Something I'll never use, I just don't do this kind of thing since my focus is elsewhere. That being said to see the development to the final process I can most certainly appreciate the effort and time many of you will (Have.) put into the use of this new feature.
The end product looks AWESOME!!
Regards,
Pat
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The flood fill was a wee bit tricky until I figured out how too get the edging done properly. The regular fill with water code just slams in lake hexes and nukes adjoining land - so large areas left you with having to do the bulk by block fill and then the edges painstakingly by hand hex-by-hex. Once I had it sorted to not nuke adjacent land, it worked excellently.
It'll not be a common tool for map makers, but it fills in good sized rivers just fine as well as the large bits of open water.
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Re: Height Maps
Quote:
Originally Posted by Mobhack
The flood fill was a wee bit tricky until I figured out how too get the edging done properly. The regular fill with water code just slams in lake hexes and nukes adjoining land - so large areas left you with having to do the bulk by block fill and then the edges painstakingly by hand hex-by-hex. Once I had it sorted to not nuke adjacent land, it worked excellently.
It'll not be a common tool for map makers, but it fills in good sized rivers just fine as well as the large bits of open water.
That is exactly what I am doing at this moment from the fill DRG performed on the Dinh Tuong map, by hand leveling the adjoining land river hexes, then block fill large land areas.
A great project, much anticipated enhancement, my thanks to the dev team.
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When the upgrade is released and you have the chance to use the feature be aware that if the coast has a large beach but not a lot of elevation the Venhola may record that as the same elevation as the water and the flood fill will cover it with water so in cases like that the beach will need to be put back in manually ( it's still easier than putting in all the water manually .....) but any place with even moderate elevation changes from water level the flood fill works great
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i've been looking at the outdoors map a bit closer, since it gives some nice contour lines and by doing so, stumbled upon the vector map.
I'm a bit rusty, but doesn't mean "vector": it's not a "flat" picture, but got all the elements saved as entities? Like a XML file of the map containing location, size, shape and type of all elements (different layers)?
There is a road on XY, there is a built up area on XY shaped Z way and the like so you can style these elements the way you like? (https://www.thunderforest.com/docs/t...t.outdoors-v1/)
If so, shouldn't this make a more or less automatic map creation possible? Way beyond the elevation data?
Since tile request is limited, use it only for the "backend" download creation.
I'll try and look into this when I get a bit of free time on my hands. The biggest issue with map generation is that I have to work "in the dark", so not knowing the actual way how the map binaries are built. And reverse engineering it is slow and cumbersome way of figuring it out.
I'll check what I can do with the beach map building. I'll update my SPMBT version today and the backend already supports things like setting the level offset: I could tweak it to always keep water as 0 and then land would be 1-3 at the lowest level if that is enough to create the land/sea boundary properly.