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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on Today at 02:36:08 AM »
Map Editor


Alter line width.
As the heading suggests, this is only applies to line types.  Even then it's probably then only really useful for rivers.

You alter the size using the scroll wheel when over a particular drawing option.
There is also a tooltip appears with a representation of the width.
The upper rectangle is what you'll get when drawing with a mouse ( this becomes 0.5 pressure ).
The lower rectangle is  the maximum width which you'll get at the widest if you click one of the widening buttons for a river ( 1 pressure).
In this picture you can see the tooltip and a few rather random bits of river I've scribbled just to prove you can do the different widths.
It works this way because you can set it prior to drawing and it's relatively quick to set rather than adding extra post processing via a context menu.
The tooltip only appears for line type drawing options.



Terrain Visualiser
When you drag the start "sight" you'll see the (X,Y) location appears as a user message.
This is intended for advanced user customisation scenarios and debugging.
As a sort of side effect, if you somehow got the two sights mixed up then moving the "end" one gives no message.
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on Yesterday at 07:16:18 AM »
Terrain Visualiser

Added minimum and maximum elevation to the left of the terrain graph.
This is min and max for the whole maps for context - so you get an idea how whatever slice you're looking at fits in.

You now get a pink line above the part your mouse is over.
I considered adding some sort of a scale but that'd be very complicated because the user can pick whatever elevations they like.
I'm also not so sure about how useful that would be without a load of horizontal lines across the whole thing.
I may come back to that later but.... shelved until and unless I can think of a good way to do it.



The window tries to size itself to fit what you pick. If you pick a very long slice then the window could be quite wide.

My experimental map which has some terrain on it only has those three hill/cones on it.
This is with a map of the northern lake district.


And Isandlwana


A friend of mine has South African links and has visited the battefield on several occasions.
It's well looked after and pretty much as it was back in 1879.
Other than the things like the memorial, cairns, fence round the site and the car park.
I was surprised when he mentioned the car park.
There are now a couple of zulu villages nearby.

https://www.google.co.uk/maps/place/Isandlwana/@-28.3513158,30.6442408,14.93z/data=!4m5!3m4!1s0x1ef1bbc774f6dc39:0xf740fe2436bd3a34!8m2!3d-28.3586111!4d30.6513889!5m1!1e4


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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 20, 2018, 09:02:51 AM »
Buildings

Added 3 more building types.
You can use these separately of course but I built a church with these as an example of combining buildings.



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General Staff Support Forum / Re: The road ahead
« Last post by Andy ONeill on June 20, 2018, 05:01:58 AM »
I've been looking into how to support import of elevation from DEM.
First step in any piece of development is a "reality check" look at the practicality.
With other things I already have an idea without any research so this is often just "yeah, I can do that by..... ".
In this case it's weird stuff working with third party data that's "free".
Free sounds good until you try and work with it and "free" software or interfaces often come at a cost elsewhere.
Totally free often means there's no money to make it easy to get that data and no support if you hit any problems.

There are several problems inherent to working with this data.
I already knew this was going to be way harder to write than the google api support.
That's why I chose Google as the primary third party supplier.
What I hadn't particularly considered is how hard it might be for someone to use one of these DEMs.

This particular post is therefore an explanation of why I'm shelving the work for now.

The long explanation:

Elevation data ( DEM ) is available from a number of sources.
These vary but you register as a user then you pick an area you want your data from.

Looking at one of these - ALOS World 3D 30m.
You start off with a map of the globe and drill down from there by clicking on a square.
I tried to find Waterloo.
Took me two goes to find roughly the right part of europe.
Then you click on a square from that.
A couple of goes and I'm looking at:


The numbers at the top are latitude and longitude.
They seem to be the bottom left of that square, the pin marks that spot in google:


Finding a specific location is really hard.
Downloading a world of data and supplying it via our own front end would be another project and is not practical.

