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lukerduker123
January 27th, 2015, 04:39 PM
Hello, I'm kind of new to the map making scene. Right now I'm working on a map that involves a battle that ended just a few days ago and need some help when it comes to mapping. I just can't get the heights right! I tried using Google Earth but without contours I'm afraid I'm at a loss. Is there any program or addon that allows me to see height mapping or contours on Google Earth? Thanks!

shahadi
January 27th, 2015, 08:19 PM
Hello, I'm kind of new to the map making scene. Right now I'm working on a map that involves a battle that ended just a few days ago and need some help when it comes to mapping. I just can't get the heights right! I tried using Google Earth but without contours I'm afraid I'm at a loss. Is there any program or addon that allows me to see height mapping or contours on Google Earth? Thanks!

Yeah, but I suggest satellite view, then you can use the zoom and change the altitude to get perspective.

There's a program called Microdem (http://forum.shrapnelgames.com/showthread.php?t=36707) that will help develop the map from Google Earth and other sources. This thread by MarkSheppard may help you.

lukerduker123
January 28th, 2015, 03:36 AM
Thanks for the help! The only issue I have now is that the SP color mapping does not go above 340 apparently. Anyway to fix this issue?

Suhiir
January 28th, 2015, 04:28 AM
Due to the way the game (and it's engine) works there is a maximum height.
Think of it as height above (or below) the average terrain height NOT above sea level.

lukerduker123
January 28th, 2015, 04:45 AM
Sorry not to be specific about that. I mean the SP color coding for MicroDEM doesn't go above 340. In the map the height 490, the lowest, will be 0, but I cannot get the color mapping correct since the DBF files don't go above 340 maximum height.

shahadi
January 28th, 2015, 11:17 PM
Sorry not to be specific about that. I mean the SP color coding for MicroDEM doesn't go above 340. In the map the height 490, the lowest, will be 0, but I cannot get the color mapping correct since the DBF files don't go above 340 maximum height.

I do not know...however, I suggest you post on the MarkSheppard (http://forum.shrapnelgames.com/showthread.php?t=36707) thread and he may respond with a definitive answer. I recall discussion about map height and color but I honestly do not know the answer to your question.

lukerduker123
January 29th, 2015, 02:04 AM
I managed to fix the problem by getting a DBF viewer. Thanks to your help I'm on the way to creating my first -real- scenario. I might as well let the cat out of the bag at this point! The Battle of Kobani is coming to Steel Panthers within a month!

shahadi
January 29th, 2015, 11:19 PM
I managed to fix the problem by getting a DBF viewer. Thanks to your help I'm on the way to creating my first -real- scenario. I might as well let the cat out of the bag at this point! The Battle of Kobani is coming to Steel Panthers within a month!

You think the Kobani battle is a done deal in the Kurdish forces vest pocket? Hmmm... might be interesting in the coming weeks. I'll look forward to your scenario with much anticipation.

Anyway, glad you got that problem fixed! Congrats!

dmnt
July 27th, 2015, 06:52 AM
This might be of interest: https://github.com/tvenhola/SPMBT-maps

A Perl utility for map generation from SRTM3 data. Requires Linux at this point.

dmnt
November 30th, 2015, 04:32 AM
Here's another utility I'm packing in the hill generator:

http://www.venhola.com/maps/geo.html

You get the hex grid placed on top of the openstreetmap tiles so you can draw the hexes straight to the map!

DRG
November 30th, 2015, 11:01 AM
in 25 words or less how do you place the hex grid ?

dmnt
November 30th, 2015, 12:19 PM
in 25 words or less how do you place the hex grid ?

Currently it's static. I have plans to have a system for that (and automagically downloading the map file as well) but I just wanted to present it at it's current state.

dmnt
November 30th, 2015, 05:07 PM
Mean while, try less user friendly option of entering them on a HTML form. Try for example
38.8897
-77.0111
for Capitol Hill

dmnt
November 30th, 2015, 05:39 PM
Oh, the URL is http://www.venhola.com/maps/

Imp
December 3rd, 2015, 02:11 AM
Do I take it this is a work in progress by yourself? Has the potential to be a very useful tool.

dmnt
December 3rd, 2015, 03:38 AM
Do I take it this is a work in progress by yourself? Has the potential to be a very useful tool.

Yeah, I'm building it for myself but also for all the winSPMBT players and map makers out there. I'll try to push it forwards when I have free time at my disposal, which unfortunately isn't too often.

After some code cleanup I'll commit it to the github (https://github.com/tvenhola/SPMBT-maps) where everyone can download (and then modify the code on their computer if they want) it.

dmnt
December 9th, 2015, 05:13 AM
New version in:

You can rotate the map by shift + alt + mouse drag (should also work with touch screens with pinch + rotate) and you can re-center the hex grid using the #-button on the right edge of the map. If you have rotated the map you can reset the rotation but the hex grid stays the way it was put.

Enjoy, report any problems you find.

DRG
December 9th, 2015, 07:10 AM
New version in:

You can rotate the map by shift + alt + mouse drag (should also work with touch screens with pinch + rotate) and you can re-center the hex grid using the #-button on the right edge of the map. If you have rotated the map you can reset the rotation but the hex grid stays the way it was put.

Enjoy, report any problems you find.

very nice !

DRG
December 9th, 2015, 07:37 AM
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

DRG
December 9th, 2015, 10:44 AM
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

dmnt
December 9th, 2015, 10:51 AM
Rotate first, then set the grid

DRG
December 9th, 2015, 11:04 AM
Ah ! :doh:

wulfir
December 12th, 2015, 09:36 AM
Mean while, try less user friendly option of entering them on a HTML form.

I have been trying to get the latitude/longitude correct for Valencia, Spain - with a little trial and error I manage to set the box near PONTE-DE-SOR, PORTUGAL but when trying to move it further east the map will not show..., I assume my numbers are wrong:

Latitude: 39.2811
Longitude: -08.0005

DRG
December 12th, 2015, 10:08 AM
try

39.4667
-0.3833

wulfir
December 12th, 2015, 04:29 PM
Perfect!

