and can treat a number of health conditions common in children, including fevers and earaches.
Vomiting and diarrhea, which can deplete the body's fluid supply, are common symptoms of illnesses such as the flu. Researchers suspect that dehydrated children may face a bigger risk of kidney damage, since NSAIDS restrict blood flow to the blood-filtering components of the kidneys.
This year's unusually severe flu season (the worst since 2009 according to the CDC), may lead to an uptick of symptoms in children.
"One alternative to NSAIDs would be acetaminophen [sold under the brand name of Tylenol], but another alternative would be no medication at all, at least for a while, to let the body fight the infection," said Dr. Misurac.


text:
Dog owners have spoken! Walking your dog without a leash seems to be the pet peeve of many. (Sorry -- couldn't resist.) Our TribU readers gave their 2 cents through e-mails and on Facebook.
"This irks me and it happens all the time," wrote Corrin. "I have a small dog that is a barker and I typically pick him up when another dog runs up to us unleashed. Usually the owner will say 'oh don't worry, he's friendly,' but I say 'Well my dog isn't and I'd prefer not to be tethered to one of the dogs when a fight breaks out!' "
"I have two dogs that I always walk on leashes," said Laury. "One day someone's dog came around the corner and attacked both of my dogs. It was not on a leash! It took the owner a few minutes to get the dog. It was very scary! One of my dogs doesn't like other dogs."
Elizabeth from Winnetka could relate to my rescue dog Max and his inability to socialize with others. Her dog, Hudson, behaves well at the beach or dog park, but when on the leash and approached by a wandering dog, it's a different story.
"In my neighborhood, many people walk their dogs off leash. Hudson does not greet other dogs well while he is on leash, but almost every single time someone is walking their dog off leash, that dog disobeys its owner and comes over to say hi to Hudson. I tell the owner, please keep your dog under control, Hudson does not greet well, etc. ... and they just DO NOT have control of their dogs. Too many times I am caught in a scuffle! The laws are in place for good reasons. Keep your dogs leashed!"
"Completely irresponsible," wrote Stephanie. "That's what dog parks and living in a home with a big yard are for."
"I agree wholeheartedly with the leash laws," said Theresa. "Over the years, my dog has been attacked a number of times by dog owners who do not leash them. Many in my neighborhood open their doors, and let the dogs out without a leash or tie out. They then go flying down the street after my dog and they stand there screaming their name to come back, which of course they do not. Because of being attacked so many times over the years, my dog does not like to go for walks anymore. I've had to think of ways to defend myself-- pop open umbrellas to block, dog spray, etc."
Andrea says: "Recently a man with two little poodles was on my street with no leashes. I said to him, 'Sir your dogs really should be on leashes.' He said, 'What for?' I said, 'For their protection. And it's a city ordinance.' He said, 'No it's not.' So I pointed to the sign posted on our wrought-iron fence, which says 'Leash and pick up after your pet.' People are oblivious. "
And out of all the feedback we received, only one reader commented that it was OK to go leashless.
"People need to relax," wrote Marty. "My dog is great with other dogs. Sometimes I take him off the leash to let him roam and he might sniff a dog here and there, but he's never run away or bitten anybody. Depends on the dog."
Dog owners have spoken! Walking your dog without a leash seems to be the pet peeve of many. (Sorry -- couldn't resist.) Our TribU readers gave their 2 cents through e-mails and on Facebook.


text:
Berkeley School Board President Comments on Heatley Withdrawal
The sole finalist for the Berkeley schools superintendent post has withdrawn his candidacy after rumors circulated that he opposes same-sex marriage.
Berkeley school board members announced three weeks ago that Edmond Heatley, a retired Marine officer who is currently superintendent of Clayton County Public Schools in Georgia, was the only finalist in a comprehensive nationwide search for a new superintendent.
But some Berkeley parents and teachers criticized Heatley last week after they found a memo he wrote in 2008, when he was superintendent in Chino in San Bernardino County, which they said showed that he backed a resolution in support of Proposition 8, the state constitutional amendment banning same-sex marriage.
School board president John Selawsky said today that there are conflicting opinions about whether Heatley's memo actually supported the controversial ballot measure, but in the wake of the publicity about the matter he thinks it would have been difficult for Heatley to do a good job in Berkeley. -more-


text:
Whitney Houston's long-time musical director, who worked with her on a spine-tingling rendition of the National Anthem for the Super Bowl in 1991, said the pop superstar "was so happy" when he saw her Thursday at a rehearsal for a pre-Grammy awards show dinner.
WATCH: Whitney Houston's Final Performance
Rickey Minor, now music director for "The Tonight Show," was preparing to rehearse with singers Brandy and Monica for producer Clive Davis' dinner when a soaking wet Houston arrived from the pool at the Beverly Hilton Hotel.
U.S. & World
"Her hair was still wet and she gave me a big hug," said Minor. "She shook her hair on me and got me all wet.
"She was on fire. She was so happy. She talked about the movie ("Sparkle"), the costumes. She was so, so good."
Minor, who worked with Houston for about 30 years, was at the hotel Saturday when he learned of her death. The woman he called his "sister" had been found lifeless in at bath tub at the hotel.
"I was just pacing the floor," Minor said. "Then they told me, 'She's gone.'"
Complete Coverage: "Whitney Houston: 1963-2012"
The pre-Grammy show went on, but Minor said he felt "quiet and numb."
"I still can't process it at this point," Minor said Monday morning.
During an interview with NBC4 Monday, Minor talked about two highpoints of Houston's career when it all came together -- her recording of "I Will Always Love You" and her National Anthem performance at the Super Bowl in 1991. Minor collaborated with Houston to create the rousing Super Bowl performance that was, in part, inspired by one of the all-time great renditions of the song -- Marvin Gaye's silky smooth and soulful version at the 1983 NBA All-Star Game.
"We talked about how it should feel, and she loved the Marvin Gaye version -- it was free, it was different, it was in 4/4 meter as opposed to the 3/4 waltz meter," said Minor. "And, we wanted some gospel influence, but we wanted some rhythm in there."
The two remained in touch during good times and darker days, Minor said.
"She changed my life forever," he said. "She believed in me at times when I didn't believe in myself.
Follow NBCLA for the latest LA news, events and entertainment: Twitter: @NBCLA // Facebook: NBCLA


text:
There is No item(s) in your Cart
Anniversary Gift Ideas Online Palasi, Bhopal
Are you out of ideas to celebrate your loved ones' Anniversary occasion? Shop special gifts from Palasi, Bhopal Florist having the unique gifts collection at the best price. Send Anniversary gifts to Palasi, Bhopal selecting from online collection of amazing Anniversary gift ideas.
₹ 1250Earliest Delivery: Today
₹ 1350Earliest Delivery: Today
₹ 1150Earliest Delivery: Today


text:
New Users (not yet verified) may introduce themselves and post questions here.
Use this control to limit the display of threads to those newer than the specified time frame.
Allows you to choose the data by which the thread list will be sorted.
Order threads in...
Note: when sorting by date, 'descending order' will show the newest results first.
Forum Rules


text:
Difference between revisions of "Map Editor"
(→Introduction: Remove obsolete map location)
m (→Basic map files)
|Line 24:
|Line 24:
==== Basic map files ====
==== Basic map files ====
Each map is in it's own folder. The map name is used for the folder name as well as for the other files. '''The folder name should not''' start with a number or include any special characters except '''"_"''' (and '''"."''' for the version, but that is added automatically by the server, when uploading the map) There are 4 files needed to have a working map.
Each map is in it's own folder. The map name is used for the folder name as well as for the other files. '''The folder name should not''' start with a number or include any special characters except '''"_"''' (and '''"."''' for the version, but that is added automatically by the server, when uploading the map) There are 4 files needed to have a working map.
