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Importing a map into StatPlanet Map Maker

To create custom interactive maps using StatPlanet, you need the following:

To prepare the map so it can be loaded into StatPlanet, you need to use the map template - 'map.fla' - which is in the 'StatPlanet_Custom_Map' folder. This file contains the following four layers:

  1. Map layer: This layer will contain the map shapes (e.g. regions or provinces).
  2. Borders layer: This layer will contain the map borders.
  3. Txt layer: This layer will contain the text labels for your map.
  4. Txt lines layer: You do not need to make any changes to this layer. (It is in this layer that lines will be drawn when StatPlanet is opened, linking the text labels with the corresponding map region).
For an example of what the final result could look like, see the file 'map_example.fla' (shown below).

StatPlanet Example Map (map_example.fla)

StatPlanet custom map Flash template

Step 1. Map layer

Before inserting your map into the map template (map.fla), it may be easiest to edit it first in a new document.

Step 2. Borders layer

Step 3. Txt layer

Step 4. Publish your map file

Step 5. Linking the map in StatPlanet Data Editor

In StatPlanet_data_editor.xls, first insert the 'real names' of your map regions, and then the 'instance names' or codes which you used in the map file (map.fla).

Converting a GIS shape file (.SHP) into a vector format recognized by Adobe Flash

Maps for GIS (Geographic Information Systems) are commonly exchanged as ESRI Shapefiles. Such files can be converted into Adobe Illustrator vector files using software such as ArcGIS or MAPublisher. Converting the file in ArcGIS can be done as follows: select 'File -> Export Map'. In the 'Save as' drop-down select 'AI' as the file format. Then click on 'Save'. Adobe Illustrator (AI) files can be imported directly into Flash.

You may also wish to open the image first in Adobe Illustrator, export the image as a Flash SWF file, and import the SWF into Flash. Importing an SWF file sometimes leads to better results than importing an AI file.

If you do not have access to such software, you could try a free Shapefile to SVG converter called shp2svg. See below for converting an SVG image into a format recognized by Flash.

Converting a vector image (such as SVG) into a vector format recognized by Adobe Flash

Use Adobe Illustrator to open the file, and then export the file into the right format. It seems that the best results are achieved when using Adobe Illustrator to export the image as an Adobe Flash SWF, then importing the SWF into Flash.

If you do not have Adobe Illustrator, you could try converting the file using the free vector graphics editor Inkscape. You may also wish to try this free SVG2SWF conversion tool.

Converting a Bitmap image into a vector format (e.g. GIF, JPG, PNG, BMP)

It is impossible to perfectly convert a Bitmap image into a vector one, but with some experimentation it is possible to achieve good results. To convert a Bitmap image, first import it into Flash (File -> Import to Stage). Then select the image, and select Modify -> Bitmap -> Trace Bitmap.

You will need to experiment with the following trace settings to get optimal results:

The following values illustrate what settings to use if you wish to create a vector that most closely resembles the original bitmap. However, the settings below are not recommended due to the large number of shapes created. These settings may also cause the Flash software to crash.

Manually tracing the outlines

If automatically tracing the image does not lead to the desired results, you can draw the outlines by hand. Unless your map if quite large or complex, this is not necessarily a very long process. It can be done as follows:

  1. Convert the map into a Movie Clip (Modify -> Convert to Symbol).
  2. In the properties panel below, click on the 'Color' drop-down and select 'Alpha'. Change the value to around '30%' (so you can still see the outlines of the map clearly).
  3. Insert a new layer (Insert -> Timeline -> Layer).
  4. Select the Line tool for the Drawing Toolbar, and draw the outlines in this new layer following the outlines of the map in the layer below. Make sure that all the lines are touching. To draw a curve, first draw a straight line. Then, click somewhere in the middle of the line, and drag it one way or another.
  5. Select the Paint Bucket tool and click inside the borders to create your map regions. If it does not work, the borders you have drawn are probably not touching. Zoom in to see if you can detect the breach.
  6. Remove the bottom layer containing your bitmap image.
  7. Follow the steps above to convert your map for use in StatPlanet.