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

DRG
December 12th, 2015, 07:31 PM
Just about any Lat/Long co-ords can be googled with something like

valencia spain latitude

and it pops up as the first entry

wulfir
December 13th, 2015, 05:48 AM
Let's try another one:

SALLA, FINLAND (previously called MÄRKÄJÄRVI).

Latitude: 66°49′59″ N
Longitude: 28°40′00″ E

What numbers to punch in? I end up in the Atlantic... :)

EDIT: Got it! This centers on SALLA:

Latitude: 66.8300
Longitude: 28.650

Love it! :)

dmnt
December 13th, 2015, 05:51 AM
There are some bandwidth limitations with openstreetmap where the images are loaded if they're not found in local or web site cache.

A new version will be available soon (hopefully) where you can just download the terrain map right away after placing the grid. It needs still some coding and testing and may not work in every location of the world.

dmnt
December 18th, 2015, 05:23 AM
If there's anybody interested in helping it'd be much appreciated. Some things to consider:

User manual
Testing
Debugging


Especially some help file on how to enter coordinates, how to use the web app (entering coordinates on decimal format, rotating map, placing the grid on current location, what do all those buttons do etc.)

The map download system is getting pretty much ready soon, but will need some testing.

dmnt
December 21st, 2015, 09:26 AM
New version is out!

On the left hand side there's the zoom in/out control (mouse wheel works also, as does shift + mouse select)
On the right there's 5 functions from top to bottom (not all visible, hidden if they won't do anything):

Return the map to normal orientation (north is up)
Place the map grid on the current view center
Turn map so that the grid is not tilted (game view)
Download this map terrain file (see previous messages on how that works)
Get link to this current grid placement (for bookmarking or linking)


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. It also limits concurrent requests so map generation is limited to 1 map at a time. Creating a map takes roughly 30 seconds and it'll always be a 160x200 map. Downloading a map does not destroy your current view unless something goes wrong (and you're shown the error message).

Other controls: shift+alt+drag = rotate map (grid stays put unless you replace the grid)

http://www.venhola.com/maps/

Feedback is welcome!

DRG
December 21st, 2015, 04:13 PM
Sweet!

DRG
December 21st, 2015, 04:28 PM
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/attachment.php?attachmentid=14035&stc=1&d=1450729971

http://forum.shrapnelgames.com/attachment.php?attachmentid=14035&stc=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

DRG
December 21st, 2015, 05:05 PM
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 !!!

dmnt
December 23rd, 2015, 05:01 AM
Merry Christmas, everyone!

wulfir
December 25th, 2015, 12:00 PM
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.

What is 'too much'? :D

dmnt
December 25th, 2015, 03:20 PM
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.

What is 'too much'? :D

Google has the following limit enforced: https://developers.google.com/maps/documentation/elevation/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.

lukerduker123
January 3rd, 2016, 04:46 PM
Oh, wow, this is really nice! Just one question! Do I have to add the water manually myself?

DRG
January 3rd, 2016, 07:40 PM
Yes

dmnt
January 5th, 2016, 03:53 PM
Oh, wow, this is really nice! Just one question! Do I have to add the water manually myself?

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.

lukerduker123
January 6th, 2016, 06:30 PM
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!

wulfir
January 23rd, 2016, 02:26 PM
Just tried to generate a map and get this error:

Can't open output map! Permission denied at contour.pl line 389.

Anybody know why?

dmnt
January 24th, 2016, 04:40 AM
Just tried to generate a map and get this error:

Can't open output map! Permission denied at contour.pl line 389.

Anybody know why?

My bad, I was developing and debugging a new version, which placed a temporary map file in a directory the download process couldn't overwrite.

It's fixed now. Note to self: don't use the same server directory for development versions.

Grant1pa
February 2nd, 2016, 01:29 PM
I just figured this out (I'm dense with some things) and.... Oh My!

Wonderful tool that takes an avid map maker like me to the point of saving weeks of effort.

Fantastic work!

Tom

DRG
February 2nd, 2016, 01:59 PM
Yeah, it's really, really nice work.

If anyone builds maps from this post them and I'll get them into a patch

Double_Deuce
February 7th, 2016, 09:15 AM
Wow, we sure could have used this tool many moons ago.

MarkSheppard
February 25th, 2016, 08:18 PM
So if it takes 66 requests to build a map...

The Google Maps Elevation API has the following limits in place:

(snip)

$0.50 USD / 1000 additional requests, up to 100,000 daily.

I certainly can transfer a few bucks a month for this tool. :angel

MarkSheppard
February 25th, 2016, 08:26 PM
http://www.venhola.com/maps/geo.php?lat=31.894902779229824&lo=131.42841339111328&rot=75

http://www.lib.utexas.edu/maps/ams/japan_city_plans/txu-oclc-6535671.jpg

Miyazaki was to be one of the invasion beaches for DOWNFALL/OLYMPIC/MAJESTIC in November 1945.

dmnt
March 3rd, 2016, 03:18 AM
So if it takes 66 requests to build a map...

The Google Maps Elevation API has the following limits in place:

(snip)

$0.50 USD / 1000 additional requests, up to 100,000 daily.

I certainly can transfer a few bucks a month for this tool. :angel

Well, the problem is that it'd be a hassle to handle everything. Chipping in $5 a month is no problem, handling the payments etc. is. Currently there is no such traffic that there would be any problem with this free service.

MarkSheppard
March 16th, 2016, 11:54 AM
Tried making a map with this location; got a uniform flat map.

http://www.venhola.com/maps/geo.php?lat=51.439670742972&lo=8.710441589355469&rot=0

This was something I had problems too with making maps via MicroDEM too -- the difference between a near sea level map and one at 400m above sea level; meaning I had to keep a set of MicroDEM terrain level tables for each altitude.

dmnt
March 17th, 2016, 04:33 PM
Tried making a map with this location; got a uniform flat map.

http://www.venhola.com/maps/geo.php?lat=51.439670742972&lo=8.710441589355469&rot=0

This was something I had problems too with making maps via MicroDEM too -- the difference between a near sea level map and one at 400m above sea level; meaning I had to keep a set of MicroDEM terrain level tables for each altitude.

