Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 35

Thread: September Entry: Newstyle hex

  1. #11
    Community Leader Facebook Connected Steel General's Avatar
    Join Date
    Jun 2008
    Location
    Ft. Wayne, IN
    Posts
    9,530

    Default

    If there was an easy way to simulate a 'tooltip' i'd suggest that, really can't think of anything good outside of some light, nearly transparent background to put the lettering against. Not sure how that would even look.
    My Finished Maps | My Challenge Maps | Still poking around occasionally...

    Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.



  2. #12
    Guild Member
    Join Date
    Aug 2008
    Location
    Orlando, Florida, USA
    Posts
    61

    Post

    I liked it. Brings fond memories of the Battletech days ^.^

    As far as a labeling system, what about little flags? Here's a little example I tried to draw up on my tablet... I'm sure you can make it better.
    Attached Images Attached Images

  3. #13

  4. #14
    Community Leader Facebook Connected Steel General's Avatar
    Join Date
    Jun 2008
    Location
    Ft. Wayne, IN
    Posts
    9,530

    Default

    Cool beans guys! I like it.
    My Finished Maps | My Challenge Maps | Still poking around occasionally...

    Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.



  5. #15
    Guild Journeyer Sagenlicht's Avatar
    Join Date
    Jul 2008
    Location
    Germany
    Posts
    249

    Post

    The flag/labeling looks quite nice RobA. I think it's fitting
    My Map Challenge Entries

    I use GIMP for all my maps.

    GIMP scripts and plug-ins overview


    Everything I post on this site uses the Creative Common Attribution-Noncommercial-Share Alike license. Only exception to this are any pyhton scripts which use the GPL.

    If you are using any of my posted stuff just use your rep stick on me

    Should you be interested in using anything I posted on commercial purpose drop me a pm.

  6. #16
    Guild Member Lord's Avatar
    Join Date
    Aug 2008
    Location
    Toronto, Canada.
    Posts
    71

    Default

    That is certainly a fresh apporach, but like others have said, i can't quite wrap my head around the mountains. It kinda reminds me of... Q-bert.

  7. #17

    Post

    Quote Originally Posted by NeonKnight View Post
    I like the 3d effect.....and I don't

    I like it because it adds a certain pizazz to the map, but I don't like it because it gets so busy in the mountains, I have a hard time determining at times which hex is a higher elevation that others. Unfortunately I cannot even use hex symbols to help out as I see Triple Mountain hexes at a lower elevation than Single Mountain hexes, and some Hill Hexes appear to have a higher Elevation than Triple Mountains?????
    Quote Originally Posted by jezelf View Post
    that's a really cool, fresh approach! - I like it, though it kinda feels a bit busy on the eye - as NeonKnight mentions - in the mountains in particular.

    there's certainly something there.
    Quote Originally Posted by Lord View Post
    That is certainly a fresh apporach, but like others have said, i can't quite wrap my head around the mountains. It kinda reminds me of... Q-bert.
    I thought it could be my badly rendered mountains, so I ran jezelf's buncklebury beautiful heightfield through inkscape to get a hex tiled heightfield...no better in the mountains than mine:
    Attachment 6488

    I think I might have to simplify the whole range...

    -Rob A>

  8. #18
    Guild Member
    Join Date
    Aug 2008
    Location
    Orlando, Florida, USA
    Posts
    61

    Post

    I think the problem may be in the amount of contrast between the different elevations on the height-map.

    I think flooring the values might work. For example, heights between 0 and 9.99 would round down to 0, sea level. 10-19.99 would round down to 10, as hills. etc.

    If you did go with this system, I would make the height difference on the map be equal to the length of one of the hex's sides.

    I don't even know if this is possible with the system you are using... let me know how it works.

    [Edit] I found what I was looking for in Photoshop... its called "Posterize" (Image > Adjustment > Posterize)... I don't know the GIMP equivalent, so i included an example of the effect
    Attached Images Attached Images
    Last edited by Darken; 09-16-2008 at 02:54 PM.

  9. #19
    Guild Journeyer
    Join Date
    Jul 2008
    Location
    Toronto, Canada
    Posts
    195

    Default

    You could also try changing the origin of the lightsource as to avoid the dark shadows. Perhaps to the front left than the middle right?

    Or rotate the map so the incline of the mountains leads away from the POV and the faces catching the light the most will be more viewable.

    Nice quality render you got there.

  10. #20

    Post

    @Darken - It is posterize in Gimp, too.

    I tried that suggestion and it was still messy. I want back and manually created the heightfield based on the hexes and symbols:
    Attachment 6544

    I also tried it blurred this and run back through my hex tiler:
    Attachment 6545

    Any suggestions on which is better (I'm leaning towards the first)?

    -Rob A>

Page 2 of 4 FirstFirst 1234 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •