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RE: Maps for MWIF - 1/29/2006 9:57:47 AM   
stretch

 

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ok yeah sure Hull/Sheffield could use a little more thickening.. and I agree with Steve on the one that needs more attention. But honestly, since the code will prevent the move of a unit across impassable hexsides, if I interpret the map wrong and the game stops me I'll look at the map again and say.. oh ok I understand.

(in reply to lomyrin)
Post #: 421
RE: Maps for MWIF - 1/29/2006 1:38:35 PM   
Froonp


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quote:

Notice the pretty lake hexsides.

No Lake hexsides here, only coasts.

(in reply to Shannon V. OKeets)
Post #: 422
RE: Maps for MWIF - 1/29/2006 1:40:35 PM   
c92nichj


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All good work! I'm happy with all the rivers and coastlines.

(in reply to Shannon V. OKeets)
Post #: 423
RE: Maps for MWIF - 1/29/2006 1:45:53 PM   
Froonp


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quote:

The upper portion of the lake is off the WIF FE map, so they will need to be completed by the artist by hand.

There is one more hexrow above this screenshot who is also on the WiF FE European Maps.

(in reply to Shannon V. OKeets)
Post #: 424
RE: Maps for MWIF - 1/29/2006 1:47:03 PM   
Froonp


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Tha said, this is a very very beautiful work, and I can't wait to see the whole map to scroll around during hours !!!

(in reply to Froonp)
Post #: 425
RE: Maps for MWIF - 1/29/2006 3:39:12 PM   
Rooboy

 

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quote:

ORIGINAL: Shannon V. OKeets

The issue of which cities to include does affect game play. While the CSV files can be edited by the players and cities added or removed more or less as the player chooses (where's Berlin?), a standard/default should be established. Unless I miss my guess, whetever MWIF uses as the default will become the defacto standard. New players to the world of WIF are unlikely to edit the map files to make them match a WIF FE official version. My personal preference on this is to definitiely exclude anything that is post-August 1945 since that is the end of the standard global war scenario (the latest end date for any of the 11 scenarios in fact).


G'day Steve.

Does this mean you can also add names of rivers, mountain ranges and other geographical features that aren't the default for the map? Got the atlas out and did the same on my maps of WiF FE before I had them put on backing boards and laminated. Just added to the general atmosphere of the games I played.

(in reply to Shannon V. OKeets)
Post #: 426
RE: Maps for MWIF - 1/29/2006 5:16:05 PM   
Froonp


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quote:

Does this mean you can also add names of rivers, mountain ranges and other geographical features that aren't the default for the map? Got the atlas out and did the same on my maps of WiF FE before I had them put on backing boards and laminated. Just added to the general atmosphere of the games I played.

That would be great too.
I'm sure there would be rapidly lots of customized CSV files for the maps, made by people like you and I.
I hope it will be possible !

Oh, a remark I forgot to make : I find the river names still too big and too bold. But that's really not a big deal, the maps are really beautiful !

(in reply to Rooboy)
Post #: 427
RE: Maps for MWIF - 1/29/2006 8:23:41 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Rooboy
quote:

ORIGINAL: Shannon V. OKeets

The issue of which cities to include does affect game play. While the CSV files can be edited by the players and cities added or removed more or less as the player chooses (where's Berlin?), a standard/default should be established. Unless I miss my guess, whetever MWIF uses as the default will become the defacto standard. New players to the world of WIF are unlikely to edit the map files to make them match a WIF FE official version. My personal preference on this is to definitiely exclude anything that is post-August 1945 since that is the end of the standard global war scenario (the latest end date for any of the 11 scenarios in fact).


G'day Steve.

Does this mean you can also add names of rivers, mountain ranges and other geographical features that aren't the default for the map? Got the atlas out and did the same on my maps of WiF FE before I had them put on backing boards and laminated. Just added to the general atmosphere of the games I played.


Yes.