I'll take a look at it.

dmnt
March 17th, 2016, 04:47 PM
I seem to be getting all the tiles maxed out to hills level 15. Something not working in the code where it should take the lowest point on map and assign that to ground level 0 and adjust all the other hexes to meet that definition.

dmnt
March 17th, 2016, 04:54 PM
I had made a severe mistake in an unpublished feature where you can decide an arbitrary lowest point value. When assigning the basic ground level the code would check if the override is set and use that or if there isn't one then just using the minimum ground level.

And then I had set a default value for the override. :doh:

Anyway, this should now be fixed and work again properly.

DRG
March 18th, 2016, 01:35 PM
If anyone has been building maps with this new program and wants to share them I will be more than happy to add them to the next patch. Just zip them up and post them here.

Don

DRG
March 22nd, 2016, 07:21 AM
SOMEBODY must have made a map with this program

Anyone ??

dmnt
March 23rd, 2016, 11:29 AM
Mine's not yet finished. (Helsinki suburbs CA 2015)


==========================================
Even one made of varied open countryside would be nice having

SORRY.......I hit EDIT when I meant to hit REPLY--DRG

MarkSheppard
March 23rd, 2016, 08:58 PM
SOMEBODY must have made a map with this program

I've run the website stuff and downloaded a few pre-made maps; but then I get a zero on where to go further -- as a blank map with just contours is a bit daunting on filling in.

Suggestion for future improvement/programs: Allow the user to upload an image (200x160 pixels) that then gets applied to a pre-made map.

E.g. GREEN pixels mean forest cover is applied to the proper hex in that place.

lukerduker123
March 23rd, 2016, 10:10 PM
SOMEBODY must have made a map with this program

Anyone ??

I've tried a few, but I lost the motivation to finish. The border of NK and Russia will never be finished, it seems.

dmnt
March 24th, 2016, 04:17 AM
SOMEBODY must have made a map with this program

I've run the website stuff and downloaded a few pre-made maps; but then I get a zero on where to go further -- as a blank map with just contours is a bit daunting on filling in.

Suggestion for future improvement/programs: Allow the user to upload an image (200x160 pixels) that then gets applied to a pre-made map.

E.g. GREEN pixels mean forest cover is applied to the proper hex in that place.

Zoom in the map and you get the roads and terrain features such as forests. It's OpenStreetMap data and might not cover the whole earth. Still it requires you to fill the hexes according to your vision.

Still need to write the user manual and best practices...

DRG
March 25th, 2016, 12:06 PM
Don't give up, I think it's a great innovation, I just have my own issues to deal with ATM otherwise I'd be all over this

Don

Grant1pa
March 31st, 2016, 03:50 PM
SOMEBODY must have made a map with this program

Anyone ??

I just posted a scenario with a base map I generated using the program. I'm still learning how to use this program, as well as interpret the heights generated with terrain features from satellite views. Counting hexes is difficult, and sometimes perplexing in establishing roadways and buildings.

But, it's a far better system than trying to do terrain manually and cuts the time involved quite a bit.

I chose a location in the Australian outback (Cunnamulla)due to the limited waterways. I'm working on another location on the east coast, but when there's waterways, it involves a lot of hex number counting to get it right (which I haven't yet).

I don't have a photo of the area I used but I am attaching a copy of the map. Google earth Cunnamulla Austrailia (Queensland) and move east of the town (east of the race track). You'll see the area that's depicted on the WINMBT map.

Tom

dmnt
April 7th, 2016, 02:11 PM
I just posted a scenario with a base map I generated using the program. I'm still learning how to use this program, as well as interpret the heights generated with terrain features from satellite views. Counting hexes is difficult, and sometimes perplexing in establishing roadways and buildings.


Every (x,y) position where x and y are divisible by 4 will be displayed when you zoom in far enough. That is to help you counting the locations.

Maybe there should be 3-level option for that, every hex with numbers, every 16th hex (as currently) or completely off. Or some hovering tooltip when the mouse cursor is held on top of the hex.

Any ideas appreciated for improvement.

My approach is to start with the fresh downloaded map and to add major roads first. Then I'll start drawing lesser roads and fill areas captured inside the roads and finishing them one by one until the whole map is ready. And I'll adjust the hex heights if necessary to better suit the feel of the terrain, for example if the road goes up and down when in reality it's going on the same level around a hill.

dmnt
April 12th, 2016, 12:34 PM
Tried making a map with this location; got a uniform flat map.

http://www.venhola.com/maps/geo.php?lat=51.439670742972&lo=8.710441589355469&rot=0

This was something I had problems too with making maps via MicroDEM too -- the difference between a near sea level map and one at 400m above sea level; meaning I had to keep a set of MicroDEM terrain level tables for each altitude.

This feature is now improved:

if the terrain contains height differences more than 150 meters they are proportionally mapped from 0 to 150 meter range. Your downloaded map should now be better suited for map building.

dmnt
April 13th, 2016, 08:01 AM
Aaaaand finally, here's at least some kind of user manual. Enjoy!

https://github.com/tvenhola/SPMBT-maps/blob/master/MANUAL.md

IronDuke99
April 15th, 2016, 08:38 PM
How does one "choose clear keeping the current contours"?

dmnt
April 16th, 2016, 12:49 PM
How does one "choose clear keeping the current contours"?

That's just my memory trying to think what that tooltip said.

Choose the "Add clear terrain to hex following the contours of the existing map [C]". So when you first fire up the map editor, you can press N, C, 6, type 255 (and press Enter) and finally press L

OR

Click the blue triangle, green square on top left, "fill range" button above the blue triangle, type 255 and press enter, click "fill" button next to the "fill range" button.

