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June 27th, 2016, 02:57 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Height Maps
Quote:
Originally Posted by dmnt
Here, attached are the loops you must jump thru:
2) go to correct tool page and select the clear that keeps the height info
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That's page 2 of the editor ( page 2 is the page the fill range button is NOT on ).......the page one clear gives you ground level grass, Page 2 clear follows the contours and on maps like this you won't know where the contours are until you flood the map with page 2 clear ( grass )
..and "fill range" could be any large number..... I usually type in 500
Don
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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
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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
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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
Last edited by DRG; June 28th, 2016 at 09:16 AM..
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June 29th, 2016, 09:06 AM
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Major
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Join Date: Jun 2005
Posts: 1,015
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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
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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: 1,015
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Thanked 380 Times in 200 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
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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
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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
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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
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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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