|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
December 9th, 2015, 07:37 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: Height Maps
I've moved this thread to the "sticky" area as I feel this is a very valuable tool for anyone building a map for the game
Don
|
December 9th, 2015, 10:44 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: Height Maps
OK, I'm REALLY impressed with this. One thing that would be useful is if after rotating the map to the orientation you need if it might not be possible to regenerate the hex grid so you get the flat sides of the hex grid to the "left" and "right".
Currently the grid is correct when you use the correct earth orientation but rotating changes it.........it would still be possible to use it as a guide but having the grid set up like the game AFTER roation would be a plus so perhaps allowing the map to rotate while the grid stays fixed would be possible ?
But once again..........REALLY impressed with your work.
Don
|
The Following User Says Thank You to DRG For This Useful Post:
|
|
January 29th, 2017, 04:47 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: Height Maps
Tuomas
I've had more time to use the program of late testing work that we are doing to help make "skinning" these maps ( and ours ) a bit less time consuming and after generating a map of the area around Villers-Bocage where the battle was fought it was clear that the contours are being overly exaggerated. They may be perfectly spot on but when translated to a game map things seem a "bit" out.
I really like this program, I really like what it can bring to map making for this game but I'm thinking it's putting at least twice as may contours in than it should to make a game usable map.
Thanks to Google you can "drive" Wittmann's route and it's not quite the grand canyon(ish) experience the map the program delivers now would suggest
what I propose, if possible. is a control for the number of individual height contours that are produced or at least halving the number produced now. I do appreciate the effort you put into this but I think it needs a wee tweak.
I realise some of the exaggeration can be manually corrected but does anyone else ( maybe it's just me......) think these tend be a bit exaggerated for game purposes? The circled area is the big problem as it drops into a steam and that's the main area of exaggeration for me
Edit......I will say though.... I generated a map of the area around where I live and it looks just about perfect so maybe its just a case of watching what's generated and if it seems wrong--- fix it manually?
Has anyone else noticed anything like this ??
Don
Last edited by DRG; January 29th, 2017 at 05:25 PM..
|
The Following 2 Users Say Thank You to DRG For This Useful Post:
|
|
February 2nd, 2017, 09:07 AM
|
Corporal
|
|
Join Date: Jun 2012
Location: Pennsylvania, USA
Posts: 111
Thanks: 135
Thanked 124 Times in 41 Posts
|
|
Re: Height Maps
Don,
I've noticed the same issue. In some instances, the terrain does seem to include too many elevation contours. Streams are problematic, but I also seem that to be a reflection of the SP's software's programming.
I keep most of these maps "as is". However, I often have to rework the contours manually to blend the intrinsic terrain into a playable terrain for a scenario.
A minor issue for the most part. However, It would be great if the program could be adjusted to adapt to these issues.
Tom
|
February 14th, 2017, 08:04 AM
|
Sergeant
|
|
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
|
|
Re: Height Maps
Quote:
Originally Posted by DRG
Tuomas
I've had more time to use the program of late testing work that we are doing to help make "skinning" these maps ( and ours ) a bit less time consuming and after generating a map of the area around Villers-Bocage where the battle was fought it was clear that the contours are being overly exaggerated. They may be perfectly spot on but when translated to a game map things seem a "bit" out.
I really like this program, I really like what it can bring to map making for this game but I'm thinking it's putting at least twice as may contours in than it should to make a game usable map.
Thanks to Google you can "drive" Wittmann's route and it's not quite the grand canyon(ish) experience the map the program delivers now would suggest
what I propose, if possible. is a control for the number of individual height contours that are produced or at least halving the number produced now. I do appreciate the effort you put into this but I think it needs a wee tweak.
I realise some of the exaggeration can be manually corrected but does anyone else ( maybe it's just me......) think these tend be a bit exaggerated for game purposes? The circled area is the big problem as it drops into a steam and that's the main area of exaggeration for me
Edit......I will say though.... I generated a map of the area around where I live and it looks just about perfect so maybe its just a case of watching what's generated and if it seems wrong--- fix it manually?
Has anyone else noticed anything like this ??
Don
|
I'll check on that. In some cases the data we get from Google may be a bit off or there's some missing values that somewhere on the line get interpreted as "0.0" meters and a huge crater appears on map.
I'm thinking about creating a business account and speeding up the api we get in exchange for a couple of bucks. Then I'll have some time to invest for finding missing value errors and such and returning some information back to the user with the downloaded map. Now all the logs are out of sight for the end user.
|
The Following User Says Thank You to dmnt For This Useful Post:
|
|
March 9th, 2017, 03:18 AM
|
Sergeant
|
|
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
|
|
Re: Height Maps
Quote:
Originally Posted by dmnt
I'll check on that. In some cases the data we get from Google may be a bit off or there's some missing values that somewhere on the line get interpreted as "0.0" meters and a huge crater appears on map.
|
Looks like this is partially a bug and partially a data issue: In some cases if the max height difference is just correct, the handler might get an overflow (because the check was $height > HEIGHT_LIMIT, so no equality included in comparison) and instead of having level 15 in place a level 0 ground is created. I'm still inspecting this.
|
The Following User Says Thank You to dmnt For This Useful Post:
|
|
December 9th, 2015, 10:51 AM
|
Sergeant
|
|
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
|
|
Re: Height Maps
Rotate first, then set the grid
|
December 9th, 2015, 11:04 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: Height Maps
Ah !
|
December 12th, 2015, 10:08 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
|
|
Re: Height Maps
try
39.4667
-0.3833
|
December 12th, 2015, 04:29 PM
|
|
Major
|
|
Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 365 Times in 194 Posts
|
|
Re: Height Maps
Perfect!
...I think this program is gonna' be my new best friend.
|
The Following 2 Users Say Thank You to wulfir For This Useful Post:
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|