After thinking about this a bit more, I don't think you can remove names from the name file. The unique numbers/IDs for existing names have to be preserved or else the software could very well crash. What I will do instead is check the name and if it is 'None', them simply not display it on the screen. That has the effect of removing the name during play.

Removing or adding a city or port or factory or resource requires changes to another file as well. That is because they are more than mere labels.

New names can simply be appended to the file. The font size and color can be set individually for each name.

Now let me also state very clearly, that I do not see an editor for the maps or units or any other aspect of the game as part of MWIF product 1.

Access to the data through the CSV files provides the ability to modify a lot of things in the program. But the program is not checking that the changes made are valid in any way, shape, or form. Damaging the CSV files will be easy to do. Add an extra comma to any of them and there is a 99% probability that the program won't run at all. So, the capability will exist but with all kinds of signs and warning labels scattered about like you see near high power electric lines.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Rooboy)
Post #: 428
RE: Maps for MWIF - 1/29/2006 8:26:00 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Rooboy

G'day Steve.

Does this mean you can also add names of rivers, mountain ranges and other geographical features that aren't the default for the map? Got the atlas out and did the same on my maps of WiF FE before I had them put on backing boards and laminated. Just added to the general atmosphere of the games I played.


I forgot to mention, ...

Many, many river names are missnig from the map and I intend to add them. The Rhine for example!

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Rooboy)
Post #: 429
RE: Maps for MWIF - 1/29/2006 8:30:39 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

quote:

The upper portion of the lake is off the WIF FE map, so they will need to be completed by the artist by hand.

There is one more hexrow above this screenshot who is also on the WiF FE European Maps.


Part of my correcting the registration was to add 5 rows of pixels to the top of the topmost hexrow. Which means that hexrow is damaged at present. So is the bottommost hexrow (below Suez). We'll get those fixed when the map segments above and below are completed. I think of each map segment as overlapping one hex row and column with the adjoining sections (sound familiar?).

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 430
RE: Maps for MWIF - 1/29/2006 10:30:42 PM   
dhatchen

 

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quote:

ORIGINAL: Shannon V. OKeets

Thank you for your offer.

Why don't you send me an email to Steve@PatternDiscovery.us so we can continue this discussion off-line.




...and so we gain another

(in reply to Shannon V. OKeets)
Post #: 431
RE: Maps for MWIF - 1/30/2006 1:22:20 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: lomyrin

To my eyes the Nantes hex still needs better clarity in the south where the river goes into Bay of Biscay.

The Hull/Sheffield bay could also be more definite all the way to the end of the common hex borders. As shown there is still a small part that can be mistaken for a connection.

Lars



I can't find my notes on this. Is the Nantes hex suppose to be an all sea hexside or not?

_____________________________

Steve

Perfection is an elusive goal.

(in reply to lomyrin)
Post #: 432
RE: Maps for MWIF - 1/30/2006 1:39:11 AM   
Shannon V. OKeets

 

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Someone asked about the refresh rate and I said I had to work on it. I can't track down that post - or else I would answer it now.

Anyway, status is that I have cleaned up a lot of the code and the screen refreshes faster, but not as fast as I want.

(1) It is fine at all levels of zoom if you jump around by clicking on the global map.
(2) It is always fine at levels 7 and 8 zoom (high detail).
(3) It is fine at all levels of zoom if there are few rivers, lakes, rail lines, and names. It is primarily the first two that slow things down.
(4) It is fine at all levels of zoom if you scroll vertical (up or down).

(5) It is slower going to the right than it is going to the left (3 or 4 times slower?). I will investigate eventually, to find out why. The scrolling code was all written by Chris and I haven't delved into it. For now, however, I am moving on to other things of more importance.

(6) It actually is very good under all circumstances on my machine, running at 2.53 GHz. However, I am being very picky about this because I expect there to be some players with slower machines (1 GHz CPUs).

