Creating Maps and the Hexgrid

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rykirk
Posts: 8
Joined: Fri Nov 18, 2022 8:08 pm

Creating Maps and the Hexgrid

Post by rykirk »

I understand that the documentation is on the way, but curious about HOW maps will be created with the map editor tool. Its my understanding that the game features no 'map editor' in a traditional sense, but rather you import a graphic and assign values to the various hexes using the tool. In other words, the map graphic is purely cosmetic and all the game sees or mechanics interact with is the hex value overlay you create in the editor. Is that correct?

In that case, say someone wanted to import an existing hex map from another game, scan from a boardgame, or something made in a 3rd party graphics program like Hexdraw, what hexsize should the original graphic be scaled to so it fits with the hex overlay the game creates?
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WildCatNL
Posts: 842
Joined: Fri Mar 27, 2009 5:21 pm
Location: Eindhoven, the Netherlands

Re: Creating Maps and the Hexgrid

Post by WildCatNL »

rykirk wrote: Thu Nov 24, 2022 3:49 pm In that case, say someone wanted to import an existing hex map from another game, scan from a boardgame, or something made in a 3rd party graphics program like Hexdraw, what hexsize should the original graphic be scaled to so it fits with the hex overlay the game creates?
We have a 50 page manual coming up describing how to create maps using QGis (a free GIS tool), and real-world elevation data.

The game assumes 500m hexes being 64 pixel high, which is 128 pixel per 1 km.

William
William
On Target Simulations LLC
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