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February 15th, 2017, 03:45 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Height Maps
You could have found the problem, the game always generates water at the same level, always uses level 0 tile.
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John
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February 21st, 2017, 11:26 AM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
Posts: 878
Thanks: 584
Thanked 277 Times in 191 Posts
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Re: Height Maps
I would very much encourage and welcome wholeheartedly a map group, guys specialize in making maps and sharing their findings in a way that even I may one day understand.
More even, a map group as a resource where a map challenged maker as myself could submit requests for a map to the map group, with map credits included in the final scenario product.
Map making is such an illusive endeavor for me.
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March 9th, 2017, 07:58 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,616
Thanks: 4,058
Thanked 5,816 Times in 2,870 Posts
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Re: Height Maps
Quote:
Originally Posted by shahadi
I would very much encourage and welcome wholeheartedly a map group, guys specialize in making maps and sharing their findings in a way that even I may one day understand.
More even, a map group as a resource where a map challenged maker as myself could submit requests for a map to the map group, with map credits included in the final scenario product.
Map making is such an elusive endeavor for me.
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For those of you who may not visit the winSPWW2 forum, this thread shows a Venhola generated map used with the new terrain and terrain laying features found in the CD/extended 2017 version of both games
http://forum.shrapnelgames.com/showthread.php?t=51523
The map itself is in post 17
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March 9th, 2017, 11:13 AM
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Sergeant
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Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
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Re: Height Maps
A new version is out, in the user interface you can now specify how many meters one level is (default = 10 meters or 30 feet). Additionally, the height adjustment code was changed with this new functionality.
If the height variation is too high for the meters/level setting then the map generation overwrites that. Later the clipping limits (such as "base level is 150 m of altitude in real world, level 15 is 350 m) might be arbitrarily set. I'm also planning a satellite view map tiles so the end user can see what the terrain looks from above. Useful especially in cases where the open street map data is rather coarse.
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