===== .scmap =====
===== .scmap =====
Revision as of 21:04, 19 December 2017
- 1 Introduction
- 2 Important to note before starting
- 3 Create a new map
- 4 Export / Import
- 5 Heightmap editing
- 6 Making it playable
- 7 Texturing
- 8 Placing resources and props
- 9 Adding decals
- 10 Lighting
- 11 Water
- 12 Defining gameplay areas
- 13 Adding civilians
- 14 Wreckage
- 15 Last things to do
- 16 Adding AI Markers
- 17 New Map Version
Welcome! This guide will take you step-by-step through the creation of maps for Forged Alliance Foverer, shown on a small 1v1 map entitled Summer Duel. Before you continue reading, please ensure you have all the necessary tools and everything set up: Map Editing Tools
If you've already taken a look at the Supreme Commander map editor, you're probably a little confused. At first glance it doesn't seem like there is a whole lot there. You've also probably noticed that there isn't quite as much polish as Supreme Commander itself. This is because the tool was first built for internal use. Don't let that get you down! This is the same editor that GPG uses at their studio. We are very lucky to have access to it. Everything you need to create rich maps like the ones that shipped with the game can be found in the editor, once you get used to it.
A word of caution: a good map takes many, many hours to complete. A lot more goes into maps than throwing up a heightmap and slapping down some textures. Doing those things is easy enough, but doing them in an interesting and gameplay promoting way is very difficult. If you have the patience, however, playing on a map you designed yourself can be a rewarding experience.
- By blaxxun here, with using external programs for creating heightmap and texture masks.
- By CookieNoob here, for creating adaptive maps.
How the maps work
Map Location
All maps downloaded from the Map Vault or created via FAF Map Editor are in this folder:
C:\Users\%UserName%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\maps\
The original GPG Map Editor sees only maps inside vanilla Supreme Commander maps folder. If you want to edit already existing map via GPG Map Editor, copy it there.
C:\Program Files (x86)\THQ\Gas Powered Games\Supreme Commander\maps
- Sometimes the editor can't do changes in Program Files folder and therefore saves your map in this folder. That can be fixed by launching editor as administrator.
C:\Users\<UserName>\AppData\Local\VirtualStore\Program Files (x86)\THQ\Gas Powered Games\Supreme Commander\maps
Basic map files
Each map is in it's own folder. The map name is used for the folder name as well as for the other files. The folder name should not start with a number or include any special characters except "_" (and "." for the version, but that is added automatically by the server, when uploading the map) There are 4 files needed to have a working map.
The .lua files are just text files so any text editor can open them.
This file contains information about heightmap, textures, props, water, etc... It's always generated by the editor and you can't change it in any other way than via the map editor.
Save file contains information about armies, placed units and markers. Even thought it can be edited manually, the editor is able to do everything on it's own, so you should not be needed to touch it.
This is the first file that the game uses, it contains the basic information about the map and paths to the other files. Here is an example one:
version = 3 ScenarioInfo = { name = "Monaki", description = "Don't get lost in the hidden territories of Monaki, try to survive while you controll it. Dominate or be dominated, blood runs down. Map by speed2", preview = '', map_version = 1, type = 'skirmish', starts = true, size = {256, 256}, map = '/maps/Monaki/Monaki.scmap', save = '/maps/Monaki/Monaki_save.lua', script = '/maps/Monaki/Monaki_script.lua', norushradius = 50, Configurations = { ['standard'] = { teams = { { name = 'FFA', armies = {'ARMY_1', 'ARMY_2'} }, }, customprops = { ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ), }, }, }, }
The first line that says version = 3 has to be always like that. This is NOT the map version. To change the version, you need to edit map_version value (if the editor didn't write this line, do it manually.)
The last file needed is the map script. Which tells the game what should happen once it's loaded. This is an example file. If the editor didn't create it for you, you can do it manually. Just create a new text file and after pasting this code, rename the extention to .lua
local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua') function OnPopulate() ScenarioUtils.InitializeArmies() end function OnStart() end
It contains two functions, OnPopulate and OnStart. These are called by the game engine at the game start. The only thing that needs to happen in nonrmal skirmish match is to initiate the armies and spawn the ACUs. That can be done via function InitializeArmies which is inside file ScenarioUtilities.lua.
Extra map files
These files are not needed for majority of the maps, they are usually used for survivals or missions.
This file is usually used in survivals to contains extra options you can set in the game lobby. If you follow the format below, the lobby will load these extra options to the bottom of the Settings windows
TODO: Example
Source of inspiration
You can open any map created by others and all original maps (SCMP). If you want to open Forged Alliance multiplayer maps (X1MP) or campaign maps (X1CA) you will need these edited versions.
Important to note before starting
The in-editor cursor is offset from your actual mouse pointer while the editor window is maximised. Make sure to run the editor in windowed mode in order to correct this issue. You can also choose to resize the window to suit your preferences.
- Size of the main window can be changed in this file:
C:\Users\%USERNAME%\AppData\Local\Gas Powered Games\SupremeCommander\Editor.prefs
- Edit height and width in Main to your values.
- If your editor start everytime maximized, change maximized value from true to false
Windows = { Main = { y = 5, x = 10, height = 800, maximized = false, width = 600
Create a new map
Go ahead and start the map editor. You will be greeted by a familiar splash screen. The editor integrates directly with the game engine, and it puts it to some pretty cool uses. The splash screen will disappear to a black window once loading is complete. If the window starts out maximized, double click on the top blue bar to resize it down.
Under the File menu, select New. A dialog box will appear.
The options are mostly self-explanatory, but just to be clear:
|Game Units
- Name: The name of your map. The directory your map is saved to will be the same as this.
- Description: A short description of your map. This is the same description you see when browsing the maps before hosting a game.
- Both Name and Description can be changed later in Edit - Scenario... or in MAPNAME_scenario.lua file located in your map folder.
- Use existing map: You can create a new map based off of another map. For instance, if you wanted to modify Sentry Point to remove the civilians, you could fill in the Map File field with the path to Sentry Point. This is effectively the same as opening a map and saving it with a different name.
- Create new map: Starts a new, completely blank map. Selecting this will allow you to check and uncheck the Water field.
- Width/Height: Size of the map in game units. A 5x5 km map is 256x256 game units wide.
- You don't need to make square maps. Either select different Width/Height here, or later you can set playable area so map is cut.(Example Winter Duel)
- Initial Elev.: How high the default terrain is. A good number is usually 64. Very low or very high initial elevations may cause problems later on when you are editing your heightmap.
- Water: Enables or disables water. If you don't plan to have the water on your map, disable it, else it can cause some problems with zooming in the game.
- Water Elev./Deep Elev./Abyss Elev.: The threshold values for rendering water. If the heightmap is below these values, the appropriate type of water will be rendered. It is important to keep these in mind if you are designing a map with water. (These values can be changed later in Water Layer - Edit Water Properties)
Name your map whatever you would like. This guide will refer to it as Summer Duel, since we're going to make a map similar to Winter Duel. You can leave the Description field blank if you'd like. Check the Create new map box. If you want to use water, keep the Water box checked; otherwise, uncheck it. Keep the map size at 256x256 and the initial elevation at 64. Click the Create button.
A new map will be created and displayed. Click the save button on the toolbar or go to File > Save. Saving your work is never a bad thing. You should do it as often as possible. The map editor is stable, but there are certain elements beyond your control. The last thing you want is for your power to flicker and erase three hours of hard work! Take a moment and get accustomed to the feel of the editor. Zooming works the same as in Supreme Commander. You can scroll with Middle Mouse Click + Drag and rotate with Alt + Middle Mouse Click + Drag. The current world coordinates of the mouse cursor are displayed in the lower right of the window.
Working Map Preview
Map Vault automatically generates preview images for you, if you wish to have a working preview, there are two key things you must do.
- Do NOT host your map online, under the name you will upload it with, without it being in the vault (this will cause everyone online to generate a non working preview and hence when the map is uploaded to the vault, they will have no preview image for that map when it is hosted).
- Delete any preview images in the folder before uploading. (this will ensure the preview is accurate and not of a previous version of the map).
Export / Import
The map editor is able to export and import different parts of the map. In order to do so open the map you want the things to export from or import to. In the top toolbar click on File then Export / Import and you have 5 options:
- Decals - all Decals that are on the map.
- Props - all Props that are on the map.
- Lightning - Lighting settings.
- Water - Water settings.
- Theme - Theme of the map, all strata settings.
- Theme exporting is slightly broken, read below how to fix it.
It will ask you to save a new Lua file. Name it whatever you want.
Copy Map Theme
If you like how some other map looks like and you don't want to spend too much time with trying to figure out the best strata and lightning combination, you can copy it quite easily. In order to copy the theme completelly, you need to import Theme, Lightning and Water settings.
Fixing Exported Theme
While the other options work fine, exporting Theme creates a Lua file with broken syntax. In order to import it to your new map you will have to edit the file and fix the syntax so the editor can read it. Open the exported Lua file with any text editor (those that can highlight syntax are better).
