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June 28th, 2016, 02:40 AM
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Corporal
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Join Date: Oct 2010
Location: Czech Republic
Posts: 50
Thanks: 42
Thanked 49 Times in 21 Posts
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Re: Height Maps
Thanks guys, I'll try again. I've did the step with fill & clear, but apparently not properly (used probably wrong "clear").
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June 28th, 2016, 07:27 AM
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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
Quote:
Originally Posted by Tomas
Thanks guys, I'll try again. I've did the step with fill & clear, but apparently not properly (used probably wrong "clear").
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when you place your cursour over each terrain type in the editor the explanation that shows in the upper left changes.
For page one clear it reads..........
Clear All Terrain From Hex - Add Level Terrain [C]
page 2 clear reads........
Add clear terrain to hex following the contours of the existing map [C]
pressing C will give you clear grass in both pages but you get the correct effect depending on the page you are in
Don
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June 29th, 2016, 09:06 AM
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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
Learn something new everyday!
Great for building winter maps!
Just for fun I'm going to try the Link to this map grid function and see if I open it on my spare computer:
http://www.venhola.com/maps/geo.php?...63476562&rot=0
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June 29th, 2016, 05:27 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
If you want to try, you can rotate the map either by
1) entering the degrees to the url: http://www.venhola.com/maps/geo.php?...3476562&rot=45
2) Using alt+shift+mouse drag and then clicking the crosshair symbol (top right)
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July 6th, 2016, 05:12 AM
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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
If you want to try, you can rotate the map either by
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Sweet - just compleated a rotated map of Villiers-Fossard, near St Lo, France.
(disregard link below, unrelated)
http://www.venhola.com/maps/geo.php?...67480469&rot=0
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September 12th, 2016, 08:24 AM
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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
FYI I will be happy to add any maps made that used this program to create the basic terrain to the next patch
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February 14th, 2017, 10:19 AM
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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
As I said. I generated a map of the area around where I live and it was near perfect AND that includes a river but I know contours can be misread by map making software. Before I could build a house on my property I had to have it surveyed because the county had most of it shown as floodplain...but it's not......not even close but one section of the river nearby had steep banks that the original map makers interpreted incorrectly which affected all the contours around it and indicated my property was about 40 ft lower than it actually is.
So...... looking at the Villers map the problem is much the same plus as was pointed out the way SP creates elevations can be deceiving ....couple the two together in just the wrong way and you get a steep-sided canyon where there isn't one so thinking more now that this is something that has to be evaluated by a map maker on an individual basis and adjusted as necessary and not taken as holy writ. Once I filled in the questionable section it seemed much more "normal" looking
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February 15th, 2017, 01:31 AM
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Corporal
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Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
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Re: Height Maps
Thinking that you want to hear input about this program...
I have used it to make 4 maps. Two are complete to the point that I am running battles on them to test. the other two are still incomplete.
3 are of of an island. 1 is an inland area of California.
The island maps generated in Winspmbt with no detection of the coastline from the water. I zoomed in to the venhola program till the hexgrid was readable and took screenshots to cover the entire area. I then took the screenshots into photoshop to crop and print them out. I then used them to place water and outline the coast.
Since water is -1 or -3 in game elevations this established the immediate inland area at about a 0 level. The first generated elevations (10) corresponded to real life elevations of 100 feet and were very accurately placed.
Apparently the program (venhola) does not translate water at a negative but at the lowest land elevation (height 0). So it could be that if you have a river in terrain at level 1 elevation (height 10) venhola will drop the water to height 0, not a big difference in Winsp. But if the river is in 3 level elevation (height 30) the real river should be level 2 but venhola will drop it to level 0, making a canyon effect.
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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.
__________________
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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