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Do you own this game? Write a review and let others know how you like it.
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December 21st, 2015, 04:13 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Height Maps
Sweet!
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December 21st, 2015, 04:28 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Height Maps
This really is breathtaking to anyone making maps but anyone trying this needs to be aware that when it generates the map for the game when you display it in the editor you will see nothing but flat green......BUT you WILL see what's "hiding" when you look at the mini map and the work I did to add colour to every contour height is paying off. What you need to do is select the "page2:" grass......that's the one that follows contours in terrain. Set FILL RANGE to something like 400 and then press fill and it will automagically reveal all the contours. All a map maker need to do next is add trees buildings and whatever else you want to dress the map up but this program does all the heavy lifting .
REALLY NICE WORK !
Here's a snippet
http://forum.shrapnelgames.com/attac...1&d=1450729971
you can see a section of the map that the program works from and a section of the map.......the river bed is clearly visible
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The Following 2 Users Say Thank You to DRG For This Useful Post:
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December 21st, 2015, 05:05 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Height Maps
This ones for Ulf as an example of the usefulness of this program
The Hochwald gap contour
Map 322 for SPWW2
I CANNOT tell you enough how this has brightened my day
MERRY CHRISTMAS !!!
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December 23rd, 2015, 05:01 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
Merry Christmas, everyone!
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The Following 2 Users Say Thank You to dmnt For This Useful Post:
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December 25th, 2015, 12:00 PM
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Major
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Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 365 Times in 194 Posts
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Re: Height Maps
Quote:
Originally Posted by dmnt
It's now reworked so that it will use Google API for terrain data but Google limits the amount of requests so please don't use it too much.
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What is 'too much'?
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December 25th, 2015, 03:20 PM
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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 wulfir
Quote:
Originally Posted by dmnt
It's now reworked so that it will use Google API for terrain data but Google limits the amount of requests so please don't use it too much.
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What is 'too much'?
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Google has the following limit enforced: https://developers.google.com/maps/d...n/usage-limits
2500 elevation API requests per day, 512 locations per request (we're using 480 per request) and 10 requests per second.
Every map has 31284 hexes to fill and it needs 66 requests per map. Therefore, my site can give you 37 map downloads per day, no more, unless I start paying google for the service. If you need more (like you created 40 maps a day... ) you can always download the code yourself from https://github.com/tvenhola/SPMBT-maps - it's free as in beer - and try it out. You need to apply your own Google developer API key, free of charge.
The new version that uses Google API isn't yet documented in the README (so it's not mentioned on the github page) but it's a completely new approach: no downloading of satellite data files, no need to install image magick and no west-east constraint, but you need the Google api key. And still Linux or some way to make it work under Windows.
Requires: Perl, some Perl libraries such as libcurl-perl.
Map output will do some automagic stuff which should be mentioned in the user manual: - The lowest point on map will be made "level 0"
- If anything is over 150 meters high from the lowest point, it's clipped
- Resolution may be poor, Google API gives lowest resolutions of "152 meters" for my neighborhood: that means that the distance between points of interpolation may be up to 3 hexes away and the result is lacking detail.
- At some points it may be overspecific, giving resolution between 2-8 meters. Then the point selected on map may affect too much the hex by picking some random rooftop or excavation and not the general terrain. If this happens, I'll give your money back.
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The Following User Says Thank You to dmnt For This Useful Post:
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January 3rd, 2016, 04:46 PM
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Corporal
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Join Date: Jul 2013
Posts: 113
Thanks: 29
Thanked 34 Times in 27 Posts
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Re: Height Maps
Oh, wow, this is really nice! Just one question! Do I have to add the water manually myself?
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January 3rd, 2016, 07:40 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,957
Thanked 5,690 Times in 2,810 Posts
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Re: Height Maps
Yes
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January 5th, 2016, 03:53 PM
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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 lukerduker123
Oh, wow, this is really nice! Just one question! Do I have to add the water manually myself?
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For the time being. It's on the road map to add automatic water hex generation as well as the proper hill levels and hex tiles. When that will be ready I really can't give any estimate.
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The Following User Says Thank You to dmnt For This Useful Post:
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January 6th, 2016, 06:30 PM
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Corporal
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Join Date: Jul 2013
Posts: 113
Thanks: 29
Thanked 34 Times in 27 Posts
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Re: Height Maps
Don't worry about rushing man. The sheer amount of effort this must've taken, along with how easy this makes it to make real life maps now is simply mind-blowing. Thanks for this! Seriously, thanks!
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The Following User Says Thank You to lukerduker123 For This Useful Post:
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