This is an example of an exported theme:
strata = { 'LowerAlbedo' = {'/env/tropical/layers/trop_sand_albedo.dds',4,} 'LowerNormal' = {'/env/desert/layers/des_sandlight_normal.dds',3,} 'Albedo0' = {'/env/evergreen2/layers/eg_grass001_albedo.dds',6,} 'Normal0' = {'/env/evergreen2/layers/eg_gravel2_normal.dds',5,} 'Albedo1' = {'/env/evergreen2/layers/evgrass010a_albedo.dds',4,} 'Normal1' = {'/env/evergreen2/layers/eg_gravel2_normal.dds',5,} 'Albedo2' = {'/env/tropical/layers/trrock006_albedo.dds',10,} 'Normal2' = {'/env/tropical/layers/trrock006_normal.dds',10.25,} 'Albedo3' = {'/env/evergreen2/layers/eg_dirt003_albedo.dds',2.5,} 'Normal3' = {'/env/tropical/layers/trop_rock_normal.dds',11,} 'Albedo4' = {'',4,} 'Normal4' = {'',4,} 'Albedo5' = {'',4,} 'Normal5' = {'',4,} 'Albedo6' = {'',4,} 'Normal6' = {'',4,} 'Albedo7' = {'',4,} 'Normal7' = {'',4,} 'UpperAlbedo' = {'/env/evergreen/layers/macrotexture000_albedo.dds',69.5,} }
o fix it you need to add [ ] brackets to the first item and , at the end of every line in the strata table. So the result should look like this:
strata = { ['LowerAlbedo'] = {'/env/tropical/layers/trop_sand_albedo.dds',4,}, ['LowerNormal'] = {'/env/desert/layers/des_sandlight_normal.dds',3,}, ['Albedo0'] = {'/env/evergreen2/layers/eg_grass001_albedo.dds',6,}, ['Normal0'] = {'/env/evergreen2/layers/eg_gravel2_normal.dds',5,}, ['Albedo1'] = {'/env/evergreen2/layers/evgrass010a_albedo.dds',4,}, ['Normal1'] = {'/env/evergreen2/layers/eg_gravel2_normal.dds',5,}, ['Albedo2'] = {'/env/tropical/layers/trrock006_albedo.dds',10,}, ['Normal2'] = {'/env/tropical/layers/trrock006_normal.dds',10.25,}, ['Albedo3'] = {'/env/evergreen2/layers/eg_dirt003_albedo.dds',2.5,}, ['Normal3'] = {'/env/tropical/layers/trop_rock_normal.dds',11,}, ['Albedo4'] = {'',4,}, ['Normal4'] = {'',4,}, ['Albedo5'] = {'',4,}, ['Normal5'] = {'',4,}, ['Albedo6'] = {'',4,}, ['Normal6'] = {'',4,}, ['Albedo7'] = {'',4,}, ['Normal7'] = {'',4,}, ['UpperAlbedo'] = {'/env/evergreen/layers/macrotexture000_albedo.dds',69.5,}, }
Save the file and it's ready to be imported into your map.
Cutting out part of the map
Sometimes you might want to cut out just a part of a large map and make a new map from it. As an example you can check the map called Shard which is just a part of the original map Shards. The map editor doesn't have any function that would make this simple with few couple of clicks.
- Highlight the area you want to cut.
- Copy the theme, which is described above.
- Decals and props are bit more tricky.
- First delete all decals and props that are outside of the area you highlighted.
- Now select them all and move them as a whole to the top left corner.
- This way you can export/import them to your new smaller map and they will show up in the pretty much the right spot.
- Last thing to do is resource markers.
- Similar as for decals and props, delete all outside of your area and move the rest to the top left corner.
- The difference here is that you can't export them, but they are all saved in the MapName_save.lua file.
- Simple way is to just use the save file from your old map on your new one. Then you will just have to change the amout of armies in the editor.
- Or you can open the save file and just copy paste the markers into your new map save file. All markers are in the MasterChain table.
Heightmap editing
Go to the View menu and ensure that Layers and Tool are checked. If not, check them now. Select the Elevation layer at the bottom of the Layers window:
The Tool window should change if Elevation was not previously selected. It should look like this:
- If you dont have any brushes in this window go to Map Editing Tools and get editor.scd file that contains default brushes.
- New Custom Brushes for Map Editor
At the top is choice of all available terrain brushes. The terrain will be raised up or down in the same shape as the brush. Blue means the terrain will be raised, red means the terrain will be lowered. The other options are:
- Strength: How much your brush changes at a time.
- Size: How large the brush is in world units.
- Maximum: The maximum height allowed by the brush. If you are raising the terrain, a plateau will form at the height you specify here. Using a brush on terrain with a higher elevation than Maximum will cause the terrain to be lowered to Maximum.
- Minimum: The minimum height allowed by the brush. It functions the same as Maximum, except that it acts as a lower boundary.
Before you set out to shape the map, it is very helpful to have an idea of what the final map should look like. As mentioned previously, this guide will create a map similar to Winter Duel. Go ahead and open up Winter Duel through File > Open. It can be found in the SCMP_013 directory. If the editor gives you a black screen, simply restart the program. If you encounter this problem frequently, you can start multiple instances of the map editor to switch between maps. Zoom around and pan the camera to get a feel for the landscape.
You should notice that the map is slightly bowl shaped. The terrain begins level where the players start, and gradually slopes downward into a small valley below. This is the first feature we are going to replicate. Smooth slopes such as this are set up by first creating a stairstep pattern. Select the round1k brush from the Elevation Brush window. Set the Maximum field to 65 (remember: our initial elevation is 64, so this will create a step 1 unit high). Draw a line down the center of the map, slightly off to the left. Now set the Maximum field to 66 and repeat, placing a line slightly to the left of the first step. Repeat this all the way to the left edge of the map. The result should look similar to this:
How closely together you space your steps will determine how steep the slope is. The leftmost side of this image has a height of 73; the center has a height of 64. When designing the rest of the map, we need to keep in mind that the final product will be rotationally symmetrical. Although this takes some of the feel and personality away from the map, it does guarantee an even playing field, and that is an important consideration. Additionally, it will make texture and decal placement much easier, as we will see later. Since the map will be symmetrical, we only have to work on the left side of the map. Changes on smooth terrain can be tricky, so we will keep the slope as a stair-step for now. Next we will add a cliff face protruding into the middle, similar to what Winter Duel has:
As you design cliffs, you will want to make sure you are actually creating cliffs. Go to View > Debug and click Slope. (Hotkey: O) Green indicates that land is flat enough to construct buildings on. Red indicates that land is too steep for units to traverse. Colorless means that units can traverse that land, but it is too steep to build on.
What next? Maps on Winter Duel frequently break into short stalemates in the center with massive defenses on opposing cliffs. Let's add another cliff above the first to spice things up a bit. This cliff will shadow the one we just added, such that if an opponent can gain hold of it, they will gain a tactical stronghold against the enemy's defenses. Terrain height is an important consideration when designing cliffs. A height difference of 2 is not passable by units, but such a low cliff is difficult to work with. Cliffs should typically be at least 4 units high. After some tinkering, the result should look similar to this:
The next logical step is to do something with the lower left of the map. However, without visualizing the lower right, it's difficult to make a good call. This is where Photoshop comes in. With the Elevation tool selected, click the property button on the top toolbar. Next click on Export Heightmap where your brush choices used to be. Save the .raw file in your map's directory with a distinct name.
- Note that the editor will not prompt you if you try to overwrite an existing file.
Editing the heightmap in photoshop
Open up Photoshop (or Paint Shop Pro) and load your .raw file. Important: .raw files do not contain any sort of default header information. It is up to you to supply the image properties. In our case the dimensions are one greater than the world dimensions. If this is not Photoshop's guess, put in 257x257 as the image size. Make sure the image is loaded as a 16-bit, single channel image. The byte order is IBM PC. The dialog box should look similar to the following:
Select the left half of the image using the marquee tool. An easy way to get exactly half is to choose Style: Fixed Size at the top toolbar. Set Height to 257 and Width to 127 or 128. With these properties set, click on the image. Click inside the selection box and drag it to the left of the image. The selection should snap to the edges. Press Ctrl + C to copy the selection, and then press Ctrl + V to paste it. Press Ctrl + A to select the entire image, and then press Ctrl + T to open up the transformation controls. At the top toolbar, set the rotation angle to 180.0° and press Enter. You should now see a rotationally symmetrical image. If the rotated image did not move over to the right, select the arrow tool and move it there manually. Go to Layer > Flatten Image, then save the image as a .raw file in your map directory. Make sure the byte order is set to IBM PC!