This should give you the nice hills and slopes of the terrain.

Grant1pa
May 27th, 2016, 09:25 AM
I have a question and I appologize if this has been asked prior.

I've been using the maptool in this thread (http://www.venhola.com/maps/)
and have been very impressed with the ease of obtaining realistic map heights for real world locations.

However, it's driving me crazy trying to emplace streams and lakes which occur on heights above "0" elevation. Which I know is obvious to members of the forum, you can place streams on "10" elevations but they move to "0". In game design, this may not be an issue unless you try to put streams or lakes on higher than "10" levels. The drop is simply to drastic and you have to greatly modify the map heights generated by the tool.

My computer programing days have long past and I surely don't have the expertise to critique or advise on the problem. Is there anyway to allow streams or lakes in higher elevations. Streams progress downstream as well as lakes can be on any elevation. It would be great to be able to emplace these terrain features onto the elevations produced through the map tool.

In a wish list of improvements to the game mechanics, this would have to be my highest wish.

Anyone have any answers?

Tom Garlock

Imp
May 27th, 2016, 09:52 AM
All terrain associated with water including marshes always creates a hex at a height just below zero, I have discovered no way round it.

Pavement also seems to lower hills by half a level.
Placed on level 3 it normally becomes a level 2.5 hex as an example.

Mobhack
May 27th, 2016, 11:34 AM
All water terrain is level -1 and deeper. That has always been the way, its a design feature of the basic terrain code.

dmnt
June 13th, 2016, 03:43 AM
However, it's driving me crazy trying to emplace streams and lakes which occur on heights above "0" elevation. Which I know is obvious to members of the forum, you can place streams on "10" elevations but they move to "0". In game design, this may not be an issue unless you try to put streams or lakes on higher than "10" levels. The drop is simply to drastic and you have to greatly modify the map heights generated by the tool.

My computer programing days have long past and I surely don't have the expertise to critique or advise on the problem. Is there anyway to allow streams or lakes in higher elevations. Streams progress downstream as well as lakes can be on any elevation. It would be great to be able to emplace these terrain features onto the elevations produced through the map tool.


I personally have just placed the lakes where they happen to be. In some cases, it's in higher terrain and the shores become steep, but I just took it as a limitation of the game engine. Thinking over this last weekend I have couple of proposed solutions for the changes I could make for the map producing code. I'd appreciate any input from the end users:

Forcing the zero level: In the map tool there would be an option list for the download map section where you could arbitrarily set the ground level 0 to any metric height you wish. That means, if you have a lake that's 12 meters above sea level you could force "12 meters" to be the zero ground level and anything below that would be zero. Pros: You get your lakes to proper height. Cons: you lose terrain information below that level. Not good for mountains.
Adding an option to tilt the terrain: You could set the ground tilt so that the lake (or rivers) would be near correct by setting three points on the map to be on certain height level. That would create a slanted height map so that most of the lake or river is on correct terrain height. Pros: You get most of your lakes to correct height. Cons: the terrain height is sloped and not absolute but rather relative to nearby environment and slopes appear where they would not. Tedious to implement.


The backend code already has the ground level setting code (which was the source of the bug mentioned in this thread earlier) but the frontend currently has not means to set it or to signal it to the backend.

Also, if anyone wants to participate in coding this web app you're welcome.

RecruitMonty
June 13th, 2016, 02:07 PM
I don't think you need to bother. If that is the way the game engine likes it then we just have to live with it. Otherwise it defeats the object of developing a tool to render height properly.

I do think something should be done about pavements etc though. I never understood why that was the case and I always found it rather arbitrary.

Tomas
June 22nd, 2016, 07:06 AM
I'm bit stuck with my map. I've used the tool and have a perfect heighmap. But whenever I try to place certain terrain to a hex the height of the hex will change as follows:

- if placing clear terrain and height was 0 it will be 5
- if placing trees and height was 0 it will be 0
- if placing pavement and height was 0 it will be 5
- if placing paved road and height was 0 it will be 0

- if placing clear terrain and height was 10 it will be 11
- if placing trees and height was 10 it will be 10
- if placing pavement and height was 10 it will be 5
- if placing paved road and height was 10 will be 10

In conclusion - placing almost anything besides trees or road ruins the height.

I've attached the heightmap so you can see yourself.

What can be done about that ?

dmnt
June 27th, 2016, 05:46 AM
I'm bit stuck with my map. I've used the tool and have a perfect heighmap. But whenever I try to place certain terrain to a hex the height of the hex will change as follows:

- if placing clear terrain and height was 0 it will be 5
- if placing trees and height was 0 it will be 0
- if placing pavement and height was 0 it will be 5
- if placing paved road and height was 0 it will be 0

- if placing clear terrain and height was 10 it will be 11
- if placing trees and height was 10 it will be 10
- if placing pavement and height was 10 it will be 5
- if placing paved road and height was 10 will be 10

In conclusion - placing almost anything besides trees or road ruins the height.

I've attached the heightmap so you can see yourself.

What can be done about that ?

First things first: whenever you have downloaded a map, open it up in map editor, click fill range, write 255, choose "clear map following the contour" (the other clear terrain - you need to click blue triangle once - in same screen as railways etc.) and then click "fill."

That way you have the hills and slopes properly. The map and game engine don't follow the precise heights that much so it's only close to the actual height. And natural formations don't make that hex grid, either.

dmnt
June 27th, 2016, 02:12 PM
Here, attached are the loops you must jump thru:
1) set fill range to 255
2) go to correct tool page and select the clear that keeps the height info
3) click fill button (no picture of this)
4) result.

Included in attachments are pictures of 1, 2 and 4 - and a resulting map I got from your map attachment.

DRG
June 27th, 2016, 02:57 PM
Here, attached are the loops you must jump thru:
2) go to correct tool page and select the clear that keeps the height info


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

Tomas
June 28th, 2016, 02:40 AM
Thanks guys, I'll try again. I've did the step with fill & clear, but apparently not properly (used probably wrong "clear").

