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Do you own this game? Write a review and let others know how you like it.
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February 21st, 2018, 01:25 PM
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Captain
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Join Date: Jul 2005
Location: London (Great Britain)
Posts: 838
Thanks: 200
Thanked 144 Times in 87 Posts
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Re: Height Maps
I can't seem to zoom in to the level of the grid. Might have something to do with Microsoft's absolutely useless "Edge".
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"Wir Deutschen sollten die Wahrheit auch dann ertragen lernen, wenn sie für uns günstig ist."
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February 26th, 2018, 03:59 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
There are some bugs in that experimental version... I'll try to iron them out ASAP.
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March 4th, 2018, 07:35 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,376
Thanks: 101
Thanked 618 Times in 409 Posts
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Re: Height Maps
This is a 2019-2020 Feature Request
I am just wondering if it might be possible to add more flags to the SP random map generator; so that the RNG can leave the underlying contour map intact, and instead overlay terrain types/trees, etc on the map?
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March 4th, 2018, 07:47 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,961
Thanked 5,696 Times in 2,813 Posts
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Re: Height Maps
That was already on our work list for consideration last April but untangling the interconnected code is more complicated than it sounds.
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April 12th, 2018, 06:07 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,376
Thanks: 101
Thanked 618 Times in 409 Posts
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Re: Height Maps
Any progress on water generation for coastlines/etc?
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April 15th, 2018, 07:14 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
Quote:
Originally Posted by MarkSheppard
Any progress on water generation for coastlines/etc?
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Unfortunately I've been way too busy with work, family and an injury. I had an ACL reconstruction and meniscus repair surgery last week and I'm still trying to recover from it. It's on the list of things I want to work on with but pretty much overriden by the list of things I have to work on.
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April 15th, 2018, 09:23 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,961
Thanked 5,696 Times in 2,813 Posts
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Re: Height Maps
The important thing is to get healthy and deal with RL first....whatever is left after that work on this wonderful map tool you have built
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April 15th, 2018, 09:29 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,961
Thanked 5,696 Times in 2,813 Posts
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Re: Height Maps
Here is another tool for mapmakers
https://elevationmap.net/
a graphic representation of the contours ( with the contour lines shown ) plus ready access to satellite imagery of the area
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May 1st, 2018, 07:24 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
Thanks: 3,961
Thanked 5,696 Times in 2,813 Posts
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Re: Height Maps
Another far simpler way to "reveal" the contours on a freshly generated Vehola is to use the new "Strip map" feature of the extended map editor.....it reveals the contours with one control.
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The Following 3 Users Say Thank You to DRG For This Useful Post:
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May 7th, 2018, 09:00 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
Good news, everyone!
I just today finished with the map tool update that provides the satellite view properly and with all the bugs fixed. Additionally there's a new download dialog which allows you to - specify the description text (spmapXXX.txt)
- specify the map id number (1-999)
- specify the map name
The created files are returned in a convenient ZIP package.
Map description text by default contains the URL of the downloaded map just in case you do the same as I did and lose precise coordinates where you created that map in.
New functionality also includes switching between map, combined and satellite view. In combined view you have a 50:50 mix of the map and the satellite view so you can still see the labels. The rotation is M (Map) -> (C) Combined -> (S) Satellite.
Enjoy, report back if anything goes terribly wrong! I had to use a lot of API requests to test and fix the bugs in the process, so if Google complains about those then you have to wait until the resources are free again.
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