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Map Value Editor

Posted: Sun Nov 03, 2013 8:58 pm
by 22sec
I was hoping we could get an explanation of exactly the map value editor is looking at when it calculates visibility and mobility? Plase[&o][&o][&o]

RE: Map Value Editor

Posted: Wed Nov 06, 2013 10:22 pm
by CapnDarwin
VISIBILITY and MOBILITY Values in Maps

The editor is looking at the contents of each hex and applies the penalties seen in the upper right ratings box. A full urban hex, for instance, will have a visibility hindrance of 90% (9) and a Mobility hindrance of 40% (4). If a road is in the hex the final hindrance for visibility drops by 10% and mobility drops by 20%. The base number assume the 90-100% of the hex is made up of a particular terrain element. If the hex contains a mix or a smaller amount of a terrain type the hindrance values are scaled down (I need to check with Rob on the exact scaling and get back to you, but if you look at the maps you can get a feel for how the code it dealing with mixed terrain). Apply the road reduction once you get the other terrain values figured out. You should feel good looking and just going by percentage in the hex and then the percentage of the value and adding them together and reducing for a road if applicable.

RE: Map Value Editor

Posted: Wed Nov 06, 2013 10:45 pm
by 22sec
I guess I'm trying to understand how it recognizes content in a hex. Is it like elevation where it's looking for specific color for things like roads, woods, etc?

RE: Map Value Editor

Posted: Wed Nov 06, 2013 10:56 pm
by CapnDarwin
In the case of using the auto values routine the elements we used have a specific RGB color zone that the program is looking for. That is the primary reason for the "ugly" look of some of the terrain art. If you get too fancy with colors and shading the program cant discern the terrain correctly. This includes the elevations as well. It took a number of attempts to get the right colors and the right sensitivity of the map scan (a per pixel scan of each "hex" on the map). If you are making a custom map, you are looking at doing the values by hand. I will be working through the weekend to get Mod Guide 1 up and running with all of the map art and templates. Guide one covers map making, scenarios and campaigns. Guide Two covers data, art, and sound editing.

RE: Map Value Editor

Posted: Wed Nov 06, 2013 11:06 pm
by 22sec
Any chance we could get the RGB zones?

I appreciate the info!

RE: Map Value Editor

Posted: Wed Nov 06, 2013 11:14 pm
by CapnDarwin
Here is the spreadsheet that will pack with the guides and template files. Good Luck.

NOTE: Revised file with a few color corrections for latest code. Should fix forest not being detected.

RE: Map Value Editor

Posted: Wed Nov 06, 2013 11:51 pm
by 22sec
[&o][&o][&o][&o]Thanks![&o][&o][&o][&o]

RE: Map Value Editor

Posted: Sun Nov 10, 2013 8:06 pm
by 22sec
I was able to use the colors, and had success with the editor except for it is not recognizing the forest color. Any thoughts?

Image

RE: Map Value Editor

Posted: Sun Nov 10, 2013 8:20 pm
by CapnDarwin
One issue you can run into is the way certain programs scale. If you take a larger map and then scale it to fit the 64 pixels per hex the program can alter colors. What is odd here is you are using a single color and that should not really be happening. Looking at your colors from the screen shot the forest color appears to be off. I'm getting 20/48/8 and it needs to be 36/45/19 within a few points to be seen as forest. Your other colors are within a +/-2 of the RGB value except that one.

RE: Map Value Editor

Posted: Sun Nov 10, 2013 9:01 pm
by 22sec
I tried again with a map that has the right RGB for forest. If you get a second I was hoping maybe you could take a look at it.

RE: Map Value Editor

Posted: Sun Nov 10, 2013 11:18 pm
by CapnDarwin
It almost looks like we are tracking a different green then the one in the spreadsheet. I will dig into the code and see what is going on and let you know.

RE: Map Value Editor

Posted: Sun Nov 10, 2013 11:25 pm
by CapnDarwin
21sec, One of the values changed and it did not get in the spreadsheet. Switch the forest to 44/57/23 and it should work fine.

RE: Map Value Editor

Posted: Sun Nov 10, 2013 11:31 pm
by CapnDarwin
Please grab the updated spread sheet. A couple values changed. The new sheet is up to date.

Sorry for the confusion.

RE: Map Value Editor

Posted: Mon Nov 11, 2013 12:56 am
by 22sec
I will. I'll keep you posted. Thanks!

RE: Map Value Editor

Posted: Mon Nov 11, 2013 6:11 pm
by 22sec
Changing the forest to the updated RGB worked.

RE: Map Value Editor

Posted: Mon Nov 11, 2013 6:36 pm
by CapnDarwin
[:)]

RE: Map Value Editor

Posted: Mon Nov 11, 2013 6:57 pm
by 22sec
Now y'all just need to come up with RGB values for elevation levels six through nine.[:D]

RE: Map Value Editor

Posted: Mon Nov 11, 2013 7:54 pm
by CapnDarwin
MR needs more as well. We will need to add them and update the map values code to use them. I believe you can manually add higher levels in the editor. I'll have to check that our tonight.

RE: Map Value Editor

Posted: Mon Nov 11, 2013 9:37 pm
by 22sec
ORIGINAL: Capn Darwin

MR needs more as well. We will need to add them and update the map values code to use them. I believe you can manually add higher levels in the editor. I'll have to check that our tonight.

You can manually do it in the editor. I have gone all the way to nine - like all the other values in the editor.

RE: Map Value Editor

Posted: Wed Nov 13, 2013 1:18 am
by 22sec
This Map Value Editing system is a really neat tool y'all came up with. I am still experimenting with it, and having the RGB numbers has been big help. I hope to have maps available soon based on actual elevation data and OSM sources (which is readily available for Germany), and more importantly a method that allows for quick production of decent looking maps. Keep your fingers crossed.