a trick to make a map(you may have already known)

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savagust
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a trick to make a map(you may have already known)

Post by savagust » April 23rd, 2006, 8:35 am

The original image came from somewhere of Google map.
I added grid on it and it would help to find the layout of terrain tiles from the image.

You can follow that as a guideline and draw it on wesnoth editor and then you will get it to play :D

Using this method,you can make a map easily.Also,you may make something special,such as Hulk's map :lol:

I know that the created map may be unbalanced but it could be an option for campaign developers.

If you have already known about that,just skip it :oops:
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Something like that...
Something like that...
0897.jpg (215.03 KiB) Viewed 1956 times
Last edited by savagust on April 23rd, 2006, 9:11 am, edited 2 times in total.

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Ken_Oh
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Post by Ken_Oh » April 24th, 2006, 2:43 am

Cool.

How exactly did you put a grid on that image?

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Post by SmokemJags » April 24th, 2006, 3:29 am

Add a layer?
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Ken_Oh
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Post by Ken_Oh » April 24th, 2006, 10:25 am

Right, then where did he get that hex map with the holes?

savagust
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Post by savagust » April 24th, 2006, 10:29 pm

I would try my best to tell how to do that.
(My english is not good.I hope you can get what I mean :lol: )

Firstly,
Make an image with full of grid(For convenience,call it 'HexIMG')
I have made different versions of that,50x50,100x100 and 200x200.
50x50 is provided at the bottom.
100x100 and 200x200 are larger than the maximum upload size 512k :cry:

Secondly,
Find a source image that you want to use and adjust its resolution so that it would match the width or height of HexIMG,but the source image should not be bigger than HexIMG.
For example,the resolution of "HexIMG50x50" is 605x809 and that of the source image is 281x223.Adjust the source image to 605x480.
You can skip this step if you like.

Thirdly,
Place HexIMG on layer 0 and the source image on layer 1.
Then,adjust the opacity of the source image's layer so that grid of HexIMG could be shown.After that,just delete the uncovered part of HexIMG.That is useless.

Since I am not good at software,someone may think this method is stupid :oops:
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HexIMG050.zip
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turin
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Post by turin » April 27th, 2006, 10:55 pm

Hm. Decent idea. IMHO it is still probably easier to just make the map yourself, but this could turn out useful for someone.
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Viliam
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Post by Viliam » April 28th, 2006, 4:14 pm

Once I made a program in Perl to do make maps from images:
:arrow: Create Wesnoth maps from images

It cuts the picture in pieces (not hexagonal, but squares), converts pixels in all piece to terrains (using external config file with info like "blue => water, green => forest"), and then selects the most frequent terrain for the hex. And it writes an output in "wesnoth map" format.

It works well when the things in picture are larger then a hex. (That is, it probably would not work with an example picture in this topic, because even where river goes through a hex, most hex pixels are not blue.) It is better for a non-realistic, cartoonish maps... just draw them in MS Paint, and convert.

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Post by Quensul » April 28th, 2006, 4:26 pm

I've been toying with the idea of trying to build Wesnoth maps from SRTM data (elevation data available for pretty close to the entire world, collected by the shuttle) -- specify a longitude/latitude max/min and a scale, then attempt to use elevation data + land use data to build a representative map. Unfortunately, given my current workload, I'll get to it sometime in 2020... :-) If anyone were interested, I could give them what I have so far (mostly relevant libraries and references).
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