DRG
June 28th, 2016, 07:27 AM
Thanks guys, I'll try again. I've did the step with fill & clear, but apparently not properly (used probably wrong "clear").

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

wulfir
June 29th, 2016, 09:06 AM
Learn something new everyday! :up:

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?lat=67.11167240470263&lo=28.80752563476562&rot=0

dmnt
June 29th, 2016, 05:27 PM
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?lat=67.11167240470263&lo=28.80752563476562&rot=45
2) Using alt+shift+mouse drag and then clicking the crosshair symbol (top right)

wulfir
July 6th, 2016, 05:12 AM
If you want to try, you can rotate the map either by


Sweet - just compleated a rotated map of Villiers-Fossard, near St Lo, France. :up:


(disregard link below, unrelated)

http://www.venhola.com/maps/geo.php?lat=63.334724017610625&lo=12.061271667480469&rot=0

DRG
July 6th, 2016, 07:30 AM
(disregard link below, unrelated)

http://www.venhola.com/maps/geo.php?lat=63.334724017610625&lo=12.061271667480469&rot=0

Yes but it generates an interesting map:)

wulfir
July 8th, 2016, 06:15 AM
hehe... :ham:

I'm using two computers to speed up the map making process further, game on one, map page on the other.


http://www.venhola.com/maps/geo.php?lat=51.20397951812467&lo=17.40105628967285&rot=0

dmnt
July 19th, 2016, 04:00 AM
hehe... :ham:

I'm using two computers to speed up the map making process further, game on one, map page on the other.


http://www.venhola.com/maps/geo.php?lat=51.20397951812467&lo=17.40105628967285&rot=0

This is exactly why I have two monitors!

DRG
September 12th, 2016, 08:24 AM
FYI I will be happy to add any maps made that used this program to create the basic terrain to the next patch

DRG
January 29th, 2017, 04:47 PM
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
http://forum.shrapnelgames.com/attachment.php?attachmentid=14573&stc=1&d=1485722491

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.
http://forum.shrapnelgames.com/attachment.php?attachmentid=14574&stc=1&d=1485724936

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

Grant1pa
February 2nd, 2017, 09:07 AM
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

dmnt
February 14th, 2017, 08:04 AM
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
http://forum.shrapnelgames.com/attachment.php?attachmentid=14573&stc=1&d=1485722491

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.
http://forum.shrapnelgames.com/attachment.php?attachmentid=14574&stc=1&d=1485724936

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.

DRG
February 14th, 2017, 10:19 AM
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

jp10
February 15th, 2017, 01:31 AM
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.

Imp
February 15th, 2017, 03:45 PM
You could have found the problem, the game always generates water at the same level, always uses level 0 tile.

shahadi
February 21st, 2017, 11:26 AM
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.

=====

jp10
February 22nd, 2017, 01:11 AM
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.

shahadi
February 22nd, 2017, 01:30 AM
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.

Thanks.I may give your suggestion a try.

=====

dmnt
March 9th, 2017, 03:18 AM
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.

DRG
March 9th, 2017, 07:58 AM
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.

=====

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

http://forum.shrapnelgames.com/showthread.php?t=51523

The map itself is in post 17

dmnt
March 9th, 2017, 11:13 AM
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.

DRG
March 9th, 2017, 12:01 PM
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

:up::up:

Don

DRG
March 9th, 2017, 12:54 PM
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

http://forum.shrapnelgames.com/attachment.php?attachmentid=14648&stc=1&d=1489078387

......and IF we continue with this there WILL be a "last page" button added to the custom editor!

Imp
March 9th, 2017, 06:48 PM
......and IF we continue with this there WILL be a "last page" button added to the custom editor!

Are you saying you will incorporate DMNTs work into the game.
Due to one thing or another I only recently started playing with this.
Its wonderful generates a max size map in 15 seconds or so, trying to create something realistic at this size took dedication beforehand, as in weeks with the time I had to spend on it.
I cant recommend this app strongly enough, try generating a map around a place you have lived or know well then prepare to defend your property.

DRG
March 9th, 2017, 07:00 PM
......and IF we continue with this there WILL be a "last page" button added to the custom editor!

Are you saying you will incorporate DMNTs work into the game.

Impossible as it requires off-site online systems but the new splatter feature was designed with working with it in mind. I would have included a link in the game guide but I didn't want it swamped

DRG
March 9th, 2017, 08:29 PM
[QUOTE]
I cant recommend this app strongly enough, try generating a map around a place you have lived or know well then prepare to defend your property.

I had had one and am in the middle of a second game playing on the Goldap map and both have been well above average on the enjoyment scale. It's good to use a map you built yourself

Imp
March 10th, 2017, 09:03 AM
I would strongly suggest trying this its very simple, no need to make perfect maps just get the right topography for the area if you are into making scenarios.
Takes time to fill in hexes correctly but can just do a quick approximation based on google maps satellite & or the map the app uses.

Very simple to do once you have done it once its second nature.
Remember you can turn the map to suit your needs before generating.

Wont cover using this app as covered already but here is a few simple steps to select some suitable terrain.

1)Use a latitude longitude website such as http://latitudelongitude.org/pl/plock/
2)Do one of the following
Select a country then city if that's what you want or select tools - address to latitude longitude.
3)Second option either type in the address or scroll around using google maps satellite view is available if desired & its fast.
4) Once you have an area of interest press the marker to centre button.
5) Cut & paste Lat & Long into this app in another tab & generate the map.
6) I suggest using "save as" so you can move areas slightly in either tab & save another one.
7) Once you have done a few load up the map editor & see what you have.
8) Remember you can crop the map to suit your needs once you have saved it.

Attached are 2 maps showing different topography.
One is a local hill in New Zealand, not a quick climb which dominates the area & yes its well represented with 2 peaks.
Second just a random grab of Afghanistan hills as they rise from the flatter terrain in the bottom left corner.

Different countries / areas produce different types of terrain as they should so let the app help you out or inspire you.

lukerduker123
March 10th, 2017, 04:56 PM
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.

