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 Post subject: Dots for hex centers
PostPosted: Wed May 25, 2011 6:56 pm 
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Private First Class
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Joined: Wed May 25, 2011 6:51 pm
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Is it possible to add center dots in each hex? Used for determining line of sight.

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~Billy Connolly


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 Post subject: Re: Dots for hex centers
PostPosted: Wed May 25, 2011 10:46 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
Quote:
Is it possible to add center dots in each hex? Used for determining line of sight.
Not a bad idea for a future addition. For now, I'd suggest three workarounds, depending on your requirements:

1) Make a custom Terrain hex, that is all magenta except for a dot or small cross at the center of the hex, and add it to the Palette and paint it everywhere for terrain. Won't work well if you want to add other terrain instead, and other items will cover it.

2) Make a custom Feature hex as per above. Allows you to use custom Terrains, but would eliminate other Features in such hexes.

3) Make a custom Detail hex as per the above. This will always cover other hexes, so will normally be best, but it means you can't use other Details in the same hex.

4) Make a custom Add-On hex as per the above. This can always be placed over top of everything, and will look great, but would be a bit of a paint to add. You can add one per the normal routine, then Shift-Click to add others. You'll have to Shift-Click on every hex to paint them everywhere.

I'd go with 3 as the best workaround, but it will depend on what else you want on the map.

You could also make a carefully composed Background with the dots on it, which will replicate across the entire map. It would have to cover a 2 x 2 hex area and would require some trial and error. Main problem is /everything/ you add would go over the dots.

By far the best thing would be for me to add the option to the code, but I'm not sure when I could get to it.

Anyhow, hope this helps in the meantime. Please don't let me forget to add this good feature in the future, though. ;-)

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Thu May 26, 2011 3:58 am 
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Supreme Mugwump
Supreme Mugwump

Joined: Wed Dec 06, 2006 3:42 pm
Posts: 3183
for printed maps with center-dots u could try to print out map as normal, then print a map with center points but otherwise empty over it.

then, i have not used the prog for a while, isn`t it possible to export as a graphic? then exporting the maps(the actual map plus the map with the dots) and putting tham together with a graphic-program could also work. this would be preferable if u have to pay for the print...

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typos and spelling-mistakes are property of the finder. english is not my mother-tongue.


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 Post subject: Re: Dots for hex centers
PostPosted: Thu May 26, 2011 7:21 am 
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Private First Class
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Joined: Wed May 25, 2011 6:51 pm
Posts: 11
Thanks for all the suggestions.

I will likely either try #3 or work something out with photoshop for now.

I use the software for Axis and Allies Mini's game and while most of the terrain was the same I have added some of the graphics that are different from yours. We print them out and play as well as Play-by-Post with them and a dice roller also.

A few more questions if I may.....

There must be a limit to the number of add-ons per sheet? I have got to the point several times where it would not lay out anymore add-ons.

I am not able to turn off the terrain description for Rough, Heavy and Light woods in the Map properties window. ??? Anything else I tick in Map properties enables itself except for the woods terrain.

Heres a demo map of a portion of the 4 sheet city of Stalingrad map we are getting ready for a big campaign.

Image

Cheers
Ober

PS - @ Rick. Wizards of the Coast (Makes Axis and Allies) no longer makes maps for this game due to poor profiits. You can buy very expensive maps from players but I can see that there would be a small market for a modified version of your map software. HINT-HINT

_________________
I've always wanted to go to Switzerland to see what the army does with those little red knives.
~Billy Connolly