Before importing heightmap back to editor, save your map in case something goes wrong, maybe even make a copy of your map folder. Back in the Supreme Commander map editor, click on Import Heightmap. Load in the heightmap you just saved from Photoshop. Be careful with this feature, because it is not undoable. You should see the following:
The next step is to complete upper cliff we started. Do so on the bottom half so that it gets mirrored to the top next time we go through the Photoshop process. To get back to the brushes, click on the brush icon at the top toolbar or press B. After that, feel free to improvise a little. Experiment with the different brushes and settings to make something interesting, and keep in mind that your map needs to be fun to play. Focus your efforts on the left hand side of the map. When you are all finished, repeat the Photoshop mirroring procedure and load the new heightmap. Hopefully it will look something like this:
Things are shaping up nicely! Now that the basic outline of the map is established, we can smooth it out a bit. With the Elevation layer selected, click the blur icon at the top toolbar. You'll notice a selection of four blur brushes. Blur128 and Unsharp128 are good general purpose blurring tools, while unsharp128_hard is great at getting into close areas. Select unsharp128_hard. Go through the stair-steps on the left-hand side of the map and blur them into a single smooth slope. Next, add some ramps to your cliffs by blurring the edges. Once again, repeat the Photoshop mirroring process and load the new heightmap. This is what the map looks like now:
We're almost there! There are two things left to fix. The first is that there is a noticeable seam down the middle of the map. This is easily fixed by with the blur tool. Whether or not you use Photoshop to make the map perfectly symmetrical again is up to you. The second problem is a trickier one. If you zoom in on one of the cliffs, you'll notice that it doesn't look quite right. It has a noticeably jagged edge, and triangles are either missing or protruding out into the ground below. To fix this, go to the blur tool within the Elevation layer. Select blur128 as your brush. At the bottom you'll notice a dropdown box. Choose the Impulse option. With a size that slightly extends to either side of the cliff face, run the brush along your cliffs. You can make them look much better with a bit of massaging.
Congratulations, you've just completed your first heightmap! The cliffs in this case are not perfect and do show some popping. If you feel particularly ambitious, you can go through and add some small height variations to the map. Flat terrain is convenient for gameplay, but it looks rather dull and a little slope can dramatically improve the look of a map.
Making it playable
Once you have your map set out properly it's always a good idea to try it out and check that the scale is right. To start up a game you need to do the following (assuming you already have the tool window open):
Create start markers
First we create two markers which serve as the starting points where the ACU's will gate in.
- Open to the Markers Layer (or just press F6)
- Create two blank markers by dragging the "blank marker" icon out onto your map (they should appear in the markers tool window as "Blank Marker 00" and "Blank Marker 01")
- Rename "Blank Marker 00" to "ARMY_1" and "Blank Marker 01" to "ARMY_2" (by clicking on them twice slowly)
- If you double click marker editor will zoom in to that marker so you can see which one you are renaming.
- This is important while making team game map to make sure Even vs Odd Auto-teams will work correctly.
Create armies
Next we create armies. Defining an army is important for the game scripts, everything a player can control belongs to a specific army. So for a 2 player map, we need 2 armies.
- Open the armies layer (or just press F2)
- Create two armies (click the leftmost new army button)
- Open the games layer (or just press F1)
- Click on "add a configuration" and rename the configuration to "standard" (by clicking on it twice slowly)
- Click on "add a team"
- Drag the two armies ("ARMY_1" and "ARMY_2") into the teams box
What we want to do next is rename the team to FFA, however the editor doesn't work very well here so we have to do it manually:
- Save your work and close the editor
- Go to your "\Supreme Commander\Map\YourMapName" folder
- Open the YourMapName_scenario.lua file with a text editor
- Add the new parts to this file
Configurations = { ['standard'] = { teams = { { name = 'New Team 1', armies = {'ARMY_2','ARMY_1',} }, }, customprops = { }, }, }}
- Change the "New Team 1" bit to "FFA" so that it looks like this:
Configurations = { ['standard'] = { teams = { { name = 'FFA', armies = {'ARMY_2','ARMY_1',} }, }, customprops = { }, }, }}
- Save the YourMapName_scenario.lua file, now the map is playable.
- If you want to have working map preview, don't host your map online until its done!
Adding a startup script
We also need to add a lua script file to get the game running:
- Create a file called "YourMapName_script.lua" in the same folder
- Copy and paste the following in (a detailed explanation is in the scripts section)
local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua') function OnPopulate() ScenarioUtils.InitializeArmies() end function OnStart() end
Finished! You should now see the map in the Supreme commander maps list and you should be able to play it! Please try to do so and if you can, you can skip ahead to the next part. If not, have a look at Further changes to the scenario file. This should help you out (although it's a bit extensive, so just ignore it if you can actually play the map).
Summer Duel is awfully bland right now, and it doesn't represent summer in the least. We need to add textures to the ground to give it some flavor. We will focus on the left hand side of the map just like before. Once that is complete, the right hand side will be created by rotating the textures in Photoshop. Texturing the map is relatively straightforward. Textures are placed in different layers called strata. Stratum 1 covers up the Lower Stratum, Stratum 2 covers up Stratum 1, Stratum 3 covers up Stratum 2, and Stratum 4 covers up Stratum 3. Strata 5-8 are unused.
How to enable all 8 Strata
- Usually 4 Strata are enough for your map but if you feel you really need more you can enable Strata 5-8.
- Click on Lighting layer and change Terrain Shader to TTerrainXP
Let's begin texturing by making the base texture a nice dirt. Select the Lower Stratum layer in the Layers window. Make sure the Resources window is open by checking Resources in the View menu. The Resource Browser should look like the this.
We are interested in the Stratum tab. Select the Desert tileset in the Tileset dropdown. Drag the picture of des_gravel01_albedo.dds from the Resource Browser onto the Albedo picture of the Strata Properties window. You should see a noticeable change in the look of your map. Next drag the picture of des_gravel_normal.dds from the Resource Browser onto the Normal picture in the Strata Properties window. If you are zoomed in closely enough you will see a second change.
Next go through and pick some textures you like for Strata 1-4. The normal part of a stratum is not required, but will improve a stratum's look by imitating small variations in height. You can adjust the repeat rate of strata across the ground with the scrollbars in the Strata Properties window. The official maps tend to use relatively high repeat rates (low values in the number box). The normal textures are designed to have the same repeat as the color texture, although there is no particular reason they can't be different. Many of the official maps use mismatching repeats to great effect.
- You can open already done maps and copy their theme by simply selecting same strata.
Now comes the fun part: the actual painting! With a stratum selected (1, 2, 3, or 4), click the brush button on the top toolbar or press B. This interface should look familiar. Go nuts and paint the left half of your terrain into a work of art. Keep in mind what natural formations look like. For example, cliff faces will typically be rougher surfaces, and flat areas will be covered in grass. Don't feel bad if it takes you a long time to get it right. This can be the most time consuming part of map creation.
If you like the symmetry of the terrain, you can use Photoshop to mirror each stratum. Click on the Export Mask button in the Strata Properties for each stratum. Save each to a .raw file with a distinct name and rotate them in Photoshop as you did for the heightmap. Then go through and reload them with Import Mask.
- Important: The terrain texture masks are half the size of your map. For a 256x256 map such as Summer Duel, they will be saved as a 128x128, 8- bit texture. Make sure these settings are correct when you load the masks into Photoshop.
On the right is the new and reborn Summer Duel.
What a difference textures make! Note that unless you have a superhuman power for creating perfectly symmetrical images freehand, there will be a seam down the middle of your map. Minor touchups should correct the problem. Textures don't impact gameplay, so absolutely perfect symmetry is not required.
Unfortunately, there was an unforeseen problem. Notice the tan strip along the bottom and right of the map. These portions of the map will only be covered by the Lower Stratum, so plan your map carefully if this bothers you. Later on we will see a nice trick (defining an AREA) to hide the ugly truth and make the strips invisible.