Imp
March 10th, 2017, 07:20 PM
Apart from doing the far left of the map its not much of an issue if you only have one monitor.
1)Open map editor & slide half of it off your screen to the left.
2)Open internet program with the map or google & resize it to fit in the other half of the screen.

Tip before generating the map have a quick zoom in & look at major long roads. If needs be adjust the angle slightly to match them.
Picture shows adjusted remembering while its a bit of a pita to do you can draw roads horizontally & vertically.
Can also consider when doing map if its for general play so rotating makes a more user friendly map.
i.e. Rotate town so edge runs roughly top to bottom & check it falls on one half of the map, as in edge of town is behind centre line so defenders can set up in all of it in a generated battle.

dmnt
March 11th, 2017, 04:23 AM
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.

DRG
March 11th, 2017, 06:24 AM
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

Don

Imp
March 11th, 2017, 07:49 AM
Looks fine though prefer original black, thanks for continuing with this its a great little app.

Just my view but contours are fine you have got this to a level where it is very efficient.

Now this is just a thought & aimed more I think at Don & Andy, would it be possible to add the following feature to the map editor to aid with visualising terrain filling.

Auto fill text on the WINSPmap for the coordinates listed on the map.
i.e. from top right 0,0 4,0 8,0 etc.
After the map is completed by my understanding pressing # will clear all the text strings.
This could therefor be implemented if its possible by a key stroke or even SHIFT#

The other pie in the sky question dmnt is you can obviously read & extrapolate the contours data, can you read the terrain data?
If so can you extrapolate main details as in woods, marsh, built up (use red earth or some such)Big question then is can the Camo boys create something that auto populates this data. Guessing that's not how things are set up unfortunately.

Dang anyone know how to set windows transparency?
I used to be able to individually adjust window transparency on my old system with an aftermarket tweak.
Load up map & WINSP map editor
Set map editor window to 80% approx. transparent & just copy the map through it.

Said it before but I would really like to thank Don & Andy for there continued support of this game along with the many other people like yourself dmnt that contribute whether it be with scenarios fact finding or great little apps.

DRG
March 11th, 2017, 08:15 AM
Now this is just a thought & aimed more I think at Don & Andy, would it be possible to add the following feature to the map editor to aid with visualising terrain filling.

Auto fill text on the WINSPmap for the coordinates listed on the map.
i.e. from top right 0,0 4,0 8,0 etc.
After the map is completed by my understanding pressing # will clear all the text strings.
This could therefor be implemented if its possible by a key stroke or even SHIFT#

I assume you would want that to match game map hex with map hex ?

The game map will display the hex co-ordinates when you mouse over the hex but game maps will NEVER be 100% " earth like" so use a print-out of the map as a guildline in building your game map. There is no point in trying to be 100% as it CAN NEVER BE 100%. What this allows a game map maker to do is already is akin to " Scotty, beam me up" compared to what the original SSI game offered. What Tuomas has created here would have been pie-in-the-sky science fiction in 1997

Imp
March 11th, 2017, 09:11 PM
I assume you would want that to match game map hex with map hex ?

The game map will display the hex co-ordinates when you mouse over the hex but game maps

I understand this what I was after if its possible is a key press that adds the cords as a text string as circled in red on the attached picture.

It would just aid with visualization to save time when filling in.

If really wanted & possible could be a key specifically for loading maps from this app.

As in press that key
Sets fill to 250, fills following contours, adds text strings every 4th hex with cords.

As you say map making has come a long way we can even mess with obstacle height & density if we wish. This idea is just the icing on the cake if its feasible.

Only other changes I can think of that might be practical would be to change pavement so it works like other terrain & follows the contour rather than depressing it. Using the same basic tile shape as say impassable terrain would work well bordered by roads etc.

Mobhack
March 11th, 2017, 09:50 PM
Pavement originally flattened the terrain to 0, and was used so that patches of city grid were absolutely flat. So you got that SP1 and SP2 effect of a little sunken village of 2-3 houses "buried" in a ridge...

We let pavement flow over terrain as part of our freeing up of fields etc (They only could be laid on level 0 flatland in the original SSI games).

Pavement still serves the same function of smoothing off an urbanised area, if not as markedly as it once did (it as I said, follows terrain contouring now).

DRG
March 11th, 2017, 11:22 PM
Andy doesn't make maps and he's confusing pavement with fields which used to be level 1 only but we added slopes to fields years ago and now they follow contours

Pavement and both types of cobblestones clear terrain to zero which is why I used gray sand as a stand-in for pavement on the Goldap map

--this is why posting at 3:30 am can be a problem:D

Don

Mobhack
March 11th, 2017, 11:52 PM
Yep - doh!:doh::doh:

dmnt
March 13th, 2017, 03:49 AM
I could also try and see if the generated map could come with the text fields for those hexes. However, I'm not that keen to jump in the binary format without documentation.

I'll try to add the satellite view this week as well as the "donate now" button where people can chip in - but it's not expected, just appreciated. The paypal account is in the name of a dotcom ltd (of which I own part of the shares) where my personal site resides as well, so don't get confused about the recipient of the donation. I have already signed up for billing, but not expecting anything major from there.

Don: The server should be heavy duty enough to cope with the map makers (it's already hosting a fairly popular site), so adding a link to the game manual is not a problem.

DRG
March 13th, 2017, 08:11 AM
Don: The server should be heavy duty enough to cope with the map makers (it's already hosting a fairly popular site), so adding a link to the game manual is not a problem.

It's too late for this year but next year I will. At the beginning, I recall there were traffic restrictions and I didn't want to post a link and see it get swamped with people curious about it, but I think now there just isn't the flood of game map makers I thought there might be.

Don

dmnt
March 16th, 2017, 02:53 AM
It's too late for this year but next year I will. At the beginning, I recall there were traffic restrictions and I didn't want to post a link and see it get swamped with people curious about it, but I think now there just isn't the flood of game map makers I thought there might be.


