Andrew Brown -> RE: Maps without text (11/26/2010 2:55:49 AM)
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ORIGINAL: fcharton Thanks a lot, no rush of course. The best format would be a map without text, and a separate file with the text and its position (left or centre hex). A blank map I should be able to provide fairly easily. A list would be harder, but it is something you can do yourself if you us WitPLoadAE to get the base data. quote:
A quick question... The hexes on the game map are not hexes, basically they are 42 pixels across, and 38 between two hexrows. The real value should be about 36 (that's sqrt(3)/2 * 42). I have noticed, though, that the game engine seems to be compensating for that. I remember reading somewhere, perhaps on this thread, actually, that this is a feature of the Witp exe. Does it mean that any "user map" should abide with this slight stretch of the vertical dimension? Good question, and you are correct - the WitP hexes are stretched vertically by about 5% as compared to true hexes. I offered to correct this when I started designing the AE map, and wanted to do so, but it was vetoed, so the AE hexes are exactly the same shape as the old WitP hexes. I compensated for that by stretching the AE map vertically by the same proportion before adding the hex overlay. That makes the game distances more correct (since they are calculated using the hexes), but means that the art is stretched by 5%, which is not very noticeable unless you are looking for it. Andrew
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