Placing resources and props
Placing resources
Now that the map is technically playable and has some visual appeal, it's time to place some resources. A little care must be taken to ensure that the mass locations are fairly distributed. A commander should be able to build the four first mass extractors in the same amount of time from both sides of the map. If mass deposits are close enough to allow doubleadjacency, the same adjacency bonuses should be available to both sides. Mass deposits farther away should be the same distance from the starting location. For reference, a factory is 9 grid units wide and tall; power generators are 2.25 wide and tall. The commander build range is 10.
- How to make symmetric mass points.
- Markers can't be rotated or copy pasted, that's why we're going to use props to get mirrored positions.
- Place resources on one half of the map
- Place some props on same position (rocks for example)
- Select them all, either click and drag, or click on them all while having pressed SHIFT
- Go to Prop Edit window (picture below)
- Check Rotare about map center box, set 180 Yaw and click on Set button
- Place resource markers on the other side of map and then don'd forget to delete props under them!
Placing resources is short and easy. Go back to the Markers layer in the Layer window. Drag a Mass marker and position it. Repeat for every mass deposit you want on the map. Hydrocarbon locations can be placed with the Hydrocarbon marker.
- To make all your resource markers line up correctly with the build grid, select "Autosnap to o-grid" in the options menu before placing them.
- You need to "shake" mass and hydro markers a bit on map to align correctly in grid.
See, easy! Here is a fully functional, enjoyable Summer Duel.
Here is an important note for future reference. The in-game preview for the map as it currently is will show the markers on it, just as they appear above. To get rid of them, check the Hide All Markers box in the Markers layer. Always save the map file with this box checked before you release your map to the public. That way the preview image will be clean.
Placing props
Every official map contains various props that add a great deal of flair to a map. These include trees and rocks that can be reclaimed for resources. This part is a little tedious, but it will be worth it in the long run.
- For placing props, uncheck Autosnap to o-grid in Options menu.
Go to the Props layer in the Layer window. Next, click on the Props tab in the Resource Browser window. Select the Evergreen tileset in the Tileset dropdown and the trees category from the Category dropdown. Go ahead and drag one of the pictures onto your map. You should see appear, along with a blue circle. It looks like this:
The pink sections allow you to manipulate the prop. Clicking on the E and dragging up and down will allow you to change the prop's elevation. Clicking on the arrow allows you to rotate the prop. The S is used for resizing other items, but is unused for props. You can move the prop by clicking on it and dragging. Alternatively, holding R on the keyboard will allow you to rotate the prop without clicking; holding M on the keyboard will allow you to move the prop without clicking.
If we had to place each tree individually, we'd be stuck for days at this stage. Fortunately there is a way to place more than one at a time. Pick some trees you like and drag them into the Active props for automatic placement section of the Prop Edit window. You should see something like this:
We are going to create a sort of "prop brush" defined by the settings here. What the three sliders do is self-explanatory. Slope falloff angles controls what types of slope your props will be placed on. Setting both Start and End to 0 will require the props to exist on perfectly flat terrain. A range of 0 to 20 is good for getting up close to cliffs without actually placing anything on a cliff. Once you are satisfied with your settings, click the Enable automatic placement mode checkbox.
Moving the mouse over the map will display a circle defining your brush. Clicking will place props at the rate you set in Props to place per second. The actual rate may be lower because this is the number of props the editor attempts to place a second. If Min distance between props is set to a high number, the editor will not be able to fit them all within the brush. If you want to remove something from the brush, select it from the list and click the delete button . If you placed some props you didn't mean to, you can either undo (Ctrl + Z) or uncheck the automatic placement mode box, drag a selection around the misplaced props, and press Delete on your keyboard.
Go through and place trees and rocks on the left-hand side of your map. To make them symmetrical, press Ctrl + A to select all props on the map. Press Ctrl + C followed by Ctrl + V to duplicate every prop. Without deselecting anything, check the Rotate about map center box. Type 180 into the Yaw box and click Set. Feel free to do this with multiple sets of props to give as natural a feel as possible. Here is Summer Duel with its new props:
Adding decals
The difference in visual quality between Low and High fidelity is staggering. Most of the difference is due to decals. Decals are individual textures placed onto the terrain. They can take different forms. Some are placed as images on the map, like the explosion scar from the initial commander warp. Other decals act as normal maps on the ground to give the appearance of roughness. Some of the official GPG maps contain hundreds of decals. If you are serious about your map, this part can be just as time consuming as the heightmap and textures—decal placement makes the difference between a pretty map and a gorgeous map.
Go to the Decals layer in the Layer window. Click on the Decals tab in the Resource Browser window. To add a decal, simply drag it from the Resource Browser window onto the map. The controls to manipulate decals work the same as for props. Holding S on your keyboard will allow you to resize the decal without clicking. Elevation controls are not available for decals. You can create symmetrical decals in the same way as you did props. To get to the Map centered rotation checkbox, click on the arrow at the top toolbar .
If you drag a few decals and zoom around, you'll notice that some of them fade out much too quickly. You can adjust this in the Decal Properties window. In the LOD Cutoff box, type in a higher number and click Set. You can also give a decal a minimum viewable distance with the Near LOD Cutoff box. Be very careful with these cutoffs. You want them high enough to be visible at normal zoom levels, but performance will be poor if you have a thousand decals with a cutoff of 10,000. With appropriate cutoffs there's no excuse to hold back on decals, so make your map look as beautiful as possible!
Have no fear if a decal gets buried under others and you can't select it again. Holding down Ctrl while you click will allow you to cycle through multiple decals on top of each other. You can reorder the decal you have selected with the arrow buttons in the Decal Properties window (Scrool down). If you want to always see your decals in the editor, go to View > Force Decals.
The editor gives you full control of the world lighting Supreme Commander uses. To adjust the settings, go to the Lighting layer in the Layers window. The best way to get the hang of the settings is to experiment. You can create everything from a bright midday noon to a spooky dusk, so have fun! Note that you can scroll down the Lighting menu to get access to even more options.
Redefining water levels or properties
Once you have selected properties for water levels at startup screen of creating new map, you might want to edit them afterwards. You can adjust Water Properties by selecting Water layer from Layers list. You may do some visual changes with brush, or click icon in main toolbar.
- Surface: Adjusts overall water level. Higher value will make map "flood".
- Deep: This value is for visual effects only. It is used to adjust level, where water appearance changes from shallow to deep. Value is forced to be less than surface value.
- Abyss: This value is for visual effects only. It is used to adjust level, where water appearance changes from deep to abyss. Value is forced to be less than deep value.
There is also several sliders, which can be used to adjust overall water reflection colour and surface colour.
Adding waves to the shoreline
You can finish your water edit by creating waves on the shore.
Fixing Minimap Colours
Since the original map editor is just a pre-alpha version, it can't do all the things. One of them is that it can't save the minimap colours properly. So the minimap in the game is showing the whole map in the shades of grey. To fix this we're gonna use the FAF Map Editor. All you need to do, is to open your map there and save it. Now the minimap should work properly.
Defining gameplay areas
Remember those ugly tan strips along the edges of our map before? We want to get rid of them now, this is pretty easy. It works by defining a gameplay area - everything outside this area will not be displayed. Here's how it works.
Go to the Areas layer in the Layer window. Click on the New button to create an area entitled AREA_1. Click on the text under the Value column and change it to "1, 1, 255, 255". The end result should look like this.
Areas are always visible when you have the Areas layer selected. To view them with other layers, go to View > Debug > Areas.
Now we need to edit our map script and add a command to activate the play area. Open your MapName_script.lua file and edit to something like this:
local ScenarioFramework = import('/lua/ScenarioFramework.lua') local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua') function OnPopulate() ScenarioUtils.InitializeArmies() end function OnStart() ScenarioFramework.SetPlayableArea('AREA_1' , false) end
Shot explanation: The first two lines allow you to make use of other .lua files in your code. The functions OnPopulate and OnStart are called by the game engine when it is time to add entities to the map. The first line within this function tells the scenario to initialize the armies if they are not already done so by default. The second function sets the playable area of the map to the area we defined earlier. If you've played the campaign, this is essentially the same code used to expand the playing field after certain checkpoints. Save the file and go back to the editor. Go to Edit > Scenario and ensure that the Script path matches the file you created. Fix it if it does not.