Aside from #5 I am going to wait and see what the beta testers say. It is very difficult to run timing studies when everything happens so fast. For example, a complete scroll from London to Moscow at the lowest resolution (zoom level 1), with everything on, takes about 8 seconds. My ability to control the stopwatch and detect when Moscow appears is poor, so that is an average of a set of bad measurements. The London to Moscow section of the map has the greatest concentration of map elements so it is the slowest test I could devise.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 433
RE: Maps for MWIF - 1/30/2006 3:46:58 AM   
lomyrin


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At least in CWiF the Southeast hexside of St Nazaire is all sea. The river emptying into the Bay of Biscay is shown following the two southern hexsides of Nantes to the junction of the St Nazaire and Nantes hexes where the ocean begins.

If this corresponds to the real geography of the area or not I do not know.

Lars


(in reply to Shannon V. OKeets)
Post #: 434
RE: Maps for MWIF - 1/30/2006 4:32:20 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: lomyrin

At least in CWiF the Southeast hexside of St Nazaire is all sea. The river emptying into the Bay of Biscay is shown following the two southern hexsides of Nantes to the junction of the St Nazaire and Nantes hexes where the ocean begins.

If this corresponds to the real geography of the area or not I do not know.

Lars




I was just looking for a rules clarification, which you provided. Thanks. Now I know to enhance the small river segment rather than remove it.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to lomyrin)
Post #: 435
RE: Maps for MWIF - 1/30/2006 8:51:42 AM   
Neilster


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I've been away camping for a few days and I've only had time to skim all the posts I've missed. I know they look like the ones in the WiF FE maps but to me the rail-lines look like tape-worms. Does anyone think that a darker colour and perhaps a single line with crossing bars would look better? IMHO the current ones look too biological and not man-made/mechanical enough. The tape-worm "segments" are not uniform in size and appear to suggest a "direction". I don't think it's necessary to suggest two tracks as we are providing a generalised symbol that might actually represent several rail lines side-by-side or running close together. I know this won't be popular but I thought I'd throw it in anyway.

Cheers, Neilster

(in reply to Shannon V. OKeets)
Post #: 436
RE: Maps for MWIF - 1/30/2006 8:56:07 AM   
Froonp


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Passage from Nantes to 1828 is possible.
Edit : And the southeast hexside of St Nazaire is not all sea
Look (2004 maps) :




Attachment (1)

(in reply to Shannon V. OKeets)
Post #: 437
RE: Maps for MWIF - 1/30/2006 10:18:23 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

Passage from Nantes to 1828 is possible.
Edit : And the southeast hexside of St Nazaire is not all sea
Look (2004 maps) :




Yes, that is what I got from reading Lars' post.

MWIF displays more of the river on the questionable hexside then the paper map, reducing the likelihood of interpreting it as an all sea hexside. However, I will strengthen the river a bit to make it even clearer.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 438
RE: Maps for MWIF - 1/30/2006 5:33:40 PM   
amwild

 

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quote:

ORIGINAL: Shannon V. OKeets

quote:

ORIGINAL: amwild
I thought that in the atlantic and mediteranean at least, you could overlay the hex dots and sea-box info over a copy of the Kriegsmarine position chart - you know, the one where you describe a location with two letters followed by two numbers, e.g. Malta is CN34, New York is CA51, etc... I don't know if ther is any similar sort of chart for the pacific or other ocean areas.

Whatever you decide to use as decoration in open sea areas, I would suggest that you have an option to toggle this decoration on or off, and make it clear in the options and help files that this decoration has no game effect.


Actually, my total knowledge concerning Kriegsmarine charts comes from what you wrote in your post. They talk about blissful ignorance, and I am a happy kind of guy.

So, you will have to give me a better understanding of what you envision. Would there be one identifier per sea area? Or more? Would the font size be the same as for the sea area or smaller - if smaller, comparable to the size which other map labels?


Steve,

I have since done some more research, and there are some sites that give more details on the Kriegsmarine charts:

http://www.german-navy.de/kriegsmarine/articles/feature6.html
http://uboat.net/maps/grid.html
http://home.att.net/~rodney.j.martin/gridmap.htm

Unfortunately, even though it is stated that these charts were made for the entire world's seas, I have only ever seen them for the Atlantic - on the net or otherwise. I have copies of the atlantic maps from the sub-sim games "Aces of the Deep" and "Silent Hunter III", though scanning them and sending you an electronic copy would result in a rather large set of files, and might breach copyright.