Next...
I loked into how I'd work with the data.
When you download a file for a square it comes as a tar compressed file.
A user would (you) then uncompress that file to get a geoTiff format file.
A tiff might be a sort of picture file but this is a data file which sort of re-uses how image files work internally for metadata.
You can't just display a geoTiff.
That needs re-processing to extract the data and then processing again in order to give a graphical representation.
Once I wrote code to do all that then the user could pick a rectangle out a displayed picture and I grab the grayscale from that.
Setting aside how hard it would be for someone to work out where they drag that rectangle on a huge chunk of europe....

Writing these steps are a fair bit of work and the last is technically problematic.
There's a high risk the last step only gives 255 shades of grey.

Summary:

Looks to be a lot of work.
Will be so hard to use maybe nobody actually uses it.
Shelved for now.

 





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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 20, 2018, 02:40:20 AM »
Trees

There are now several different tree shapes.
Each tree randomly picks which shape it will be as it's created.

Change drop shadow to sepia ( was saddlebrown ).

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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Dr D Ezra Sidran on June 19, 2018, 10:21:26 AM »
I would just like to point out that that is an accurate Order of Battle Table for the Continental Army at Trenton and, yes, there really was a Colonel Sargent.
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 19, 2018, 08:50:18 AM »
Map Editor

List of terrain in terrain edit:
Removed display of id ( this uniquely identifies the piece of terrain but is only internally meaningful ).
Standardised font used.

Buildings

Added another house and courtyard to building templates.
The templates now have a value for default height and width they set as they're chosen.
Hence the latest house can have a bigger height than width and the courtyard is much bigger.

You can now use the mousewheel in combination with a modifier key to alter the size of a building.
You need to have edit terrain selected ( like with rotating a building ).
Mousewheel scroll + Ctrl alters width
Mousewheel scroll + Shift alters height
Once you alter the size, the building will remain that size even if you change to a different template.
( This is necessary so when a saved design for a map is reloaded any altered sizes will be respected ).
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 18, 2018, 11:52:40 AM »
Map Editor

Building options.

I've added a mechanism which allows me to define different buildings.
A Building row has a combobox in edit terrains which allows you to pick from the defined buildings.
I've added another building. 2 so far.
You click a building picture in the combo to pick it and the building on the map changes.



You can still only rotate a maximum of 30 degrees either way.
That is because of the shading, which could look weird otherwise with the shadow on the wrong side and different to everything else on the map.
These are not light sourced 3d objects, because they get very graphics expensive very quickly AND they are harder to build.
They're built from shapes which have a gradient on them.
Although the shadow outside the building can be rotated the shading on the roof panels is fixed like a picture.

This limitation isn't necessarilly going to apply to all building so I'm thinking of making each define how far it can be rotated.
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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 17, 2018, 08:09:03 AM »
Map Editor

Styled up the Elevation Shapers options so it's similar to the drawing options.

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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 16, 2018, 10:00:17 AM »
Terrain Visualiser

Fixing bugs and improving the behaviour.
Close the menu as the terrainvisualiser is shown.
Usually you want a menu to be on top of anything and the fact that's how they work is great.
In this case something on top of our new window is a bad thing.
Persuading the new window to stay on top of the main one.
Retaining previous positions and data when you re-open.

The sights overlay now initially appears with it's "spot" off map.
Spot is also moved off the map when you drag a sight so it's not left hanging about in the middle of nowhere.

Added elevation and terrain type in text to visualiser.

In the below screen shot I've done a screen capture using windows problem steps recorder.
This captures the mouse so you can see where it is at the time of capture but has adds that rather interesting green border to the window.
I've added a hill and two cones plus some other terrain.
These are pretty steep hills.
The left one is a hill which is a relatively natural shape but slow.
The middle (cone) demonstrates why a cone is called a cone.
The right one  is a cone with a lot of blur applied.
Quick to generate but blurring reduces the effective overall height.
If you can live with that though, it's way quicker than a big hill.



Notice also the colouring showing terrain types.

I wasn't terribly careful with placement of my river and road so they're not in particularly logical places.
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