.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $8.00
winSPWW2- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #191  
Old May 20th, 2018, 10:24 AM
zovs66's Avatar

zovs66 zovs66 is offline
First Lieutenant
 
Join Date: Mar 2011
Location: Ohio
Posts: 781
Thanks: 1,187
Thanked 570 Times in 310 Posts
zovs66 is on a distinguished road
Default Re: Height Maps

Hmm, I must be doing something wrong, I followed DRG instructions in post #190 (I have the full paid for version) and the first time through per the instructions here:

"After opening the map go to second page of tools (either by clicking the blue triangle or "n" key on your keyboard) and choose
clear keeping the current contour"

That just clears the map of everything including the contours. The second time through I did not click the clear button and the contours stayed by the map is still a big empty blank map.

I tried both selecting block fill and 1-90 fill, nothing changed.

I don't know?
__________________
ASL
Reply With Quote
  #192  
Old May 20th, 2018, 11:31 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
RightDeve is on a distinguished road
Default Re: Height Maps



If you have the CD version, open the Extended Map Editor. Use the "Strip" button at the bottom, thus revealing the Venhola contours on the real map, not just the minimap. Very simple.

Otherwise, use the top button (circled), which resides on page 2 of the button-interface. Set a huge fill area by using the "Fill Range" button (just above the blue "play" button). And then you can right click on the map to start manually filling the whole map with that clear terrain.
Reply With Quote
The Following User Says Thank You to RightDeve For This Useful Post:
  #193  
Old May 20th, 2018, 07:28 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,227
Thanks: 3,798
Thanked 5,390 Times in 2,687 Posts
DRG will become famous soon enough
Default Re: Height Maps

We have NO IDEA what map area you selected and for all we know it IS dead flat !

Post the link you are using
__________________


If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle....

Last edited by DRG; May 20th, 2018 at 07:41 PM..
Reply With Quote
  #194  
Old May 20th, 2018, 07:48 PM
zovs66's Avatar

zovs66 zovs66 is offline
First Lieutenant
 
Join Date: Mar 2011
Location: Ohio
Posts: 781
Thanks: 1,187
Thanked 570 Times in 310 Posts
zovs66 is on a distinguished road
Default Re: Height Maps

Maybe that is the issue, the map is dead flat, I was thinking that trees, rivers, gulley's, hills ect. would be populated, but maybe I was wrong in my assumption. Also, I was using this in SPWW2, maybe it does not work in that. I generated maps for Smolensk, Minsk and Sevastopol areas (they are all just blank open ground maps, with some contours).

Here is one link:

https://www.venhola.com/maps/geo.php...989654960111,0

It's just a big blank map with some contours, none of the fill options brings in any woods or anything.
__________________
ASL
Reply With Quote
  #195  
Old May 20th, 2018, 10:17 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,227
Thanks: 3,798
Thanked 5,390 Times in 2,687 Posts
DRG will become famous soon enough
Default Re: Height Maps

All you get is the contours...... IF the map has any..... You have to add the trees etc......of course it works with SPWW2.... both games used the exact same map code but that link you posted shows plenty of contours



it's up to you to add in everything else. In map making for historical maps getting the contours, right was a BIG part of the work......this eliminates that part of the work but it doesn't hand you a finished map
Attached Thumbnails
Click image for larger version

Name:	Image3.png
Views:	305
Size:	56.5 KB
ID:	15394  
__________________


If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle....

Last edited by DRG; May 20th, 2018 at 10:25 PM..
Reply With Quote
The Following User Says Thank You to DRG For This Useful Post:
  #196  
Old May 21st, 2018, 07:33 AM
zovs66's Avatar

zovs66 zovs66 is offline
First Lieutenant
 
Join Date: Mar 2011
Location: Ohio
Posts: 781
Thanks: 1,187
Thanked 570 Times in 310 Posts
zovs66 is on a distinguished road
Default Re: Height Maps

Okay I got it, I was thinking that for some reason that it some how knew how to add terrain to the map hexes. My misunderstanding.
__________________
ASL
Reply With Quote
The Following User Says Thank You to zovs66 For This Useful Post:
  #197  
Old May 23rd, 2018, 07:05 PM

jp10 jp10 is offline
Corporal
 
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
jp10 is on a distinguished road
Default Re: Height Maps

I am posting this here since i am working on a map generated from the Venhola map tool.

