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RE: Map modding
Posted: Sun Nov 25, 2018 2:45 pm
by CCIP-subsim
Yeah, I think it depends on how you want to model it and what the assumed scenario is [:)]
Technically yes, the Iraqi forces had never appeared in the southern 3/4 of the map I was suggesting, but it does cover the Coalition phase lines used in the operation. So your more northern suggestion makes sense as well!
I do feel like that ridge on the Iraq-Kuwait border is a pretty interesting feature though - maybe something to include in another map.
RE: Map modding
Posted: Sun Nov 25, 2018 6:40 pm
by zacklaws
I do not know if this is the location, but if you go onto Wiki for the Battle of Easting 73 and click on the coordinates, it will open up a menu for different mapping services. Click on the ACME mapper service satellite view and it takes you to the location of that grid, far more clearer than the likes of Google etc. Once there, just zoom in a bit and move the map slightly down to the South and South West and there is plenty of old Iraqi positions dug in. As they are circular in shape, and in clusters of three circles I get the impression there was a lot of armour dug in at that location and surrounding areas to, especially just a little bit further South and South West again. Also to the E and ESE of the grid is evidence of old Iraqi positions but very little further North. So at a guess, Battle of 73' happened amongst them positions somewhere. Was it all of them, or just a cluster of them?

RE: Map modding
Posted: Sun Nov 25, 2018 6:42 pm
by zacklaws
And this is just a bit further South West from the previous picture

RE: Map modding
Posted: Sun Nov 25, 2018 7:12 pm
by zacklaws
But, I have come across this picture which is labelled as the Battle of Eastern 73 which does not seem to tie it down with my two satellite pictures. But the clue of the road and what looks like a berm may make it easier to find.
https://www.flickr.com/photos/46051858@ ... 895795542/
And when you input that grid at the bottom of the picture into Google Earth, it takes you there. And some way away from Wiki's grid reference. Also one other thing which puts a spanner in the work for any of the possible locations that I have found, all sketch maps and diagrams etc I have seen, has a small village in it, I see no village in any of these screenshots so it puts everything into doubt.
And what puts this picture into doubt is, its not on the 73 Easting, unlike Wiki's which is. But, there is evidence of a battle in the picture, but not in Wiki's location, just positions with no wrecks!!