Adding civilians
If you want to add Civilians to your map, go back to the Armies layer in the Layer window. Create two new armies. Click on one and rename it to ARMY_9. Rename the other to NEUTRAL_CIVILIAN. In the Armies window, click on the [+] of NEUTRAL_CIVILIAN to open up the army list. With INITIAL selected, right click on the map and choose a building. This will plop down a building at the location you clicked for the NEUTRAL_CIVILIAN army. If you accidentally deselect the INITIAL group, you can always drag buildings between groups in the Armies window. Place all of the typical civilian buildings in the NEUTRAL_CIVILIAN army. Defensive structures should be placed in the INITIAL group of the ARMY_9 army.
Next we have to tell the game to treat these as civilian buildings. Unfortunately, doing this from the editor causes a crash, so we have to do it manually. Close the editor and go to the MapName_scenario.lua file. Modify the CustomProps section so that it looks like this:
customprops = { ['ExtraArmies'] = STRING( 'ARMY_9 NEUTRAL_CIVILIAN' ), },
Save the lua file and try out the map. If you have problems getting the civilians to appear, make sure you set up the armies properly. If all else fails, open up one of the official maps that contains civilians and compare the setup to yours.
- Color of civilians can be changed by modifying map script using RGB Color Codes.
- Make sure you don't change color to some that is available for players. It would be confusing.
Example for white color:
function OnStart(self) SetArmyColor('NEUTRAL_CIVILIAN',255,255,255) end
Wreckage is created in the same way as civilians. In ARMY_9, create a new group by clicking on the second new button from the left. Rename the group to "WRECKAGE" by clicking on it. Place units around the map with the WRECKAGE group selected. The units initially start alive, which is why they appear so in the editor, but a script automatically destroys them at the start of the game.
Last things to do
Before uploading your map in vault make sure everything is working. Launch your map in skirmish. Take a look at these things:
- Auto-teams are working correctly
- If not, have a look at Start Markers
- All player are spawned
- If not, look again at Making it playable
- All mexes and hydros can be built (+ storages around mexes)
- There are no props on mexes and hydros.
- Delete any map preview from map folder.
- In you have a water on the map, fix the colours on the minimap.
- Map file names (before the extensions) are the same as the folder name or the vault will just say "no valid map datas" or something similar when you try to upload it.
Adding AI Markers
AI markers are optional sets of waypoints to give the AI an idea of how to play your map, otherwise they may not function properly, these markers are placed in the same way as mass or hydrocarbon markers. The entire process of adding AI support to a map using markers can be found in this video. Be warned it takes a few hours to add good AI support to your map: https://www.youtube.com/watch?v=KDO8zf2afhc
New Map Version
'X' is your version number
- Step 1: Open FOLDERNAME
- Step 2: Go to MAPNAME_scenario.lua
- Step 3: Change the following...
map = '/maps/FOLDERNAME/MAPNAME.scmap', save = '/maps/FOLDERNAME/MAPNAME_save.lua', script = '/maps/FOLDERNAME/MAPNAME_script.lua',
map = '/maps/FOLDERNAME/MAPNAME.scmap', map_version = X, save = '/maps/FOLDERNAME/MAPNAME_save.lua', script = '/maps/FOLDERNAME/MAPNAME_script.lua',
!!! There is line at the very top of this file that says version = 3, DO NOT CHANGE this one.
version = 3 ScenarioInfo = { ...
If you were using custom textures, you have to show editor path to textures in newly renamed folder as well, otherwise you will end up with black screen.


text:
interest rate option(redirected from Interest-Rate Option Contracts)
Interest Rate Option
An option contract giving the holder to buy (for a call) or sell (for a put) a security with a certain interest rate at a given strike price on or before the expiration date. An interest-rate option is useful to hedge the interest rate risk inherent to portfolios consisting mainly of bonds.
interest rate option
An option contract on interest-bearing securities or on a futures contract on interest-bearing securities. These options are generally used as a means to manage the risk of a bond portfolio.


text:
In effort to save you the time that it takes to both find and decipher the NBC Olympics schedule while trying to figure out which events are even worth watching, we've created our own (better) daily schedule of Olympic events. All events are listed in Eastern Daylight Time (no math) at the time that they actually occur (no primetime delay) with occasional links to live streams (no googling). Medal events will be bolded. Go ahead, watch at work. We probably value your time more than your boss does anyway.
1:00 PM - Fencing: WOMEN - Individual Foil: semi-finals, bronze medal match, gold medal match, victory ceremony
1:30 PM - Badminton: MEN+WOMEN - Singles, Doubles: preliminaries. Mixed Doubles: preliminaries
2:00 PM - Table Tennis: MEN - Singles: round 1 WOMEN - Singles: round 2
2:30 PM - Handball: Women's preliminaries (2 matches)
2:30 PM - Swimming: MEN - 100m Breaststroke: semi-finals. 400m Freestyle: final, victory ceremony. 400m Individual Medley: final, victory ceremony.
2:30 PM - Swimming: WOMEN - 100m Butterfly: semi-finals. 400m Individual Medley: final, victory ceremony. 4 x 100m Freestyle Relay: final, victory ceremony.
2:45 PM - Football: WOMEN - Preliminaries (2 matches)
3:00 PM - Basketball: WOMEN - Preliminaries (2 games)
3:00 PM - Beach Volleyball: MEN+WOMEN - Preliminaries (4 matches)
3:00 PM - Gymnastics (Artistic): MEN - Qualification
3:00 PM - Volleyball: Women's preliminaries (2 matches)
3:30 PM - Boxing: MEN - Bantam Weight (56kg): round of 32. Middle Weight (75kg): round of 32
For a handy master schedule of every Olympic event, click here.


text:
The usual investigative crew is at it again, with many of the usual friends and villains. Tea is served and the story continues. Botswana is once again richly portrayed and described. The African sunsets are magnificent and a simple serene backdrop to the complicated activities of humans, especially those in need of The No. 1 Ladies Detectives Mma Ramotswe and Mma Makutsi!
Precious and Grace trip through the mysteries with the help of an extended family which should by now be familiar to you if you have followed the series. Mma Ramotswe learns some unexpected things about herself in this 18th instalment and has to face up to some unsettling stuff, which she of course does with her usual wisdom, grace, and style. Mma Makutsi's husband's furniture store name describes this series best–'double comfort.' Like I always say, we all need a series at times! 🙂


text:
COCOA BEACH, Fla. – There is something new under the sun, after all, at least in this surfing mecca--sludge.
Cocoa Beach's sun-dried sludge now cooks in a 100-foot-long greenhouse at the city's sewer plant off Minutemen Causeway, Local 6 news partner Florida Today reports.
The dried-up brown stuff could one day fertilize farms, possibly local yards, or even provide fodder for fuel.
Those aspirations may take a while, city officials say, but their sun-baked dark brown sludge already is providing a green way for the city to save plenty of green.
"Even if it doesn't work out as a fertilizer, we're greatly reducing what we take to the landfill," said Darby Blanchard, the city's water reclamation director.
Cocoa Beach once spent upward of $70,000 a year to haul off sludge to a landfill. But the $270,000 sludge greenhouse — one of only a few of its kind in Florida — will save money or possibly even make money in the long run, city officials say.
The greenhouse is made by Nexus Greenhouse Systems, based in Colorado.
The new process dries out sludge much more than previously, to 75 percent or more solids, rather than the 15 percent or so obtained previously by a belt-press.
And the sun delivers most of the energy to dry the sludge, rather than the electricity used to power the older machines.
Last year, Cocoa Beach generated about 2,800 wet tons of sludge. The city had to pay about $70,000 to dispose of the waste at Brevard County's main landfill west of Cocoa, Blanchard said.
The city hauled off four or five truckloads a week, he said. Now, because of the much dryer sludge, the city only expects a few truckloads monthly.
And the sludge may soon find greener pastures. It's expected to be clean enough to fertilize farms, possibly even yards. The city would first have to conduct tests to prove to state regulators that the sludge meets environmental standards.
The sludge-drying process is straightforward. To get it to the greenhouse, a conveyor belt pulls the sludge into a dump truck, which drops the gritty stuff along the greenhouse's concrete floor. The city ultimately plans to automate that step, so the conveyor belt carries the sludge all the way to the greenhouse.
On a recent day, a tractor tilled the sludge along the concrete greenhouse concrete floor. But in December, that step of the process also will be automated, by two $150,000 small automated electric cars. They turn, spread and aerate the sludge to speed up drying.