Thanks! You are absolutely correct that I requested people not to flood the map creating system as at the time the API access was restricted (limited to free account restrictions) and the implementation was more CPU intensive than the current approach and I didn't want any negative effect for the main site from this hobby of mine. Anyway now it should be able to handle the traffic from the general public.

DRG
May 1st, 2018, 07:23 AM
Another far simpler way to "reveal" the contours on a freshly generated Vehola is to use the new "Strip map" feature of the extended map editor.....it reveals the contours with one control.

Ts4EVER
July 11th, 2018, 04:58 PM
I really like this function, however, would it be possible to implement the ability of changing the size of the generated maps?

Ts4EVER
January 31st, 2020, 04:19 AM
Is it just me or is the venhola site bugged lately? Several tiles don't load for me anymore at certain zoom levels.

zovs66
January 31st, 2020, 08:52 AM
There is something wrong with the venhola site.

It does work (mostly) but the first page does not load (its white), you can change the map imagery to show the satellite view to see the two graphic features and change the hex grid colors and most importantly you can download the generated maps and open them in WW2/MBT and use them.

Its just the first page the road and basic terrain page (which is extremely useful) that is broken or bugged.

Not sure who maintains or created this wonderful tool and its a shame that it seems to be no longer supported or maintained.

Hope the original author is okay health wise and will one day fix this.

DRG
January 31st, 2020, 10:02 AM
I sent Tuomas a PM when this issue was first observed but I have not heard back from him.

For now, best practice is to enter co-ordinated then when the white screen loads press M then you will see the C (combined) or S satellite view and you can move the map to where you want it. I find that once in the satellite view it's still quite useable BUT........ you will probably have to zoom the map all the way out before it will "catch" and then you can zoom in to where you have centred it so if you press + to centre the grid the screen may go white again........if it does keep zooming out until the map re-appears then zoom back in.......it can be a PITA but with practice, it gets less so.

Just know that you may have to really spin the wheel on your mouse to get the " full out" view before the map re-appears OR....sometimes all you need to do is keep pressing the M-C-S button to get things back. The "secret" right now is to get into the Satelite map to really see where you are

zovs66
January 31st, 2020, 12:03 PM
I hope that Tuomas is okay and just busy with life.

Life just too short, I have lost three last year.

Ts4EVER
April 5th, 2020, 11:11 AM
Maybe someone can help me with this this: Is there a way to change the "scale" of the maps so that they don't "plateau" once you reach 150m? Something like changing the height per elevation from 10m to 25m or such.

DRG
April 5th, 2020, 11:59 AM
The default is 10m so if you are plateauing on a large portion of the map you can try changing that higher and then instead of each level being 10m each level will be whatever you set....try 50 to start and see if you like it but sometimes with too much elevation to deal with it just won't work so you need to make your adjustments manually or pick a new location

MarkSheppard
April 5th, 2020, 12:36 PM
Given how C and S work, but M doesn't, what I think happened was that OpenSceneMap (OSM) changed the way calls to their map database work; and it broke Venhola.

This happened with a fanfic archive that broke a downloader program; I had to wait for an update to the downloader plugin so that I could resume tracking my fanfics.

DRG
April 5th, 2020, 02:12 PM
I sent an email to Tuomas about this when it first surfaced and I have not had a reply.

The last time he posted on the forums was nearly 1 year ago

This may be him....or not

https://fi.linkedin.com/in/tuomas-venhola-23900b4

DRG
January 29th, 2023, 12:29 PM
No reply yet and there could be 100 reasons why but I may have found out why this has happened. On my first try today a message was displayed that said the website’s certificate expired 81 days ago


Error code: SEC_ERROR_EXPIRED_CERTIFICATE

BUT HOPE STILL LIVES

I can get to the map editor now but it shows a white screen until you press the bottom button that toggles between map and satellite imagery

And from that I was able to generate a map ! get while you can
https://i.imgur.com/Xr2lOaI.png

DRG
April 29th, 2023, 07:45 AM
This is a plain rough 90x90 map I created using Venhola and the advanced map editor cut and paste. It is nominally an area in Tunisia given the designation Hill 609 but the map is a mash up of peaks and valleys created from the original map that did not turn out as well as I hoped.

Maybe someone can use it for something. It is interesting
https://i.imgur.com/65ZyZTZ.png

Ts4EVER
March 18th, 2024, 08:09 AM
Seems like the Venhola site is down again. Hope this is temporary, I am working on a campaign right now...

DRG
March 18th, 2024, 09:28 AM
When was the last time you tried it?

Ts4EVER
March 18th, 2024, 10:36 AM
Probably end of last week or last weekend.

DRG
March 18th, 2024, 06:18 PM
OK.
I'll see if I can find his email address

DRG
March 18th, 2024, 06:24 PM
Message sent that's all I can do

DRG
March 18th, 2024, 06:26 PM
It does not look promising. You might want to think about altering spare maps you may have



----- The following addresses had permanent fatal errors -----
<tuomas.venhola@wunderdog.fi>
(reason: 550-5.1.1 The email account that you tried to reach does not exist

Ts4EVER
March 19th, 2024, 03:23 AM
Too bad. I assume migrating or creating a similar service on a different server is out of the question? I do have a server that could be used.

DRG
March 19th, 2024, 03:29 AM
I am seeing his name pop up in Google searches that lead to social media accounts but I have no interest in getting a social media account

If you do then you are looking for Tuomas Venhola
Also look for ..

DMNT
Tuomas Venhola

and you might find an active email address

DRG
March 19th, 2024, 03:31 AM
Too bad. I assume migrating or creating a similar service on a different server is out of the question? I do have a server that could be used.

I have no idea. You would need to contact him. That's the first hurdle ATM

Ts4EVER
March 19th, 2024, 06:40 AM
Being not much of a coder myself: I suppose this is the actual backend? https://github.com/tvenhola/SPMBT-maps

DRG
March 19th, 2024, 08:57 AM
Neither am I but you have found something I did not know existed

Ts4EVER
March 19th, 2024, 09:14 AM
Interesting. I wonder if this could be hosted somewhere else or, maybe even better, converted for use on a personal PC (still connecting to the map database of course).