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 Post subject: Re: Dots for hex centers
PostPosted: Thu May 26, 2011 9:44 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
Nice looking map. BTW, you can eliminate the BattleTech logo and copyright information from the Map Properties > Title/Credits/Description tab. These don't really apply to maps you make for another game.
Quote:
Thanks for all the suggestions.
No problem. Hope they help.
Quote:
There must be a limit to the number of add-ons per sheet? I have got to the point several times where it would not lay out anymore add-ons.
Yeah, I'm sure there's a limit. Not sure what it is offhand. Should change that at the same time as adding the center dots, probably. Fact is, the limit would no doubt make using Add-Ons impractical for this purpose.
Quote:
I am not able to turn off the terrain description for Rough, Heavy and Light woods in the Map properties window. ??? Anything else I tick in Map properties enables itself except for the woods terrain.
The text is part of the hex information, and will be printed if it exists. If you never (or sometimes don't) want the titles, I'd suggest saving the Basic Palette as a new Custom palette, then edit the graphics to eliminate the text you don't want.
Quote:
PS - @ Rick. Wizards of the Coast (Makes Axis and Allies) no longer makes maps for this game due to poor profiits. You can buy very expensive maps from players but I can see that there would be a small market for a modified version of your map software. HINT-HINT
That's a possibility. Maybe just custom palettes would do the job, and the program wouldn't need changing. That being the case, I'd be happy to post the palettes and graphics that you or someone else would provide on my web site, for users to download. Spread the word; that might work. ;-)

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Thu May 26, 2011 11:41 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
The suggested center dot change was just so logical, and usable by all, that I'm going ahead and making this change to the program. It won't take me long, and I should have a new update available tomorrow. I am doing the following:

* Allowing for 4 types of center dot (5, 7 and 9 pixels in diameter, based on full resolution, giving dot sizes of about .03"/.6mm, .04"/1mm and .05"/1.3mm, or small crosshairs about .12"/3mm in size), or no dot at all.

* Increase the allowable number of Add-On graphics by about a factor of 5.

I also corrected a problem where some items could incorrectly appear on top of the Preview screens.

As far as hiding the Woods hex text and such, I still think that should be done with a different palette. Or just adding a palette with the features that you don't want text for. But you can also change the Font Size on Features to the smallest size (5), non-Bold, and even choose a solid color that blends with the background, and the text would then be much less noticeable.

Any other (easy) changes that should be added?

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Fri May 27, 2011 7:27 pm 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
Quote:
Any other (easy) changes that should be added?
[remembers only hard suggestions] :sad:

_________________
[url=http://www.hitbox.tv/hmpgoose]Goose - The Egyptian God of Frustration[/url]

"He closes his eyes and remembers the night splattered with brightness, the sudden flare of erupting fuel, the mad chase as, supersonic, he bobbed and weaved among the hills and valleys of the Ozarks, the laws on his tail, burning for home …"


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 Post subject: Re: Dots for hex centers
PostPosted: Sat May 28, 2011 8:43 pm 
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Private First Class
Private First Class

Joined: Wed May 25, 2011 6:51 pm
Posts: 11
Quote:
The suggested center dot change was just so logical, and usable by all, that I'm going ahead and making this change to the program. It won't take me long, and I should have a new update available tomorrow. I am doing the following:

* Allowing for 4 types of center dot (5, 7 and 9 pixels in diameter, based on full resolution, giving dot sizes of about .03"/.6mm, .04"/1mm and .05"/1.3mm, or small crosshairs about .12"/3mm in size), or no dot at all.

* Increase the allowable number of Add-On graphics by about a factor of 5.

I also corrected a problem where some items could incorrectly appear on top of the Preview screens.

As far as hiding the Woods hex text and such, I still think that should be done with a different palette. Or just adding a palette with the features that you don't want text for. But you can also change the Font Size on Features to the smallest size (5), non-Bold, and even choose a solid color that blends with the background, and the text would then be much less noticeable.

Any other (easy) changes that should be added?
Thats awesome Rick. Sometimes when we streach out the elastic band the LOS is very close and with the dots we can be sure the decision is fair.

Unfortunatly I do not have any of my own graphics and use WotC graphics and using it without licence would get us into trouble. They allow us to reproduce their maps as long as it is for private use, so I'm OK.

Image
This is called Bluffs, A specialized hill hex with unique LOS abilities and access from only 3 sides. We have Bocages, Rubble, Trenches and a couple of others, but the rest are the same as yours.

One last question. Can you run through getting the update you mensioned installed in my HMM.