The Kriegsmarine grid system does not correspond to the sea areas used in WiF. Since you were talking about decoration, I thought that overlaying a version of the grid onto empty sea areas would be an artistic touch relevant to the WWII period.

I thought that if the grid was painted over the map as vector art plus text, its size would be relatively small compared to a bitmap. Of course, if you are having frame rate problems, these charts or any other decoration probably won't help.

(in reply to Shannon V. OKeets)
Post #: 439
RE: Maps for MWIF - 1/30/2006 5:54:44 PM   
Ballista


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The maps are looking great ! One thing though- would it be possible to "lighten" the rivers a bit so that they stand out a little more- they appear to fade into the background terrain a bit (or is this because of the screenshot process, or just my fading eyes ?).....

- Don

(in reply to amwild)
Post #: 440
RE: Maps for MWIF - 1/30/2006 7:10:43 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Ballista
The maps are looking great ! One thing though- would it be possible to "lighten" the rivers a bit so that they stand out a little more- they appear to fade into the background terrain a bit (or is this because of the screenshot process, or just my fading eyes ?).....

- Don


The artist supplied me with the equivalent of scanned images from the WIF FE paper maps. The colors for the rivers are basically 2 on the paper maps: an interior light blue and a dark blue outline. The computer translates this into a screen image using anti-aliasing and there are 30 or 40 different shades of blue in the images I received. The anti-aliasing was done against a white background.

What I have done is use 3 shades of blue, matching the 2 from the paper map exactly and adding a third, lighter shade for some of the anti-aliasing effects. These bitmaps take up an enormous amount of room and I have compressed them to 4 colors (no river/lake being the 4th) and done several other programming tricks to reduce the amount of memory they need. As always there are tradeoffs between memory, speed, and functionality. In this case the functionality is the rendered image on the screen. Speed is the refresh rate, and memory is the constraint imposed by Microsoft on the 'amount' of bitmaps available at one time in program memory. I am pushing all 3 of those constraints pretty hard.

So, I have complete control over changing the 3 shades of blue, but beyond that, I do not feel like investing any more time. For example, I could make the rivers the same color as the blue of the label for the rivers. Now all the labels are true type fonts so they all are antialiased against whatever background terrain. That makes them appear very crisp to the human eye. That was done by programmers better than I who really got into the nitty-gritty of fonts (a world in an of itself - their is a magazine deciated just to fonts). Getting the rivers to appear as crisp involves a whole lot more work (many months).

On your suggestion, I'll play around with the 3 shades of blue I am using. Following the paper map seemed like a good idea, but since we have changed all the backgrounds/terrain against which they appear, perhaps something else will look better.

--------
Rail lines.

I am using 2 colors here, a pale yellow and a dark brown. I played around with 30 or 40 different colors in different combinations, including things like pink and lavender, just to see what would happen. Many of the combinations make the rail lines too dominate (substituting black for brown for instance, or a stronger yellow for the pale yellow).

The thinness of the rail makes this especially hard to do when done in combnation for all 8 levels of zone. I have gone with a thickness about the same as the rivers. A little thicker actually; on the paper maps the rail lines are little thinner. These are very subtle differences though. What I am doing now is using different thicknesses for the rail lines at different levels of zoom. The changes are only a single pixel, so they all look the same to the human eye. The reason I am using different sizes is to avoid the outlines disappearing. The multiple angles the rail lines trace on the map can make things go awry.

I do not have canned software routines for drawing outlined lines of varying thickness, with cross hatch. I created all my own from scratch. Again the size of the 'crossties' was a major problem. If it is too thin, they disappear. If they are too thick, they become splotchy. The whole thing is way too far into the artistic realm for my disposition and training. Math and geometry I understand completely, colors ... not so much.