DRG
March 19th, 2024, 04:45 PM
Well........ there is a lot of code types that Andy is not familiar with so it won't be from our end. Maybe you can make contact with Tuomas and work something out

Ts4EVER
March 19th, 2024, 06:19 PM
So far no luck contacting him and according to the github page the program runs on Linux, which I know nothing about. So for now I will have to use the old method with microdem. That said, if anyone has the knowledge to do something with the github page, I do control a server that could be used, so hit me up.

DRG
March 20th, 2024, 03:31 AM
Good luck.

Tuomas created the program but AFAIK never used it.

It would be nice for it to be under the control of someone who does but I have exhausted all of my contact info for him but he does seem to be available on social media platforms but I don't do "Social Media"

zovs66
March 20th, 2024, 03:44 AM
I use github all the time both for work and private use. Can you point me (send me a link) to his github site?

No guarantees I can fix anything but at least I can have a look.

Ts4EVER
March 20th, 2024, 05:06 AM
https://github.com/tvenhola/SPMBT-maps This is the github page, although I don't know if it represents the latest version.

zovs66
March 20th, 2024, 09:28 AM
argh its php (python) ...

DRG
March 20th, 2024, 10:14 AM
The best bet to getting a useful answer is connecting to Tuomas on one of the social Media accounts he uses but I have no interest in signing up for a social media account but someone interested in getting this up and running again must already be signed up and can find him. For all we know now he might be in the process of moving it someplace else......IDK but I do know he has shut down his email account that I know about and that was the only way I had to contact him to find out what is going on

Ts4EVER
March 20th, 2024, 12:28 PM
Yeah my plan b is doing that, maybe over linked in, but like you I still have a modicum of hope that he is just migrating his webpage...

DRG
March 20th, 2024, 01:21 PM
If you are already on linkedin then go here

https://www.linkedin.com/checkpoint/challengesV2/AQFMjA7tzcgjWwAAAY5c4N3XbySAVv-IQaivrayBp01ooaFDwxjFvfQplIpqNbGlLHMm8F2m3JYKB7mM1 RbxhPBlNNFNT2JlhQ?original_referer=https%3A%2F%2Fw ww.google.com%2F

If that doesn't work A Google of Tuomas Venhola

Will bring up the Finn linkendin link for him

Ts4EVER
March 20th, 2024, 02:12 PM
Sadly, with me not working in private business, I never found it necessary to get a linked in account. But I will do as a plan B.

zovs66
March 21st, 2024, 03:38 AM
I created an issue on his github site, let's see if he responds or not.

https://i.imgur.com/qzzVtYW.png

DRG
March 21st, 2024, 09:44 AM
Yes, good idea. That may end up being forwarded to him IF they have an active email address for him

DRG
April 28th, 2024, 09:09 AM
GOOD NEWS......... The Map generator is working again !

THANK YOU Tuomas !

www.venhola.com/maps/geo.php#79,42,0

You will see nothing at first and "map" still does not work. You need to click on the bottom button to S to see satellite imagery. The map will DL but one like this with high mountains does not translate to a game map well

https://i.imgur.com/JGXszwG.png

Ts4EVER
April 28th, 2024, 11:48 AM
Joyous news!

wulfir
September 1st, 2024, 10:47 AM
I'm having an issue with downloading maps.
Was working fine about a week ago, but now I get an error message.

I can still see the satellite map layer(s)...

My computer is not the newest. Is it working for you guys?


Might have been seen before. This is the message I get:

Something went wrong, return value 2. Process returned:
Can't locate List/MoreUtils.pm in @INC (you may need to install the List::MoreUtils module) (@INC contains: /etc/perl /usr/local/lib/x86_64-linux-gnu/perl/5.30.0 /usr/local/share/perl/5.30.0 /usr/lib/x86_64-linux-gnu/perl5/5.30 /usr/share/perl5 /usr/lib/x86_64-linux-gnu/perl/5.30 /usr/share/perl/5.30 /usr/local/lib/site_perl /usr/lib/x86_64-linux-gnu/perl-base) at contour.pl line 13.
BEGIN failed--compilation aborted at contour.pl line 13.

DRG
September 1st, 2024, 12:01 PM
<SIGH>
I get the same and like you last time I tried it worked. This time I either get blank screens or exactly the message you got if I do get a satellite image and try to DL a map

The contact email address I had for Tuomas is no longer active and I have been unable to find one that works

BUT

I had problems in the past then was corrected to the point it would work so he may still check it at times

BUT

I suspected this was not going to last forever so I hope you have lots of maps saved that can be pasted to or tweaked with the advanced editor because I have no way even to pass on a message that it's not working any longer

It was truly a great thing while it lasted even with the flaws. Toumas gave us something of great use to a few dedicated map makes for a while but it may be done for good

Time will tell

Ts4EVER
September 2nd, 2024, 03:08 AM
Well let's hope it works. If not, there is still the alternative, older method, which is not quite as powerful and doesnt work with the new big mapsizes, but I made many of the Stalingrad campaign maps with it.

wulfir
September 2nd, 2024, 02:42 PM
It was truly a great thing while it lasted even with the flaws. Toumas gave us something of great use to a few dedicated map makes for a while but it may be done for good


Yep, it was glorious while it lasted. :up:

It seems the program needs maintenance every few months to function.

Hopefully Toumas hasn't moved on completely and pops back in and sees this - assuming it's not a whole chore to fix it. I'd be fine with just the download options and the hex grid on the satellite..., wish I could help out, but I know nothing about this stuff..

I've might well have grown to dependent on this program to make maps too. Difficult habit to change... :)

zovs66
September 2nd, 2024, 07:04 PM
Is the code available?

DRG
September 6th, 2024, 04:54 PM
Is the code available?

Maybe, but I have no way of finding out