Creating hex graphics

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Grymme
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Creating hex graphics

Post by Grymme »

I have a question, its not specific to AT(G) but i post here anyway in the hopes that someone knowlegable will give me the answer.

Say that you have an nice map, for example an aerial overview, se screenshot.

What i would like is to use the AT(G) hexshape/measurments as a model for marking and cutting out a shape, se second screenshot, so that i could easily cut out a nice feature (a factory for example) and then create a hex graphic of it.

I have paint and have also used some other program whose name i cannot remember right now.

So any suggestions on how to

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Grymme
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RE: Creating hex graphics

Post by Grymme »

This is what i would like to create - a shape based on the AT(G) hex measurments.





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spelk
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RE: Creating hex graphics

Post by spelk »

I'm not entirely sure I get it, but if you want to chop the map image up into hexes, and create a hex for a particular feature, you could find a hex overlay - load the map into image software like Paint.net or GIMP and lay the overlay over the top of it. Then use whatever selection tools/masking/erasing tools to pick the hex out.

Theres a hex overlay creator here
http://incompetech.com/graphpaper/hexagonal/

However, to tie it into an ATG scale - could you load the map as an overlay into the ATG Editor, turn on raster hex display and then tweak the size of the map by adding or removing hexes until you got the desired look? Take a screenshot and then chop out the hex feature?

Something like this.. (adjusting the size of the map, to resize the hexes)
Image

Or theres software like HexDraw (I've not used it)
http://www.hexdraw.com/

Another map making tool I stumbled upon and thought might be useful is MapTiler a map cutter for Google Maps
http://www.maptiler.org/

Anyway, just ideas..


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Jeffrey H.
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RE: Creating hex graphics

Post by Jeffrey H. »

Stalingrad ? That's a great pic to work from. I have the old SPI boardgame by John Hill with a fairly good map of it. I've played around with it a bit in the editor from photos I've found on the net.

But like Spelk points out, you can create scale by zooming in and out or cropping to the desired # of hexes.

I have no idea how to create 'objects' in a general sense.

I guess I don't really understand the question.
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tweber
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RE: Creating hex graphics

Post by tweber »

You can go into the graphics directory and open up the hex pictures to see the dimensions.  Here is the path:  C:\Matrix Games\Axis General\bin\graphics\default\plain.
 
The hex is 64 by 48 pixels.  When making a map and puting the hexes together, the actual dimension of a map is 56 by 48 times the number of hexes in the specific dimension (due to the hexagonal overlap in the x direction).  Good luck making it work.
Grymme
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RE: Creating hex graphics

Post by Grymme »

Spelk & Tweber. Thanks. Thats a long way better than the way i was doing it. But its still much more cumbersome than my idea which would make a new hex graphic in basicly just a couple of seconds. But i guess i maybe should ask on some graphics forum instead.
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CSO_Talorgan
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RE: Creating hex graphics

Post by CSO_Talorgan »

Don't suppose anyone has figured out a way of automating the creation of large maps from on-line data?
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Ormand
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RE: Creating hex graphics

Post by Ormand »

I saw this much later after this last post.

Two things. It turns out that you can actually use an overlay as the map itself. I haven't done it, but Vic mentioned it in a reply:

tm.asp?m=2957517

I haven't tried it.

As for graphics, using something like GIMP is great. You can easily load the image and then select an area that would scale to 128x96 (BIG) or 64x48 (normal). Save this, and then crop to the ATG hex. For this, there are two ways. One is to just use the magenta hexes, paste in, and then select the color, and delete it (be sure to add an alpha channel first). Or add a layer mask, and make a black and white image of the hex (black is transparent and white is opaque). Add a layer mask, and paste the black & white image into the layer mask. The warning is that if you make the 128x96 hex first, it doesn't work well to shrink down as the program will tend to blend the edges, and the 64x48 hex will look bad. It is better to shrink the full 128x96 hex and then add the 64x48 hex layer mask. Another problem is that you may find that to get the image you want into the 64x48 size, you will have to shrink it so much you lose detail and it may not look that good.

Now, the real trick is to make a hex that tiles. Otherwise you get a map where there are obvious mismatches on the edges for even the same terrain type. It looks like crap as you have a repeating edge. The problem is that you need the N and S faces to match, while at the same time the NW and SE and NE and SW faces have to match. For the ATG hexes, this means that the graphics have to repeat (for the BIG hexes) 106 pixels horizontally, and 48 pixels vertically. This basically tells you how to do it, but for a good tiled hex, there are two steps.

First, make a 106x48 image so that it tiles. Then create a transparent 212x96 image. Paste your 106x48 image into the center. Then along its edges, paste the image to fill the 212x96 image. Now if you crop this image to 128x96 anywhere, and then mask to the ATG hex, i.e. transparent edges, you will now have a hex that will tile in ATG. For 64x48 hexes, just divide by 2.

That doesn't quite finish it though. Because, while it will tile. It will also repeat you image every 106x48 pixels, which will lead to some heavy patterning. To fix this, you should merge another image into your tiled image. This can be done with a fuzzy layer mask, which is a pretty standard trick to merge two pictures. Create two layers, say the bottom is the tiled image, and the top is the center. Now, create a 128x96 black image (black will be transparent). Draw the outline of the main area in white, fill with white. Then do a Gaussian blur with a 10 pixel width or so. Go back to the top layer, add a layer mask, and paste the fuzzy black & white image into the layer mask. Now, the edges of the top layer will be transparent and should merge into the image in the layer below. You can adjust the level of the transition with the size of the blur. Then, by making an image from visible, you have a unique 128x96 image that is hex tileable.
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lion_of_judah
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RE: Creating hex graphics

Post by lion_of_judah »

I would like to see arid, and wooded hill hexes made in the next patch if there is a next patch.
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CSO_Talorgan
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RE: Creating hex graphics

Post by CSO_Talorgan »

Is there sufficient commonality of file structure between ATG and Decisive Campaigns for the latter to be plundered for new terrains?

Would a purchase be required for this to be legal?
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