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Map Scale overlay aid
2 Attachment(s)
This is basically an overlay to be placed on real maps to help with scale. The attachment includes 2 sample picture of overlay in place at different zoom / scale levels
Will do another post with attachment containing 3 overlays called circles 50m 100m 200m these are pictures scaled for Google maps. To Use Load 50m circle mask in an art package copy to clipboard or however becomes a brush in your program. Now load your map(s) & lay over it using paste from clipboard or brush. Each circle is 50m or 1 hex. In example picture 1 if look at scale in bottom left corner you can see circle is 50m & can now tell how far apart things like the hangers are. Example picture 2 uses 100m scale with map rotated to line runway up with a hex row. Also please note at a scale of 200m you can use the 50m + 100m overlays. A circle now represents 4 or 2 hexes wide Problems 1) If using a different scale resize it remembering to lock the aspect ratio. Turn off anti aliasing & restrict colours to 2 if can or may lose transparency. 2) If background colour does not come up transparent for your maps change in your art package this is set up for Google maps. Please don't ask me how to do this every program is different but roughly each map provider will likely use its own colour palette & you need to change the white colour to their default transparency. Once done should work with all that providers maps. If somebody has a decent art package & can produce better ones please do mine is a rubbish freebie. |
Okay silly me
1 Attachment(s)
I am guessing could have put this in last post also this is the download
A few observations thoughts for newbie's to this, hope you are the patient type & much respect for having a bash. 1) If make base level of map level 1 this allows you to make depressions. Use fill tool set to 50 or so. Note paved hexes only work at level 0 if you place on a hill deforms Streams also reduce level so it becomes a cutting / deep gully 2) Building scale in MBT a 1hex building (50m) represents a group of residential houses multi hex buildings sometimes a bit large but for playability gives targets etc. Having said that things like warehouses Airport terminals can be 40 hexes long. Residential should be tightly spaced unless posh at this scale commercial (big) will have a tendency for paved for parking or delivery. Office ,warehouse supermarket hospital etc say 1/2 or same size as building. 3) Tall grass or rough can be used to represent clutter break up line of site, represent small individual buildings hedges with probably. Also there effect on vision tends to vary a bit depending on global vision setting so can change LOS for map. 4) If the patient type can use asterix (star) key to change level of hex manually. Use wisely & only to adjust by less than a level but good for creating small rises depressions or smoothing out winding road up a hill. Best used sparingly on long roads to give undulations. Just increase height of road by 2 in a couple of places & you wont be able to see for 2 miles down it or stick some tall grass there. Be aware hex will look no different unless you placed dirt or something there. Don't try creating tall buildings with wasting your time. 5) If delete hill hexes make sure to check height of hexes surrounding as can leave invisible slopes also there are 2 delete buttons one clears to level 0 & one keeps terrain contours. 6) Go for playability over looks checking things like road crossing rail road works & you will have to fudge things a bit especially in towns. 7) Placing things like fields pavement that have a border hex half filled with but are actually clear terrain. Either use fill & trim or pay attention when placing if large as can have hexes in middle that look like but you have missed. 8) Few things have noticed Airports - runways tend to be about 80 hexes long some commercial 100 or bit more Air bases - may have shorter like 55-60 hex auxiliary runway but tend to have one big one for transport planes. Military bases - tend to vary in size but probably 20-25 hexes across a good start point Military/ Air bases tend to have barrack attached so building composition urban for barracks with odd parade ground etc, majority of buildings. Military buildings likely including admin & stuff 2-6 hexes spaced 1-2 hexes apart paved for high vehicle traffic in time of war. Also vehicle parks generally paved. Do get bigger buildings generalising here. Also if do this type of map if build peace time (unfortified) then add fortifications get 2 maps for little extra work. Low walls I tend to represent with rough get extra protection slows move risk bog if use bocage that is a high heavy duty wall with a good chance of stopping a vehicle . The other option is asterix key raise a bank around. no additional protection move but units can move behind for cover as need higher level for LOS. Hope this helps someone, go create. |
Re: Map Scale overlay aid
Good day,
I hope this device works; I could have used it a few times as I do like to build maps based on actual locations. I have used 1:250.000 maps and overhead imagery in the past to cobble together maps. Sometime I just get a general idea of what an area looks like and go with that. The generator works well for some locations and not for others. Personally I rather fight on human made maps of which the ones provided suffice for some battles but on occasion I'll think nothing of spending 4 to 6 hours or more researching and building my own maps. Another beauty of the game. As for tall building, I agree to a point they are hard to represent, but on occasion when it's called for (e.g.: a church or a castle keep etc) I find building a tall hill making it just wide enough for a multi-hex building on top works, it may take some playing around with so you have something with a commanding view let's say, but it can be done. I've built tall churches (steeples) and keeps or watchtowers. Even of not used they lend a flavour to a map. IMHO I'll get back to you once I trial your devices. BTW thanks for the tips and pointers there's some things in there I will try. I find things in the editor just about every time I use it that make mapmaking better. There is so much built into it and even more with the extended CD version.:cool: |
Re: Map Scale overlay aid
If you have trouble setting background colour to transparent post the picture you are working on & will have a go but as said my art package is pretty naff.
A couple of questions for you regarding buildings have CD ver Tall buildings agree only way I have found is stick on a hill getting the whole building higher without having slopes in adj hex seems near impossible though. Want to do for town say a few high buildings as good spots for MANPADS MGs etc without having road near on slope as blocks LOS down. If you have managed please post so I can look. Also selecting a specific building have you found a way I saved all buildings on a seperate map & cut & paste but this has problems. 1) Can sometimes be one hex out due to way works 2) If diffrent setting on map say normal vs arid terrain is wrong colour. I know its only cosmetic but still. Have you found a way to make the terrain change? Any tips welcome as you said always learning. Old Woods / Jungle tip as in not vehicle friendly. Can't do without slowing infantry to 1 hex move but if place mud or rough vehicle slow & high bog on mud. If place these woods using autumn so red & a hex or 2 surrounding less dense using summer green makes obvious which are heavy going & which normal. Also a point on places with a reasonable amount of pavement makes tanks very fluid as low MP means can combat move further as in still fairly acurate fire, nasty. |
Re: Map Scale overlay aid
In regards to the tall building/regular height LOS problem I'll look into it the next map I cobble together. It may be problematic. If I understand correctly you want to be able to look over buildings from a "tall" one without using roads to create a LOS.
Now to your other building problem are you referring to, are you aware of the ` key left of the 1 key, if you like a building hit that key and reproduce that same building until you hit the key again or switch terrain. As far as the terrain colours go, I don't think anybodies working on that one and I believe most are very happy with the choices provided, myself included. Compare to SP in the early days the look has improved 200% so don't hold your breath there. Hope I've been some help. Bob Out |
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