But still, after working with the rivers, I know that my decision to do the rail lines with software rather than as overlays, was the right one. Besides saving the time and effort they would have required from the artist, rendering them as bitmap overlays on the screen wouldn't have been feasible.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ballista)
Post #: 441
RE: Maps for MWIF - 1/30/2006 7:21:39 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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quote:

ORIGINAL: amwild

quote:

ORIGINAL: Shannon V. OKeets

quote:

ORIGINAL: amwild
I thought that in the atlantic and mediteranean at least, you could overlay the hex dots and sea-box info over a copy of the Kriegsmarine position chart - you know, the one where you describe a location with two letters followed by two numbers, e.g. Malta is CN34, New York is CA51, etc... I don't know if ther is any similar sort of chart for the pacific or other ocean areas.

Whatever you decide to use as decoration in open sea areas, I would suggest that you have an option to toggle this decoration on or off, and make it clear in the options and help files that this decoration has no game effect.


Actually, my total knowledge concerning Kriegsmarine charts comes from what you wrote in your post. They talk about blissful ignorance, and I am a happy kind of guy.

So, you will have to give me a better understanding of what you envision. Would there be one identifier per sea area? Or more? Would the font size be the same as for the sea area or smaller - if smaller, comparable to the size which other map labels?


Steve,

I have since done some more research, and there are some sites that give more details on the Kriegsmarine charts:

http://www.german-navy.de/kriegsmarine/articles/feature6.html
http://uboat.net/maps/grid.html
http://home.att.net/~rodney.j.martin/gridmap.htm

Unfortunately, even though it is stated that these charts were made for the entire world's seas, I have only ever seen them for the Atlantic - on the net or otherwise. I have copies of the atlantic maps from the sub-sim games "Aces of the Deep" and "Silent Hunter III", though scanning them and sending you an electronic copy would result in a rather large set of files, and might breach copyright.

The Kriegsmarine grid system does not correspond to the sea areas used in WiF. Since you were talking about decoration, I thought that overlaying a version of the grid onto empty sea areas would be an artistic touch relevant to the WWII period.

I thought that if the grid was painted over the map as vector art plus text, its size would be relatively small compared to a bitmap. Of course, if you are having frame rate problems, these charts or any other decoration probably won't help.


Thanks. So now I know a smidgen about the Kriegsmarine grid system.

For MWIF, I have trouble seeing how to incorporate it. Doing so would add historical verisimilitude, which is a big plus. There is the problem of it overwhelming everything else though. And just doing tidbits of it seems inappropriate. The strength of the system is its all inclusive solution to locating specific points in the ocean in a system that is easier to grasp than longitude and latitude. Displaying the numbers in a few locations would look weird (IMO). It also would call into question the MWIF map of the world - if it didn't align perfectly with the Kriegsmarine map.

I'll keep it in mind, for I like its historical links.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to amwild)
Post #: 442
RE: Maps for MWIF - 1/30/2006 9:02:47 PM   
mlees


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From: San Diego
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quote:

Aside from #5 I am going to wait and see what the beta testers say. It is very difficult to run timing studies when everything happens so fast. For example, a complete scroll from London to Moscow at the lowest resolution (zoom level 1), with everything on, takes about 8 seconds. My ability to control the stopwatch and detect when Moscow appears is poor, so that is an average of a set of bad measurements. The London to Moscow section of the map has the greatest concentration of map elements so it is the slowest test I could devise.


Did you time this with units on the map as well? I imagine that they will slow things up a little as well, especially when you are zoomed in close enough to see the "scanned" planes-in-flames pictures...

(in reply to Shannon V. OKeets)
Post #: 443
RE: Maps for MWIF - 1/30/2006 9:16:15 PM   
Shannon V. OKeets

 

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From: Honolulu, Hawaii
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quote:

ORIGINAL: mlees

quote:

Aside from #5 I am going to wait and see what the beta testers say. It is very difficult to run timing studies when everything happens so fast. For example, a complete scroll from London to Moscow at the lowest resolution (zoom level 1), with everything on, takes about 8 seconds. My ability to control the stopwatch and detect when Moscow appears is poor, so that is an average of a set of bad measurements. The London to Moscow section of the map has the greatest concentration of map elements so it is the slowest test I could devise.


