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What do "dragon's teeth" look like?

 
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What do "dragon's teeth" look like? - 3/30/2001 10:09:00 PM   
ectizen

 

Posts: 139
Joined: 2/24/2001
From: melbourne, australia
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I currently in the final throes of building the next version of Map Thing (a nifty tool for converting maps to pdf for nice printing and/or storage, for those that don't know - lots of tasty new features, for those that do) and I've encountered a minor problem. When it came to making a map symbol for dragon's teeth, I realised I have no idea what they look like! So I was wondering if anyone has a picture of such things? Also, if someone has an idea for a good, simple "mine" or "minefield" symbol, that wouldn't go astray either! Thanks!

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ectizen's SP:WaW Tools - Map Thing (1.0a), Scenario W
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- 3/30/2001 10:31:00 PM   
Rhodan

 

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I did a quick search for you , here is an addy that shows a pic for dragon's teeth: http://www.armorcast.com/terraform/picture2/729S.jpg as for mines, you can go for either the popular sign of the skull. Today's military version is a small triangle , point facing down , with the word MINE or MINES on it. Either color green or black, it has been a while :)

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[img]http://www.geocities.com/katzzuck/VCFIREFLY.txt[/img]

(in reply to ectizen)
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- 3/30/2001 11:05:00 PM   
ectizen

 

Posts: 139
Joined: 2/24/2001
From: melbourne, australia
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Thanks, Rhodan. I can see how tanks wouldn't like those. My search yielded only lots of dragons, some episodes of Xena and Voyager, and a bunch of wargamers who made dragon's teeth by sticking kitty litter to pieces of felt :) I fear I may be stuck with the skull for mines. Unfortunately, the shape's quite a bit more complex than I'd like, but I certainly won't be able to fit the word "MINES" on my tiny symbols. I'll keep the trianges in mind, though. Hmm... maybe if I just put an "M" on the triangle?

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ectizen's SP:WaW Tools - Map Thing (1.0a), Scenario W

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- 3/31/2001 3:32:00 AM   
Fabs

 

Posts: 444
Joined: 6/5/2000
From: London, U.K.
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Hi, ectizen. I've downloaded your "map thing", but there seems to be no walls or hedges or orchards on it. Is the next version going to cover this? I found it very useful for rooting out all those wrong level 5 hexes.

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Fabs

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- 3/31/2001 6:18:00 AM   
ectizen

 

Posts: 139
Joined: 2/24/2001
From: melbourne, australia
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Fabs, you managed to get me thinking about this ;) (I've been avoiding wall-related things - they're too much like hard work!) The problems with hedges/walls/etc (path and streams, too) is that it seems their shape isn't actually stored as a terrain feature. It looks like the shape only appears in the tile image. What I've done with paths, is simply to connect every pathed hex with every neighbouring pathed hex. This leads to some very elaborate paths getting drawn when the paths are close together. From memory, if you feed scen001.dat (No Easy Place, or something liek that) to Map Thing, you'll see what can happen when this approach goes overboard - check the area along the northern edge of the central town. This is one of the reasons I've been reluctant to add any more of this style of feature. That being said however, I do have some thoughts as to how to approach this, but it won't make the next version (0.3) which comes out shortly. Look for it in 0.4. A question: would it be important for hedges/walls/etc to look different? I'm running out of unique ways to portray "lined" features (these will probably be a dotted grey line). Orchards. These are somewhat simpler, and will make it into 0.3. If I have the time, they'll have their own symbol (4 small green circles), if not they'll look just like forest (but will be changed for 0.4). Well, that covers those terrain features. I hope you're not about to bring up the dreaded topic of rice paddies now? :)

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ectizen's SP:WaW Tools - Map Thing (1.0a), Scenario W

(in reply to ectizen)
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