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Distorted Hex Field??
Posted: Fri Dec 11, 2009 9:15 am
by greensheen
I noticed the Hex field is distorted/too short in the vertical dimension. This means to have an accurate representation of a map during scenario design you must in turn distort the source map by the exact same ratio.
Why was this distortion implemented? How easy would it be to fix this(aren't more pixels in the verical axis a good thing allowing more flexible graphics sets?)
RE: Distorted Hex Field??
Posted: Mon Dec 14, 2009 12:08 pm
by Vic
ORIGINAL: greensheen
I noticed the Hex field is distorted/too short in the vertical dimension. This means to have an accurate representation of a map during scenario design you must in turn distort the source map by the exact same ratio.
Why was this distortion implemented? How easy would it be to fix this(aren't more pixels in the verical axis a good thing allowing more flexible graphics sets?)
Yes to be honest i would have designed things differently had i known that i made a small mistake here. As it stands it would involve a lot of compatibility issues with existing content and i judged the distortion to be so small it was acceptible to leave it as it is.
i hope to adress it one day of course. but am making now promises over when.
best regards,
vic
RE: Distorted Hex Field??
Posted: Mon Dec 21, 2009 7:45 pm
by greensheen
Thanks for the reply. I suppose those using the map overlay option might want to know the actual distortion factor if they care to correct for this. Did you ever work the actual ratio or come up with a good guess? I guesstimate y = x * (1.1): so you should expand any source map graphic along the x axis by about 10 percent to maintain proper scale. Is that about right or did I get it backwards?