Did you time this with units on the map as well? I imagine that they will slow things up a little as well, especially when you are zoomed in close enough to see the "scanned" planes-in-flames pictures...



No, I didn't.

At the present I do not have the high res air and naval units with which to do that. It shouldn't be much different from the other units though. All the units at high resolution have some processing associated with rendering them on the map. The air and naval bitmaps are probably slightly faster to draw than all the bits and pieces of the land units - just a guess.

Of course, I haven't timed the screen refresh using any units yet! I'll get around to it soon. I was focused directly on making the map refresh faster, since that was the fundamental problem.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to mlees)
Post #: 444
RE: Maps for MWIF - 1/30/2006 9:33:10 PM   
Ballista


Posts: 183
Joined: 1/21/2005
Status: offline
quote:

ORIGINAL: Shannon V. OKeets

quote:

ORIGINAL: Ballista
The maps are looking great ! One thing though- would it be possible to "lighten" the rivers a bit so that they stand out a little more- they appear to fade into the background terrain a bit (or is this because of the screenshot process, or just my fading eyes ?).....

- Don


The artist supplied me with the equivalent of scanned images from the WIF FE paper maps. The colors for the rivers are basically 2 on the paper maps: an interior light blue and a dark blue outline. The computer translates this into a screen image using anti-aliasing and there are 30 or 40 different shades of blue in the images I received. The anti-aliasing was done against a white background.

What I have done is use 3 shades of blue, matching the 2 from the paper map exactly and adding a third, lighter shade for some of the anti-aliasing effects. These bitmaps take up an enormous amount of room and I have compressed them to 4 colors (no river/lake being the 4th) and done several other programming tricks to reduce the amount of memory they need. As always there are tradeoffs between memory, speed, and functionality. In this case the functionality is the rendered image on the screen. Speed is the refresh rate, and memory is the constraint imposed by Microsoft on the 'amount' of bitmaps available at one time in program memory. I am pushing all 3 of those constraints pretty hard.

So, I have complete control over changing the 3 shades of blue, but beyond that, I do not feel like investing any more time. For example, I could make the rivers the same color as the blue of the label for the rivers. Now all the labels are true type fonts so they all are antialiased against whatever background terrain. That makes them appear very crisp to the human eye. That was done by programmers better than I who really got into the nitty-gritty of fonts (a world in an of itself - their is a magazine deciated just to fonts). Getting the rivers to appear as crisp involves a whole lot more work (many months).

On your suggestion, I'll play around with the 3 shades of blue I am using. Following the paper map seemed like a good idea, but since we have changed all the backgrounds/terrain against which they appear, perhaps something else will look better.

(...)


I think the non-straight rail lines rock ! Keep up the good work (and don't ignore the most important things- family, friends, golf. etc etc....

I just had a thought (and not an original one at that...). How hard would it be for the orient the River names toted at angles (maybe 60 degree angles) so as to make them stand out, but not on the same visual "plane" as the city and country names ?

(in reply to Shannon V. OKeets)
Post #: 445
RE: Maps for MWIF - 1/30/2006 10:08:44 PM   
Ballista


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Just re-read what I wrote and think a picture is better than words. I couldn't exactly match the font and size, but I put some examples on the map.

(Note- not sure how this Jpg will look, as its the 1st one I've uploaded here.)


Saone- ran out of space. Did the other 2 rivers though.




I left the other labels in place (couldn't figure an easy way to remove them without seriously defacing the image.)

Just some food for thought.....