A weather station atop the structure senses humidity and triggers the greenhouse roof vents to close automatically to prevent rain from coming in. It reopens when rain chances are slim.
The sludge takes two-to-four weeks to dry before it can be hauled off.
The Okeechobee Utility Authority installed a similar greenhouse system in early 2008, and the concept has been catching on in Europe.
The Okeechobee utility formerly spread its sludge on land surrounding the sewer plant, but opted for the greenhouse system when state and county rules restricted the practice.
"It kind of forced us to either go to the landfill or go to a different method," said John Hayford, the utility's executive director.
Hurricanes were among his main concerns, but the greenhouse has held up well through storms so far. Cocoa Beach's greenhouse is built to withstand 160 mph winds, Blanchard said.
Like Okeechobee, Cocoa Beach hopes there will be interest in the sludge as fertilizer. They also could spread it on the city's nearby golf course.
"It's not going to be a high-nitrogen fertilizer," Blanchard said.
To protect the Indian River Lagoon, the state in 2009 adopted stricter limits on the nitrogen levels the city's plant can produce.
Cocoa Beach's sludge greenhouse is part of about $22 million in upgrades to the city's sewer system. That includes a $15 million new sewer plant and $2.4 million well to store reclaimed water to be pumped up later for sprinkling on lawns.
The city also plans $4 million in fixes to old, cracked clay pipes and manholes, starting next year.
Cocoa Beach entered an administrative order with the state in 2008, setting a compliance schedule for meeting new nitrogen and phosphorus limits and major plant upgrades.
Upgrades are expected to be finished by Jan. 1, but so far the new plant has exceeded the city's expectations in terms of reducing nitrogen.
The plant churns out reclaimed water with 1.8 milligrams per liter of nitrogen, compared with the old plant's 7 to 12 milligrams.
Sludge has potential as a fuel source in power plants and cement kilns, or it can be heated in a process that creates a synthetic gas that could be used to operate portions of the sewer plant.


text:
Explore the possibilities for an extraordinary life at Hebrew Union College-Jewish Institute of Religion. Attend an Open House at any of our campuses.
When you attend an Open House, you will meet our current students – your future colleagues – and study with our exceptional faculty. You will experience Reform Judaism through music, prayer, social action, and scholarship while exploring our libraries, museums, and American Jewish Archives. You will discover career paths that can transform your life and bring meaning to others.
We invite you to join us for any or all of our upcoming Open Houses. Schedules will vary by campus, but generally begin around 8:00 am and conclude around 4:00 pm. Exact times and schedules will be shared with you upon your registration.
Wonder what you'll do at our Open House? Check out this sample schedule:
"The Open House gave me an idea of what my life would be like if I were a student at HUC-JIR. It was a great opportunity to explore HUC-JIR, meet current students, and speak with program directors. I would highly recommend the Open House to others."
– Fall Open House participant


text:
Since the date of its charter by the New Jersey Legislature in 1927, the institution known today as New Jersey City University has been evolving as a place of higher learning.
Opened in 1929 as the New Jersey State Normal School at Jersey City, the institution was renamed New Jersey State Teachers College at Jersey City in 1935 and Jersey City State College in 1958, becoming a liberal arts institution in 1968. In 1998, the New Jersey Commission on Higher Education approved a change of institutional status and accepted the present name, New Jersey City University.
Although the founding principles and mission of this urban institution-- access and excellence -- have not changed since the first day of class 75 years ago, New Jersey City University's physical presence has changed dramatically. The size of the campus has expanded six-fold; the number of buildings and facilities has grown from one structure to 26; the academic focus has blossomed from normal school training to 32 undergraduate degree major programs and 19 graduate degree programs offered in three colleges; and the student body has grown and diversified from 330 area residents to about 10,000 students from across New Jersey, the United States, and 50 countries around the globe. NJCU continues to grow and evolve today. The need for ongoing capital improvement and construction is clear. Outstanding new facilities would further enhance the learning, teaching, and working environment of the University for future generations. To remain competitive New Jersey City University must follow a plan for imaginative investment in the physical future as well as the intellectual future of the University. By doing so, the University will ensure that the building blocks of knowledge and success will stand securely within the steel and concrete structures that support them.
An Historical Timeline
The Early Years (1929-1944)
1927: The New Jersey State Normal School at Jersey City was chartered. The institution was built to accommodate 1,000 students and an eight-room demonstration school in its one building, Hepburn Hall, on ten acres on what was then Hudson Boulevard.
1929: The New Jersey State Normal School at Jersey City opened and immediately expanded its two-year teacher education curricula, making it the only teacher preparation program in the United States to offer a three-year program. A faculty of 12, increased immediately to 29, served a student population comprised of 330 women and one man, who were mostly residents of Hudson County.
1935: The name was changed to New Jersey State Teachers College at Jersey City. The institution was authorized to offer a four-year teacher education program and award the bachelor of science degree in education.
1936: A degree program in health education and nursing was initiated in cooperation with the Jersey City Medical Center for the training of school nurses.
The End of World War II and the Post-War Years (1945-1958)
1946: The G.I. Bill enabled many veterans to enroll in the four-year Arts and Sciences Program, resulting in the rapid growth and expansion of the program.
1950: The Arts and Sciences Program was eliminated as a result of the graduation of many World War II veterans.
1955: The institution's first physical expansion took place: a small addition was made to Hepburn Hall, which enabled the Library to expand its holdings to 65,000 volumes; and Fries Hall Gymnasium was constructed. The institution graduated 83 students.
1958: New Jersey State Teachers College at Jersey City became Jersey City State College and was authorized to award the bachelor of arts degree.
The Middle Years (1959-1974)
1959: The institution began to offer the master of arts in elementary education.
1962: Grossnickle Hall, a four-story academic building, opened. To enhance its special education program, Jersey City State College began to administer the A. Harry Moore School, becoming one of the few colleges in the United States with a special-education demonstration school.
1963: Mrs. A. Harry Moore received an honorary degree of doctor of letters from the college at a convocation to celebrate the merger of the A. Harry Moore School with the college.
1964: To accommodate a more geographically diverse student population, the institution opened its first dormitory, Vodra Hall.
1966: The College's first Board of Trustees was named by the Governor, pursuant to the Higher Education Act of 1966.
1967: Enrollment totals reached 5,700 students with 4,900 undergraduates and 800 graduate students. Full-time faculty numbered 179.
1968: The Forrest A. Irwin Library opened. Jersey City State College became a multipurpose institution, authorized to develop a liberal arts program and to enlarge its teacher preparation programs. 1969: The demonstration school in Hepburn Hall closed.
1970: Rossey Hall, a six-story academic building, opened.
1973: The five-story Science Building and the JCSC Women's Center opened; the Cooperative Education Program was established with 25 students placed in paid work assignments.
1975: The Department of Nursing was established.
Beyond 50 Years (1975-1990)
1976: The Student Union Building opened (renamed the Michael B. Gilligan Student Union Building in 1985). A 50,000 square foot building on West Side Avenue was renovated to house the Center for Media Arts.
1977: Both the Department of Business Administration and the Peter W. Rodino Institute of Criminal Justice were established.
1978: The popular Saturday Semester Program began, offering students more flexibility in scheduling classes for both credit and non-credit study.
1980: The Department of Computer Science was created.
1982: The Department of Media Arts was formed.
1985: The institution was awarded a $5.7 million Governor's Challenge Grant for an expanded Cooperative Education Program, which would serve all academic majors. From that time, JCSC was known as New Jersey's premier cooperative education college.
1986: Autonomy was granted to higher education institutions in New Jersey.
1989: The Coop Dorm was opened to house 100 undergraduates.
From the Information Age to the Future (1991-2016)
1994: The four-story Professional Studies Building and the state-of-the-art Athletic and Fitness Center opened.
1996: The Center for Public Policy and Urban Research was established.
1997: President Carlos Hernandez appointed a task force to consider a change of institutional status and a name change.
1998: At its March 24th meeting, the Jersey City State College Board of Trustees approved submission of a formal petition to the New Jersey Commission on Higher Education requesting that the institution be granted university status and renamed New Jersey City University. The New Jersey Commission on Higher Education approved a change of institutional status and accepted the name change at its May 29th meeting. The University was restructured to include three colleges: the College of Arts and Sciences, the College of Education, and the College of Professional Studies.