RE: Map modding
Posted: Mon Nov 26, 2018 6:04 pm
by exsonic01
ORIGINAL: storm rider
I'm almost there, but I still have a few doubts.
The maps are all in 1:30 scale. 61.440x61.440km (2048x2048px). The bmps are all 24bit, 72px/in. The terrain file seems to be editable in-game and is the same size as the heightmap;
I'm trying to export a map using this setting. According to this post, the base map image for "terrain.bmp" work should have 2048 pixel and 72 pixel per inch. So, the output image map for "terrain.bmp" should be 28.44 inch (2048 / 72), is this correct?
I thought the inch value should be an integer value... is this OK to use 28.44 inch sized image?
RE: Map modding
Posted: Mon Nov 26, 2018 7:40 pm
by Issue8
The pixels per inch value is not used, not in any way. That information can be completely disregarded.
You should only be concerned that one pixel=30 meters. The height bmp and terrain bmp should be the same size.
RE: Map modding
Posted: Mon Nov 26, 2018 7:51 pm
by CCIP-subsim
Yeah, the size is something that can arbitrarily be assigned in your image editor - and if something is off with it, it's never a problem converting it to something. I believe the standard 24 bit .bmp files use 72dpi by default.
The important thing is making sure your image is 2048x2048 pixels
RE: Map modding
Posted: Mon Nov 26, 2018 7:59 pm
by Issue8
By the way, maps can be smaller than 2048*2048. I don't know what the minimum is, but 2048*2048 is the maximum for now. In theory I suppose they could be any size, but for memory resource reasons they are currently limited to 2048.
I believe I have tested maps as small as 64*64. The main issue is if you want to play a large sized battle, you may not be able to play it on a small map.
512*512 is the largest current setting for any in-game battle, so if you make a map at least 512*512, then it will always be large enough for any game.
RE: Map modding
Posted: Mon Nov 26, 2018 8:18 pm
by 22sec
I decided to go with 1024x1024 Maps. It’s 25% of the work of a 2048x2048 Map.
RE: Map modding
Posted: Mon Nov 26, 2018 8:28 pm
by CCIP-subsim
Makes sense! Thanks for the tip, that may be a good way for me to do test versions of my maps (making a small map instead of a big one with unfinished areas).
RE: Map modding
Posted: Tue Nov 27, 2018 7:25 pm
by storm rider
ORIGINAL: Issue8
By the way, maps can be smaller than 2048*2048. I don't know what the minimum is, but 2048*2048 is the maximum for now. In theory I suppose they could be any size, but for memory resource reasons they are currently limited to 2048.
I believe I have tested maps as small as 64*64. The main issue is if you want to play a large sized battle, you may not be able to play it on a small map.
512*512 is the largest current setting for any in-game battle, so if you make a map at least 512*512, then it will always be large enough for any game.
I tried a map 4096*4096 and it worked just fine.
RE: Map modding
Posted: Tue Nov 27, 2018 11:17 pm
by Veitikka
I recommend to never exceed the 2048x2048 texture size in this game, because some older video cards may have problems loading them.
RE: Map modding
Posted: Thu Nov 29, 2018 10:46 am
by Af1352pasha
Are the maps in game is 1:30000 scale? or 1:35000? all map source software commonly at zoom level 13 are 1:70000 so for adapting it to game we only need to resize it two times?
RE: Map modding
Posted: Thu Nov 29, 2018 11:06 am
by 22sec
ORIGINAL: Af1352pasha
Are the maps in game is 1:30000 scale? or 1:35000? all map source software commonly at zoom level 13 are 1:70000 so for adapting it to game we only need to resize it two times?
1 pixel equals 30m. I’ve never done the math to determine what that’s scale is.
RE: Map modding
Posted: Thu Nov 29, 2018 11:57 am
by Af1352pasha
RE: Map modding
Posted: Thu Nov 29, 2018 1:48 pm
by exsonic01
I have a question about 61.44km in this game. Is this 61.44km the straight direct linear distance? Or is this a arc distance which considered the curvature of earth? If it is 1km or 2km, those error between two distances are negligible. But the size of 61.44km is big enough to creates some error, which is bit too obvious to neglect.
I'm not sure about the map-making process from Global Mapper, but I'm using QGIS because it is free. I can access to so many maps from QGIS using several plugins, but they are all based on pseudo Mercator. It seems that maps I downloaded via GMAP also use pseudo Mercator. For those maps, because of distortion, I'm not sure how can I get exact 61.44km from pseudo Mercator maps.
Would it be better to post-process the Mercator images to match with height maps using image tools like GIMP or Photoshop?
RE: Map modding
Posted: Mon Dec 03, 2018 9:09 am
by storm rider
ORIGINAL: exsonic01
I have a question about 61.44km in this game. Is this 61.44km the straight direct linear distance? Or is this a arc distance which considered the curvature of earth? If it is 1km or 2km, those error between two distances are negligible. But the size of 61.44km is big enough to creates some error, which is bit too obvious to neglect.
I'm not sure about the map-making process from Global Mapper, but I'm using QGIS because it is free. I can access to so many maps from QGIS using several plugins, but they are all based on pseudo Mercator. It seems that maps I downloaded via GMAP also use pseudo Mercator. For those maps, because of distortion, I'm not sure how can I get exact 61.44km from pseudo Mercator maps.
Would it be better to post-process the Mercator images to match with height maps using image tools like GIMP or Photoshop?
You should always reproject your projects to UTM as soon as you start. Always make use of georeferenced stuff, like sat maps downloaded with terraincognita imagery in ozimapexplorer .map
RE: Map modding
Posted: Sat Dec 15, 2018 12:42 am
by Af1352pasha
Hi 22sec
What is your best setting in elevation option in Global mapper? I think online layer Detail offset and re-sampling algorithm are critical for creation of smoother map area.