From the WINSPMBT Game Guide:

Terrain, hills and LOS

Each level of hill in the game is broken down into 10 units. Ground level terrain that is "5" high is midway to being a level 1 hill. Level 1 terrain that reports as being "15" high is midway to being a level 2 hill etc, etc to the top level ( level 15 )

The game does not block LOS behind a "bump" in the map until it gets to be 4 higher than the base height for that level ( ground level would be 4, level 1 would be 14, level 2 would be 24 etc etc. ). It will allow you to see over and behind any "bump" 3 and under so any terrain 3 and under above the level you are on will offer neither cover nor concealment.



For example.....



If a unit is at zero height directly behind a 4 high "bump" that is three hexes long , LOS will be blocked for 2 hexes behind the bump. If that 4 high bump is 4 hexes long, LOS will be blocked completely right across the map. If the bump is 5 high even one hex will totally block LOS.



We are currently considering that each unit of height roughly represents 24 inches or .6 meters. As a simple rule of thumb this would make each hill level represent roughly 20 feet or 6 meters of height


So:
Height 1 = 20 feet/6 meters
2 = 40/12
3 = 60/24
4 = 80/30
5 = 100/36
6 = 120/42
7 = 140/48
8 = 160/54
9 = 180/60
10 = 200/66
11 = 220/72
12 = 240/78
13 = 260/84
14 = 280/90
15 = 300/96

The reason for my seemingly grognard questioning is I am working on a map that highest peaks need to be 656'/200m and I need to set the ratio to translate the scale to WINSPMBT height system. I am calculating that if level 15 300'/96m will be simulating the 656'/200m then each 100'/33m of real height should be a 2.5 level increase on the map. Sounds good?
Reply With Quote
  #198  
Old May 24th, 2018, 03:00 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Height Maps

This map does have level zero terrain as well?
Ask as hill heights needed are those between min & max terrain height.

Messing with vertical scale has issues, namely blind hexes produced.
The game produces blind hexes based on the height per level set by the game, increasing it means it should block less hexes if looking over lower terrain.

You are wrong regarding 4 height bumps they do block LOS but not by much because its a bump. Even do so from a slightly higher hill so long as the bump is not close enough to see over.

Put a unit on a level 1 hill and make some level 4 bumps 20 odd hexes away they will block LOS to the hex behind them.
If the bumps are closer guessing 8 or less hexes they will not block anything as close enough to see over.

From the same level view can change radically over a bump if other hinderance terrain comes into play.
View can also change due to visibility level with this type of feature, hinderance terrain combinations, smoke etc block LOS far quicker in low visibility compared to high.
Put some high grass on a flat map position units to see across 3 or 4 and adjust the visibility to see this.
This type of terrain can be great for units with vision aids as it might be enough for them to see more.
__________________
John
Reply With Quote
  #199  
Old May 25th, 2018, 05:01 PM

jp10 jp10 is offline
Corporal
 
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
jp10 is on a distinguished road
Default Re: Height Maps

It is coastal on the western edge so it has zero and minus terrain level. What I believe is if I make the highest terrain 15 which in real life is 625'/200m then making a 100'/33m elevation change a 2.5 height hex then the terrain relationship of the map will relativistic to the real world location even if the game guide's consideration will not equate the level 15 hex to being 625'/200m.
Reply With Quote
  #200  
Old May 25th, 2018, 06:17 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,929
Thanks: 440
Thanked 1,853 Times in 1,217 Posts
Mobhack is on a distinguished road
Default 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 (sea, lakes etc). Level 0 is the "16th" level.

It will be up to the map designer to decide if certain bits of the higher ground, especially slopes are to be perhaps rough or even impassable. I used a lot of impassable for the escarpment in my scenario #428 in WW2 "Operation Brevity".
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:35 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.