Cheers
Ober

_________________
I've always wanted to go to Switzerland to see what the army does with those little red knives.
~Billy Connolly


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 Post subject: Re: Dots for hex centers
PostPosted: Sat May 28, 2011 9:03 pm 
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Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
Quote:
One last question. Can you run through getting the update you mensioned installed in my HMM.
Once it's released it will announced on the forum (and on Rick's mailing list), and the download will be on program updates page:

http://www.heavymetalpro.com/ProgramUpdates.htm

_________________
[b]When life gives you lemons, throw them back and ask for cookies.[/b]
[url]http://210darryl.wordpress.com/[/url]
[img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/flag-ireland.gif[/img]


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 Post subject: Re: Dots for hex centers
PostPosted: Sat May 28, 2011 9:13 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
I was starting to do that last night, updating the web site, etc., when I ran the new HMMap on my Win7-64 machine, and it showed NO graphics! It ran fine on the XP virtual machine, but not on Win7-64, and when I tried debugging with Win7, I'm getting a licensing issue. So, haven't given up by any means (I need to get this process down on my new system), but it won't be available quite as quickly as I'd thought.

Damn.... :sad:

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Sun May 29, 2011 12:33 am 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
[fires up HHM on Win7-64 box]

[fails to have problem]

:o

_________________
[url=http://www.hitbox.tv/hmpgoose]Goose - The Egyptian God of Frustration[/url]

"He closes his eyes and remembers the night splattered with brightness, the sudden flare of erupting fuel, the mad chase as, supersonic, he bobbed and weaved among the hills and valleys of the Ozarks, the laws on his tail, burning for home …"


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 Post subject: Re: Dots for hex centers
PostPosted: Sun May 29, 2011 10:18 am 
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Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
Quote:
[fires up HHM on Win7-64 box]

[fails to have problem]

:o
You're not running the updated version...

_________________
[b]When life gives you lemons, throw them back and ask for cookies.[/b]
[url]http://210darryl.wordpress.com/[/url]
[img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/flag-ireland.gif[/img]


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 Post subject: Re: Dots for hex centers
PostPosted: Sun May 29, 2011 11:15 am 
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Private First Class
Private First Class

Joined: Wed May 25, 2011 6:51 pm
Posts: 11
Thanks guys. I will check back periodicly and watch for the update.

Cheers
Ober

[EDIT] - Just joined your yahoo group so I should be in the loop from now on. Right?

_________________
I've always wanted to go to Switzerland to see what the army does with those little red knives.
~Billy Connolly


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 Post subject: Re: Dots for hex centers
PostPosted: Sun May 29, 2011 12:15 pm 
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Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
Quote:
Just joined your yahoo group so I should be in the loop from now on. Right?
Yep.

_________________
[b]When life gives you lemons, throw them back and ask for cookies.[/b]
[url]http://210darryl.wordpress.com/[/url]
[img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/flag-ireland.gif[/img]


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 Post subject: Re: Dots for hex centers
PostPosted: Tue May 31, 2011 6:48 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
YAHOO!!! :toast:

Well, I've gotten the new release to compile correctly and run on both Win7-64 and WinXP-32. Actually, in the process, I've been able to get everything to work in my development environment on my Win7 machine, without using the XP Mode virtual machine at all, and it /appears/ like I will be able to continue development on Win7, instead of having the complication of using the virtual machine. As I've had a number of problems doing it that way, I'm very pleased that it's now working out this way.

Anyhow, please go to the Program Updates page, where you will find a new update of HMMap which includes the LOS dots. Let me know what you think, okay? ;-)

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Tue May 31, 2011 7:39 pm 
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Village Drunk
Village Drunk

Joined: Sat Sep 15, 2001 8:00 pm
Posts: 4113
Location: Worcester, MA
Everything looks to work great.

Just as an FYI, I did get a Windows warning when I went to run the update because it was "not a commonly downloaded file" or something like that...obviosuly choosing to run it anyway was the option to use. :D

_________________
[b]When life gives you lemons, throw them back and ask for cookies.[/b]
[url]http://210darryl.wordpress.com/[/url]
[img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/flag-ireland.gif[/img]


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 Post subject: Re: Dots for hex centers
PostPosted: Tue May 31, 2011 8:34 pm 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
Zero problems: I didn't even see chi's warning (I use DownThemAll!). Even my funky printer presets are still there.

