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General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Dr D Ezra Sidran on Today at 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.
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on Today at 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.


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 ).
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on Yesterday at 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.
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.

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.
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 15, 2018, 12:08:14 PM »

Terrain and elevations visualisation.

(First iteration)
This is a sort of vertical slice through the map showing both elevation and terrain type.
The terrain type is represented by colour - but you need to save a map before this is actually set.

Showing this is controlled via a checkbox on the layers menu.
When checked you get an overlay with two sights defining start and end points
You can drag these around

Another window appears showing the visualisation.
This is a regular window so it can disappear behind the main window if you let it.
As a result you're best dragging it to one side or your second monitor.

Black is the default colour, I've no terrain other than elevation on this map.

This is constructed from a number of rectangles.
Each rectangle is a cell between your two chosen points.
As you mouse over each of thes rectangles, there's a spot which moves to the appropriate position on the map.
You can see that on the top picture.

Although only used in the map editor at the moment this is designed for re-usability.
I can potentially show it whilst you're issuing move orders for the terrain you're moving over, when you're checking for sightings etc etc.

Currently stable, but still some more to add.

Shapers - evaluate min and max elevations on map load.

Bug Fix
One of the shapers layers was interfering with drawing anything.

Standardising storage of elevations and terrains across modules.

General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 13, 2018, 12:10:50 PM »

Overhauling the font preferences mechanism.
Changed some fonts and views to make them fit (better) with the different options.
Added font preferences to map editor.

Persisting ( and read on run ) user preferences,
If you pick plain style then next time you run one of the apps, you get plain style.

The Army Editor also has a preferences menu item and will respect the settings.

Rationalised the shapers internals.

Added min and max to shapers panel.


Replaced the button template.
The old one looks too much like a mirror frame and it was a nightmare getting it to look OK with different font formats in all the different views.
The new version's fancy bits are less distracting and now cannot impinge on the text.
Reducing the space necessary to left and right of the text also makes this version a lot more flexible.

General Staff Support Forum / Re: The road ahead
« Last post by Andy ONeill on June 12, 2018, 08:59:57 AM »
Map Editor Progress

The shapers are nearly done.
Needs a bit of styling up.
And the odd bit adding - like it'd be an idea to show minimum and maximum elevation currently in a map.

Plus a test - fix cycle.
There are probably a bunch of bugs in there I've added along with the new stuff.

A quick list of the rest of the work on this:

Adding control of some attributes to the drawing options.
EG a transparent fill on City so you can see the picture underneath or just place buildings there yourself.
Or use a separate picture file entirely as fill.
( Alternatives to the current abstract representation. )

More choices on buildings and trees.

Custom layer to allow addition of own stuff entirely in uncompiled xaml.
This will be the fall back option allows you to do things the map editor doesn't do.

Import elevations from file.
+ at least one separate utility allowing you to translate DEM you've downloaded.

Command line switch for full screen.
Save and reload user preferences.

Bit of neatening up.
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 12, 2018, 08:45:53 AM »
In seconds you can knock together a picture with some small hilly bits in it.

Applying these a few times, you can rough up the map for a bit of interest.

You'd maybe want bigger hills or lower values - there's a lot of valleys to hide in there.
General Staff Support Forum / Re: Changelog - picture heavy
« Last post by Andy ONeill on June 12, 2018, 08:22:42 AM »
Custom Shaper

This works using a picture file you create. Since this is converted to greyscale internally you could theoretically use a coloured picture but I'd recommend drawing in grey and white.
It can be any size you like.
Clicking the open file button lets you select your file.
The Scale slider lets you scale it up or down.
You can rotate your loaded picture using the scroll wheel and drag it around.

For demonstration purposes I created a file in MS Paint.
I started by flood filling in black.
I then used the spray can to draw an interesting sort of ridge in white, outlined that in grey and then dark grey.
I then opened the file in and flood filled the background black as transparent.
Saved the file as png.

This is the result:

Because the spray can sprays loads of dots this is fairly heavily textured.

Opening it in the map editor , I can then set blur on it which smooths out that texture:

Blur is effectively optional since you can set it to zero but I'd want a cleaner picture if I was doing that.
This way I can work quick and dirty.

I then clicked apply, moved the shape off to one side and scaled it down a bit.

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