1999: The University's four-story Forrest Irwin Library was completely redesigned and renovated to provide a spacious, modern facility equipped with high-tech capability for study and research.
2000: The NJCU Library was dedicated in October and renamed the Congressman Frank J. Guarini Library.
2001: The University introduced myNJCU, the initial application of "portal" technology to provide members of the University community with a single integrated point for immediate access to personally relevant information, people, and processes, and to provide a gateway to resources available on the World Wide Web.
2002: In September, the University Academy Charter High School enrolled its first ninth-grade class of 125 students.
2003: A new two-story Visual Arts Building opened in September. The 56,000- square-foot structure is surrounded by a sculpture garden, the centerpiece of which will be a work by the sculptor Maya Lin, whose "Vietnam Memorial" in Washington, D.C. is internationally acclaimed.
The University Academy Charter High School opened in a redesigned commercial building on West Side Avenue. New Jersey City University joined with the City of Jersey City, the Jersey City Board of Education, and New Jersey Transit to collaborate on the "Bayside Project," a redevelopment proposal that is focusing on a 700-acre section of Jersey City that stretches from Communipaw Avenue south to Stevens Avenue and from Bergen Avenue west to Newark Bay.
2005: NJCU dedicated the John J. Moore Athletics and Fitness Center in honor of the 1956 alumnus and former chair of the university's Board of Trustees, 1989-2005.
2006: The University dedicated the six-story, 77,000-square-foot, George Karnoutsos Arts and Sciences Hall. It was designed by renowned architect Michael Graves in collaboration with STV Architects of New York. The building of modular precast concrete features a pyramid tower that heightens the structure and an entrance with distinctive portico columns. It is named for Dr. Karnoutsos, a 1955 alumnus and retired professor of philosophy, who donated $2.5 million to the University. It also dedicated the William J. Maxwell College of Arts and Sciences in honor of Dr. Maxwell, a 1958 alumnus, former history professor, Dean of the School of Arts and Sciences, former president, president emeritus, and distinguished service professor of history and education.
2007: NJCU dedicated the Deborah Cannon Partridge Wolfe College of Education in honor of the 1937 alumna, teacher, theologian and humanitarian.
2013: Dr. Sue Henderson was inaugurated president of NJCU--its twelfth president and first woman to hold that post. She succeeds Dr. Carlos Hernandez who served the institution for nineteen years. Dr. Henderson holds degrees from the University of Georgia and Georgia State University. She previously was the chief operating officer and vice president of institutional advancement at Queens College of The City University of New York.
2015: The NJCU School of Business opened at Harborside Plaza 2 along the Jersey City waterfront and the city's financial district. The two-story instructional facility features a simulated trading floor and two data science centers. The Business School is associated with the university's Small Business Development Center, Business Development Incubator and Institute for Dispute Resolutions.
The Confucius Institute opened at NJCU to teach Chinese language and culture. The institute is in partnership with Jilin Huaqiao University of Foreign Language, a private university in China.
2016: The university continues to develop University Place, its 21-acre West Campus between West Side Avenue, south of Carbon Place, and Route 440. The four-story and student residence--the first of several proposed buildings--opened in September. It is a Public-Private Partnership--the first "P3" privatized housing project in the State of New Jersey.


text:
It will probably be a cold and windy night when a small air leak near a pipe turns standing water into solid ice. That freezing is forceful enough to shatter plastic and split open metal. And even a one-eighth-inch split can gush 250 gallons a day.
If you're not home, the spewing water can flood large areas, short out electrical appliances (including the furnace), and ruin carpets and furniture.
It happens in a quarter of a million homes every winter, according to State Farm Insurance -- and probably many more that don't file claims -- all stemming from freezing pipes, a problem that's easy enough to prevent.
On new construction and remodeling work, keep water pipes out of exterior walls. Builders and plumbers can usually avoid these troublesome installations, say, by pipes for sinks mounted on exterior walls through the floor of a vanity instead of through the wall. When exterior walls are the only choice, water pipes need extra protection. First, wall insulation should be tucked behind the pipes. Covering them with insulation batts almost guarantees a freeze-up. It also helps to protect pipes with snap-on foam tubes. In existing homes where you don't want to dismantle a cabinet and cut open the drywall behind it, use spray foam in a can.
You can shoot foam into the wall around pipes where the material expands to fill cavities before drying. It insulates and also blocks airflow in the wall. Finally, thoroughly caulk all exterior joints on the outside wall anywhere near the pipes. If there is room -- and there often is around exterior water spigots -- use spray foam from the outside, too.
Any exterior faucet -- and the garden hose attached to it -- is bound to freeze unless you remove the water. After disconnecting and draining the hose, close the cutoff valve inside the house on the line that feeds the faucet. Then open the outside faucet and drain any remaining water before closing it for the winter. If you don't have an interior cutoff valve just for this fixture, either install one just inside the house, or replace the exterior fitting with an anti-freeze faucet.
If there are pipes in cold locations and you can't reroute them or provide enough insulation, heat tapes can prevent freezing.
The tapes look like electrical extension cords, but convert electricity into heat. You plug the tape into a grounded outlet and spiral wrap the length around a water pipe. Most tapes have a built-in thermostat that automatically calls for power as the temperature drops near freezing, and cuts power off as the temperature rises.
It wastes some water, but if you don't get around to any anti-freeze improvements, let water drip from faucets at exterior walls overnight when the house is cold. It also helps to open cabinet doors around fixtures to let warmer indoor air circulate near pipes at exterior walls.
Water pipes will leak if you inadvertently drive a nail into them, and sometimes due to vibration, bad connections, corrosion or just age. But the most likely culprit is freezing water that has enough force to shatter plastic and split open copper. Whatever the source of trouble, it pays to know how to deal with leaks in case the plumbing system starts gushing in the middle of the night.
Limit the damage from a leak by closing the nearest supply valve. There's one installed near every plumbing fixture in the house. Sinks, for instance, have hot and cold cutoffs tucked under a vanity or countertop, while toilets normally have a cold cutoff valve low on the wall nearby. There is also a main cutoff that shuts off water to every supply line. It's normally near the meter where the municipal water line enters the house, or where the line from a private well enters.
Plumbing systems have many branch circuits, so you should be able to isolate the damaged line and keep water flowing elsewhere. This allows you to deal with the leak at your leisure -- or call a plumber the next day.
Once you close the appropriate valve, even a gushing leak will subside.
If you don't have the modest set of tools and supplies to repair a leak properly, wedge toothpicks or some other water-stopping wedge into pinholes or small joint leaks. If you can dry the pipe, spiral-wrapped layers of duct tape may also keep water from seeping through a small leak.
A more reliable temporary fix is a flexible pressure patch. This does not require a propane torch or melted solder and typically stops leaks completely, even if you turn the water back on and don't get around to a permanent repair till the next day. You can use it on copper and plastic pipe. The idea is to cover the puncture with a piece of waterproof material (a sliced open section of garden hose works well), and seal it at each end of the puncture with a band clamp- the kind used on automotive hoses. The only tools you need are a knife or scissors to cut the patch and a screwdriver to tighten the clamps.
With plastic or copper, cut off the supply to the leak on one side and open a faucet on the other. Then cut away the damaged section and allow the pipe to drain and dry. The most reliable procedure is to dry-fit all the new pieces until you get them right, then disassemble them and start the permanent repair.
Cut through plastic pipe with a hacksaw or any sharp saw. For best results, make a square cut and remove any burrs along the edges. For common PVC pipe, apply primer (it preps the surfaces), then add cement to all mating parts according to label directions and rebuild the repair. The cement melts the surfaces of joined pipes, making the new pieces as strong and watertight as unbroken pipe.
Copper is more difficult to repair because connections are sealed with solder. You'll need a propane torch, flux paste, which draws molten solder fully into the joints, and a coil of solder. Draining the line is crucial. A propane torch can make copper hot enough for solder to flow. But if the pipe isn't drained, heat will dissipate boiling water instead of heating metal.
Where new fittings join old pipe, use sandpaper or steel wool to brighten the mating surfaces, removing all corrosion. After you test fit the new sections, disassemble them and coat mating surfaces with flux paste. Build one connection at a time, applying the torch flame to the joint until the solder melts, filling the joint.
You need to protect yourself from dripping solder and be sure that that the propane flame does not ignite nearby combustibles. In tight spots, you can back up the pipe with a piece of drywall wrapped in tin foil to shield nearby framing and plywood.