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Search: Posts Made By: Mobhack
Forum: Campaigns, Scenarios & Maps February 18th, 2019, 09:07 AM
Replies: 278
Sticky: Map: Height Maps
Views: 100,228
Posted By Mobhack
Re: Height Maps

The flood fill was a wee bit tricky until I figured out how too get the edging done properly. The regular fill with water code just slams in lake hexes and nukes adjoining land - so large areas left...
Forum: Campaigns, Scenarios & Maps May 25th, 2018, 06:17 PM
Replies: 278
Sticky: Map: Height Maps
Views: 100,228
Posted By Mobhack
Re: Height Maps

There are only 15 hill levels (the original game had but 3 remember!) so the only way one can do it is to "smooth" the real terrain heights to fit into the 15 levels, with level 0 being major water...
Forum: Campaigns, Scenarios & Maps March 11th, 2017, 11:52 PM
Replies: 278
Sticky: Map: Height Maps
Views: 100,228
Posted By Mobhack
Re: Height Maps

Yep - doh!:doh::doh:
Forum: Campaigns, Scenarios & Maps March 11th, 2017, 09:50 PM
Replies: 278
Sticky: Map: Height Maps
Views: 100,228
Posted By Mobhack
Re: Height Maps

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...
Forum: Campaigns, Scenarios & Maps May 27th, 2016, 11:34 AM
Replies: 278
Sticky: Map: Height Maps
Views: 100,228
Posted By Mobhack
Re: Height Maps

All water terrain is level -1 and deeper. That has always been the way, its a design feature of the basic terrain code.
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