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  #1  
Old December 9th, 2015, 07:37 AM
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Default 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
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  #2  
Old December 9th, 2015, 10:44 AM
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Default 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
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Old January 29th, 2017, 04:47 PM
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Exclamation 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
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  #4  
Old February 2nd, 2017, 09:07 AM

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Default 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
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  #5  
Old February 14th, 2017, 08:04 AM

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Default Re: Height Maps

Quote:
Originally Posted by DRG View Post
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.
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  #6  
Old March 9th, 2017, 03:18 AM

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Default Re: Height Maps

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Originally Posted by dmnt View Post
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.
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Old December 9th, 2015, 10:51 AM

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Default Re: Height Maps

Rotate first, then set the grid
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  #8  
Old December 9th, 2015, 11:04 AM
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Default Re: Height Maps

Ah !
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  #9  
Old December 12th, 2015, 10:08 AM
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Default Re: Height Maps

try

39.4667
-0.3833
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  #10  
Old December 12th, 2015, 04:29 PM
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Default Re: Height Maps

Perfect!

...I think this program is gonna' be my new best friend.
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