I do have to say them 1px lines are about invisible, even on my flatpanels; Maybe that should have been a variable? Not that I've test-printed them yet …

_________________
[url=http://www.hitbox.tv/hmpgoose]Goose - The Egyptian God of Frustration[/url]

"He closes his eyes and remembers the night splattered with brightness, the sudden flare of erupting fuel, the mad chase as, supersonic, he bobbed and weaved among the hills and valleys of the Ozarks, the laws on his tail, burning for home …"


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 Post subject: Re: Dots for hex centers
PostPosted: Tue May 31, 2011 9:45 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
Quote:
Zero problems: I didn't even see chi's warning (I use DownThemAll!). Even my funky printer presets are still there.
Not surprising. That part didn't change.
Quote:
I do have to say them 1px lines are about invisible, even on my flatpanels; Maybe that should have been a variable? Not that I've test-printed them yet …
I don't have any 1 pixel lines. If you mean the crosshairs, they are supposed to be 3 pixels wide, which I believe is the default for hex lines. I just printed out crosshairs on my Epson MP600 at Fast speed, and if anything, I'd prefer them thinner. Certainly quite visible though (maybe not under woods hex text, though).

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Tue May 31, 2011 9:59 pm 
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MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
I see that the center dots/crosshairs print /under/ the text on in the hex, making them sometimes invisible or indistinct. Do you think the dots should print /over/ the text instead, sometimes making the text less than clear? I think with only on letter of the text made less clear would be preferable than having the dot covered or camouflaged.

What do you think?

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Tue May 31, 2011 11:11 pm 
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Test Pilot
Test Pilot

Joined: Fri Jan 25, 2002 8:00 pm
Posts: 12373
Location: That flattop, up the well, overhead …
The lines for hex-sides tend to be 1px for anything other then solid lines …

_________________
[url=http://www.hitbox.tv/hmpgoose]Goose - The Egyptian God of Frustration[/url]

"He closes his eyes and remembers the night splattered with brightness, the sudden flare of erupting fuel, the mad chase as, supersonic, he bobbed and weaved among the hills and valleys of the Ozarks, the laws on his tail, burning for home …"


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 Post subject: Re: Dots for hex centers
PostPosted: Wed Jun 01, 2011 10:13 am 
Offline
MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
Quote:
The lines for hex-sides tend to be 1px for anything other then solid lines …
That is true. For some reason, anything other than solid line types don't have a thickness option. Drawing dotted lines "manually" would be /very/ slow.

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Fri Jun 03, 2011 2:38 pm 
Offline
MechMeister
MechMeister

Joined: Thu Sep 13, 2001 8:00 pm
Posts: 13482
Location: RCW Enterprises, SC, USA
I just posted an improved version of HMMap with more flexibility with the LOS markers (you can choose 3-15 pixel diameter for them, as well as the same thickness for the crosshairs, and also choose the optional white dot's diameter). They also now draw on top of any text in the hex, so should always be visible.

Once again, go to Program Updates to download the updates.

_________________
Rick
~~~~~
[email]rick@heavymetalpro.com[/email] [img]http://www.heavymetalpro.com/countries/flag-us.gif[/img] [img]http://www.heavymetalpro.com/countries/ ... rolina.gif[/img]

* There are 10 types of people in this world. Those who understand binary and those who don't. *


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 Post subject: Re: Dots for hex centers
PostPosted: Tue Jun 07, 2011 7:44 pm 
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Private First Class
Private First Class

Joined: Wed May 25, 2011 6:51 pm
Posts: 11
Just a quick thanks to Rick and the guys testing this out. Ive been so busy after I moved to a new forum platform that I have not installed this yet. Its one of those situations where if you do not have anywhere to post your maps.....

I do appreciate everyones hard work. :thumbsup:

Ober

Thought you may enjoy seeing a map in Play-by-Post action.

Image

_________________
I've always wanted to go to Switzerland to see what the army does with those little red knives.
~Billy Connolly


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 Post subject: Re: Dots for hex centers
PostPosted: Fri Jun 17, 2011 3:18 pm 
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Recruit
Recruit

Joined: Fri Jun 17, 2011 12:26 pm
Posts: 1
why not

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