ORIGINAL: exsonic01
Willam, is this looking good? Should I need to send the current fp9 and png or later with roads, waters, and woods?
Looks good. Just send me what you have, and I'll have a go at rendering it. On my side, it is a bit of time to render it the first time. Any subsequent updates from you won't make time.
1) I matched hexes from QGIS with FCRS using QGIS' print composer like manual did. Meanwhile, the hexes in QGIS window (not print composer window) would still might be in off position from FCRS's hex position. Is this potentially could be the problem when I try roads, rivers, and city based on rendered image and fp9 file in future?
Both of them should show the same alignment for the features you draw on the map. The hex grid may seem to shift a bit wrt Google / Bing maps "underlays" when QGis isn't switching to "Pseudo Mercator" coordinate system. (As a rule, I draw on top of the underlays using Pseudo Mercator, but always export in UTM).
In the end, the only thing that counts is the print composer.
2) I want to cut out the edge area out of while area-box line. Should I need to use photoshop or paint?
As beachinnole say, just disable the layer and export the bitmap using the Print Composer.
3) If I wish to put grid reference (ruler image) at the edge of the map, is this available inside the QGIS?
I can add these to the map I render for you. I don't do that in QGis.
4) Can I modify the thickness of hex and 1km grid line in later stage?
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Yes. Treat the problem as having to create two maps: the first to feed the "game" (Map Values scanner) and create the .fp9 map file. Once that's done, you can create a prettier variant any way you like (QGis, Paint/Photoshop) and display that in game.
[What roads to draw?]
Eyeballing probably works best for Korea, unless the area features a system where the road designation indicates the road's importance (as they have in Germany).
Some suggestions:
- Keep in mind that urban hexes in FCRS are given the same mobility (hindrance) value as road hexes, so you do not need to replicate dense urban networks
- Anything that has a vehicle capable bridge attached is significant. That's why all my maps feature rail roads...
- Roads that in the real world aren't offering mobility advantages to tracked / four wheel drive vehicles can be ignored.
[Expand a 35m wide water obstacle into a 500m hex?]
All maps serve a purpose, and abstract the world and deviate from a 1:1 scale for that purpose. Roads are drawn wider on McNally road atlasses / Michelin maps than they are in real life to aid the reader.
From the purpose of the game's user, a commander in his HQ, there is a significant difference between water obstacles that can be cleared by a standard bridge layer and water obstacles that require a pontoon bridge or amphibious capability. Especially if your force lacks amphibious capability but your opponent has it...
Note also that in game terms, there is little downside to shifting and compressing hexes around the wide water obstacle, since it will be the same for NATO and WP.
As a guideline, if deviating from the "real" (paper/satellite) map makes the in-game combat better reflect the Cold War fighting that might have occurred, just deviate.
Again, don't hesistate to send your work to me. It would be great to have a first Korean Theater map for the Flashpoint Campaigns game!
William