.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #71  
Old June 22nd, 2016, 07:06 AM
Tomas's Avatar

Tomas Tomas is offline
Corporal
 
Join Date: Oct 2010
Location: Czech Republic
Posts: 50
Thanks: 42
Thanked 49 Times in 21 Posts
Tomas is on a distinguished road
Default Re: Height Maps

I'm bit stuck with my map. I've used the tool and have a perfect heighmap. But whenever I try to place certain terrain to a hex the height of the hex will change as follows:

- if placing clear terrain and height was 0 it will be 5
- if placing trees and height was 0 it will be 0
- if placing pavement and height was 0 it will be 5
- if placing paved road and height was 0 it will be 0

- if placing clear terrain and height was 10 it will be 11
- if placing trees and height was 10 it will be 10
- if placing pavement and height was 10 it will be 5
- if placing paved road and height was 10 will be 10

In conclusion - placing almost anything besides trees or road ruins the height.

I've attached the heightmap so you can see yourself.

What can be done about that ?
Attached Files
File Type: zip spmap999.zip (35.2 KB, 182 views)
Reply With Quote
  #72  
Old June 27th, 2016, 05:46 AM

dmnt dmnt is offline
Sergeant
 
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
dmnt is on a distinguished road
Default Re: Height Maps

Quote:
Originally Posted by Tomas View Post
I'm bit stuck with my map. I've used the tool and have a perfect heighmap. But whenever I try to place certain terrain to a hex the height of the hex will change as follows:

- if placing clear terrain and height was 0 it will be 5
- if placing trees and height was 0 it will be 0
- if placing pavement and height was 0 it will be 5
- if placing paved road and height was 0 it will be 0

- if placing clear terrain and height was 10 it will be 11
- if placing trees and height was 10 it will be 10
- if placing pavement and height was 10 it will be 5
- if placing paved road and height was 10 will be 10

In conclusion - placing almost anything besides trees or road ruins the height.

I've attached the heightmap so you can see yourself.

What can be done about that ?
First things first: whenever you have downloaded a map, open it up in map editor, click fill range, write 255, choose "clear map following the contour" (the other clear terrain - you need to click blue triangle once - in same screen as railways etc.) and then click "fill."

That way you have the hills and slopes properly. The map and game engine don't follow the precise heights that much so it's only close to the actual height. And natural formations don't make that hex grid, either.
Reply With Quote
The Following User Says Thank You to dmnt For This Useful Post:
  #73  
Old June 27th, 2016, 02:12 PM

dmnt dmnt is offline
Sergeant
 
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
dmnt is on a distinguished road
Default Re: Height Maps

Here, attached are the loops you must jump thru:
1) set fill range to 255
2) go to correct tool page and select the clear that keeps the height info
3) click fill button (no picture of this)
4) result.

Included in attachments are pictures of 1, 2 and 4 - and a resulting map I got from your map attachment.
Attached Thumbnails
Click image for larger version

Name:	fill_range.jpg
Views:	213
Size:	72.5 KB
ID:	14350   Click image for larger version

Name:	clear.jpg
Views:	213
Size:	72.8 KB
ID:	14351   Click image for larger version

Name:	ready.jpg
Views:	208
Size:	73.6 KB
ID:	14352  
Attached Files
File Type: zip spmap999.zip (82.2 KB, 169 views)
Reply With Quote
The Following 2 Users Say Thank You to dmnt For This Useful Post:
  #74  
Old June 27th, 2016, 02:57 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
DRG will become famous soon enough
Default Re: Height Maps

Quote:
Originally Posted by dmnt View Post
Here, attached are the loops you must jump thru:
2) go to correct tool page and select the clear that keeps the height info
That's page 2 of the editor ( page 2 is the page the fill range button is NOT on ).......the page one clear gives you ground level grass, Page 2 clear follows the contours and on maps like this you won't know where the contours are until you flood the map with page 2 clear ( grass )

..and "fill range" could be any large number..... I usually type in 500

Don
Reply With Quote
The Following User Says Thank You to DRG For This Useful Post:
  #75  
Old June 28th, 2016, 02:40 AM
Tomas's Avatar

Tomas Tomas is offline
Corporal
 
Join Date: Oct 2010
Location: Czech Republic
Posts: 50
Thanks: 42
Thanked 49 Times in 21 Posts
Tomas is on a distinguished road
Default Re: Height Maps

Thanks guys, I'll try again. I've did the step with fill & clear, but apparently not properly (used probably wrong "clear").
Reply With Quote
  #76  
Old June 28th, 2016, 07:27 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
DRG will become famous soon enough
Default Re: Height Maps

Quote:
Originally Posted by Tomas View Post
Thanks guys, I'll try again. I've did the step with fill & clear, but apparently not properly (used probably wrong "clear").
when you place your cursour over each terrain type in the editor the explanation that shows in the upper left changes.


For page one clear it reads..........

Clear All Terrain From Hex - Add Level Terrain [C]

page 2 clear reads........

Add clear terrain to hex following the contours of the existing map [C]

pressing C will give you clear grass in both pages but you get the correct effect depending on the page you are in

Don

Last edited by DRG; June 28th, 2016 at 09:16 AM..
Reply With Quote
The Following User Says Thank You to DRG For This Useful Post:
  #77  
Old June 29th, 2016, 09:06 AM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 365 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Height Maps

Learn something new everyday!

Great for building winter maps!




Just for fun I'm going to try the Link to this map grid function and see if I open it on my spare computer:

http://www.venhola.com/maps/geo.php?...63476562&rot=0
Reply With Quote
  #78  
Old June 29th, 2016, 05:27 PM

dmnt dmnt is offline
Sergeant
 
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
dmnt is on a distinguished road
Default Re: Height Maps

If you want to try, you can rotate the map either by
1) entering the degrees to the url: http://www.venhola.com/maps/geo.php?...3476562&rot=45
2) Using alt+shift+mouse drag and then clicking the crosshair symbol (top right)
Reply With Quote
  #79  
Old July 6th, 2016, 05:12 AM
wulfir's Avatar

wulfir wulfir is offline
Major
 
Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 365 Times in 194 Posts
wulfir is on a distinguished road
Default Re: Height Maps

Quote:
Originally Posted by dmnt View Post
If you want to try, you can rotate the map either by
Sweet - just compleated a rotated map of Villiers-Fossard, near St Lo, France.


(disregard link below, unrelated)

http://www.venhola.com/maps/geo.php?...67480469&rot=0
Reply With Quote
  #80  
Old July 6th, 2016, 07:30 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
DRG will become famous soon enough
Default Re: Height Maps

Quote:
Originally Posted by wulfir View Post
Yes but it generates an interesting map
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.