Attachment (1)

< Message edited by Ballista -- 1/30/2006 10:11:17 PM >

(in reply to Ballista)
Post #: 446
RE: Maps for MWIF - 1/30/2006 10:44:20 PM   
Shannon V. OKeets

 

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Every time I have tried to understand the documentation (Microsoft's) on placing text at an angle I have come away very frustrated. Either the people who write that stuff do not know what they are writing about, have no grasp of the English language, use acronyms without any explanations of what they mean, and/or make references to other concepts that are totally unexplained. Mostly it is a combination of all of the above. I am very close to believing that they have never made it work, or not ungraded it when they did newer versions of the software. I could be mistaken, but if I am, then they have done an outstanding job of keeping how it works shrouded in an enigma.

I have 5 or 6 books that should cover the subject, plus the world of the Internet at my disposal, but still can't make heads or tails out of how to do it. Just to put this in context, I have programmed for over 35 years and taught myself all 6 of the programming languages I have written tons of code in. Figuring things out is what I do for a living. Microsoft documentation is about as low in my estimation as it is possible to get.

Slanting text is very hard. If the visual were a single size, then it would be no problem. But zooming in and out makes things very tricky when employing anti-aliasing for the lettering. The straightforward rotation of 90 degrees that I did by hand for the lettering on the units can't be done as readily at 45 degrees.

I have trouble justifying the labor (and frustration) involved.

[Oh, and yes, this is a sore point. I do not like failing to master software techniques.]

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ballista)
Post #: 447
RE: Maps for MWIF - 1/30/2006 10:55:32 PM   
Ballista


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I do not like failing to master software techniques.]

Don't fell too frustrated- I've become a MASTER at failing to master software techniques (hence my migration to Database Administration)....

(in reply to Shannon V. OKeets)
Post #: 448
RE: Maps for MWIF - 1/31/2006 7:43:45 AM   
cinsulan

 

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quote:

ORIGINAL: Shannon V. OKeets
Microsoft documentation is about as low in my estimation as it is possible to get.


Welcome to the world of Win32 API documentation

You might have read it, but here is a link that might help ( assuming you are using GDI ).
MSDN Windows Font Mapping Check the Font Rotation section.

Keep up the good work!

(in reply to Shannon V. OKeets)
Post #: 449
RE: Maps for MWIF - 1/31/2006 11:26:56 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: cinsulan

quote:

ORIGINAL: Shannon V. OKeets
Microsoft documentation is about as low in my estimation as it is possible to get.


Welcome to the world of Win32 API documentation

You might have read it, but here is a link that might help ( assuming you are using GDI ).
MSDN Windows Font Mapping Check the Font Rotation section.

Keep up the good work!



Thanks for trying to help, but the reference is fairly typical for what I have found.
quote:

Font Rotation
An application specifies the desired rotation of a logical font using the lfEscapement and lfOrientation attributes. The main font mapper does not use these attributes in its font selection process—no penalties are assessed for candidate fonts that are not rotated or rotatable—but the shortcut method does not choose a raster font if either of these attributes is nonzero. The key issue here is that not all fonts, raster fonts especially, can be rotated effectively. Because font rotation is not a factor in the mapping, it is possible that the chosen physical font is not able to rotate as desired by the application. Fonts that do rotate are TrueType fonts, the vector fonts, and some device fonts. It is wise for an application that desires rotated fonts to specifically ask for a font that the application knows can actually be rotated.


How to actually rotate a font is not discussed. There are phrases/sentences about assigning/mapping different types of fonts and the bad effects that might result. but there is nothing about the actual code that would cause a font to be rotated. This article is also from 1992 and talks about the differences between Windows 3.0 and 3.1.

Look at that second sentence, it contains 5 negatives (not, no, not, not, non). What a stellar writing style!

All in all , it is an excellent example of the documentation I have found on the subject. It seems most "authors" (using the word very generously) just take what Microsoft has written on a topic, shove the words around a little, and print a book. Almost every discussion on rotating fonts will talk about the difficulties in assigning/mapping fonts. Who cares? I just want to take a true type font and rotate it X degrees. An example would sure be nice, the more simplistic, the better.

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Perfection is an elusive goal.

(in reply to cinsulan)
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