Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
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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.
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 elusive endeavor for me.
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For those of you who may not visit the winSPWW2 forum, this thread shows a Venhola generated map used with the new terrain and terrain laying features found in the CD/extended 2017 version of both games
A new version is out, in the user interface you can now specify how many meters one level is (default = 10 meters or 30 feet). Additionally, the height adjustment code was changed with this new functionality.
If the height variation is too high for the meters/level setting then the map generation overwrites that. Later the clipping limits (such as "base level is 150 m of altitude in real world, level 15 is 350 m) might be arbitrarily set. I'm also planning a satellite view map tiles so the end user can see what the terrain looks from above. Useful especially in cases where the open street map data is rather coarse.
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I started by making small maps of places I knew. Make a small 20x20 of your neighborhood, places you have gone on vacation... etc. It helps to learn how to think of an area as a 'Hex' and how you will only be able to show a limited amount of features. Every detail is real life, the important 'feel' details is what makes a map.
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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
Re: Height Maps
Quote:
Originally Posted by jp10
I started by making small maps of places I knew. Make a small 20x20 of your neighborhood, places you have gone on vacation... etc. It helps to learn how to think of an area as a 'Hex' and how you will only be able to show a limited amount of features. Every detail is real life, the important 'feel' details is what makes a map.
Howdy! Hope I'm not intruding in on things, but you (DMNT) mentioned satellite mode in an upcoming version. If this gets pushed out (Which I hope it does--I only have one screen so I can't have SPMBT, Google Earth, and the program all up at once) reckon you can add the ability to flip the colors of the hex grid and such? Being able to flip it from black to white and back again would be awful swell, considering how much of a b* it'd be to load up a satellite view, only to be unable to see the hex grid thanks to the color of the terrain. Just throwing the suggestion out there, and thanks for the lovely map. Can't believe my question turned into all this. Well, by that I mean I can't believe the thread is now about the best editor to ever be in this game.
Howdy! Hope I'm not intruding in on things, but you (DMNT) mentioned satellite mode in an upcoming version. If this gets pushed out (Which I hope it does--I only have one screen so I can't have SPMBT, Google Earth, and the program all up at once) reckon you can add the ability to flip the colors of the hex grid and such? Being able to flip it from black to white and back again would be awful swell, considering how much of a b* it'd be to load up a satellite view, only to be unable to see the hex grid thanks to the color of the terrain. Just throwing the suggestion out there, and thanks for the lovely map. Can't believe my question turned into all this. Well, by that I mean I can't believe the thread is now about the best editor to ever be in this game.
How does it look now? The new hex button (lowest right) toggles between white, grey and black hex grids. Opacity is still set at static 30% value, but it could also be adjusted.
How does it look now? The new hex button (lowest right) toggles between white, grey and black hex grids. Opacity is still set at static 30% value, but it could also be adjusted.
VERY nice. That allows for a number of ways to display the hex grid to suit the map that's produced
Very Nice ! I'm taking it for a spin now. Thanks !
What's nice about this is you can leave the area in the same place and use stock 10, then use for example.....15 then save them both and compare and then decide what suits the situation the best. I'm trying that now with Goldap as I'm very familiar with it and there is a noticeable difference in the map between stock 10 and 15. Later today I will see what effect that has on the area around Villers-Bocage and if changes the issues I had with the way it was generated
This really is an exceptional game tool you have created. Thanks again
For those few interested in map making the attached RAR contains Three maps of the exact same area around Villers-Bocage with contours at stock 10, then 15 and then 20... They fill map slots 994-995-996....use for comparison purposes
......and IF we continue with this there WILL be a "last page" button added to the custom editor!
Last edited by DRG; March 9th, 2017 at 01:05 PM..
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