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DarkAngel

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Posts posted by DarkAngel

  1. Your best bet with a map is to start with a generic theme of the type of map you want ( Woodland, desert, tropical, arid etc). Then to tailor the theme to how you want the base map to look. Then if you want things like "Winter", "Autumn", "Summer" etc themes for it create those based on the base theme and upload the themes with the map.

  2. I've not played with importing through SB with buildings as polygons. When I've previously done it it was only point data which was accepted. My own system takes the building polygons and seeks to match the size and aspect ratio of the polygons to a list of building types. 

  3. I can probably do some of it for you. As long as you are not in a rush. You would have to group the buildings shape files into categories of SB buildings with maybe some indications of what actual buildings to use. The only bit i couldn't do is import the Lidar data, my internet is terrible and I couldn't deal with downloading and uploading 20gb of data. If I made a base map at 12m resolution maybe DK could import the LIDAR data for you as he has a fast internet connection.

  4. 12 minutes ago, Gibsonm said:

     

    Americans call it that.

     

    "We" UK, Aust, Canada, call it Canister.

     

    To me a "beehive" is an Engineer demolition store (a cratering charge):

     

    https://www.google.com/search?source=univ&tbm=isch&q=beehive+cratering+charge&client=firefox-b-d&sa=X&ved=2ahUKEwiluY_25N7vAhX_zjgGHaGpCCMQjJkEegQIHxAB&biw=1854&bih=1064

    I thought there was a difference between canister and Beehive. Beehive explodes at a set distance.

     

  5. 28 minutes ago, Gibsonm said:

     

    Pretty sure we have 105 Canister.

     

    What I'd like is the APERS round with the range fuze. Detonates at a specified range and delivers the canister like effect "out there" as opposed to Canister's muzzle action / shotgun effect.

    Isn't that what they call beehive?.

  6. 23 minutes ago, stormrider_sp said:

    Although I'm only grasping C# now, I read somewhere about a method to go about with buildings, which I haven't tried myself yet.

    1- If every building or object in a db is a rectangle with its 3d façade face always oriented to its 0 azimuth, then all building align with the closest road or perpendicular to the closest path.

    2- An object randomizer function with its list of possible objects as shapefile attributes.

    Yeah, that's what i did.. sort of.

  7. 19 hours ago, stormrider_sp said:

    Then please tell me, how long would it take you, such an experienced map maker and programmer, to manually create this map, in game, using at best the semi transparent UI method?

     

    By reference, the map on red borders took me about 4 hours to get to this point, which included the time to download and reproject 5m/px spatial resolution DTMs (and export them into a 40km .asc), to note on a paper sheet the SW corner coordinate in LatLog, to download and import the bocage line data (green lines), to download, import, mosaic, automatically semi-supervised classify landsat 8 multi spectral data into 5 types of land cover: water, urban, forests, dark fields and beige fields and then export each feature into their respective area shapefiles, to download, import and join all the road/railway/powerlines sections of the same type and export them into their respective line shapefiles.

     

     

    I wouldn't trust an auto join system in any of the GIS programs i've used. Maybe what you are using is better that what i've tried, all of those use a first pass connect system which does a woefully inadequate job of joining lines for roads. Terrain from landsat is ok if you like pixelated edges to everything, not worth bothering with in my estimation which is why I made my own system for doing it. So the only thing you are going to save time on is the bocage and you would want to hope your GIS software has a good join and simplify routine if you want the game to run with that data imported. The real issue with map creation is buildings and there is no easy, quick way to do that with the SB import tools.

  8. 59 minutes ago, stormrider_sp said:

    I'm sorry if you feel that way. We all love your team, so don't get me wrong, otherwise, we wouldn't be here. But I hope that you can at least understand my and other's disappointment as well. It's a feature that we've been asking for over 10 years now and, most of all, the fact that during these more than 10 years, talented members of this community spent enormous amounts of time undertaking map making projects with the provided low tier tools without knowing that their work could have been done in a mere fraction of the time, the frustration and the struggle, with simple importing tools that exists for as long as steel beasts product itself. It's been there all the time.

    I'm not gonna talk about this anymore, I don't wanna turn this into a drama, but I only hope that others will have full knowledge of this fact before undertaking such projects.

    I really don't know where you get this idea that the work could be done in a "Mere fraction of the time" from. I did try to explain that the Pro editor is exactly the same as the Pro PE editor apart from the import tools. I can assure you the import tools do not open the door to maps in a "Mere fraction of the time". As I previously said the point data for building import does not contain building type or orientation unless someone puts it in there, manually, in a GIS program. On a big map area that could mean manually editing 500,000 point objects. You think this is quicker than the way you do it in the map editor?. ¬¬ Now maybe some data sets do contain this information, I have certainly not seen such in the public domain!. What about joining all the little road segments up into contiguous lines.. You think that is trivial?. I did a hell of a lot of it (and manual digitizing) before I came up with my own tools to make it easier. Pro import tools certainly won't do that for you either. So you have to manually do that in a GIS program, that does not happen in a "Mere fraction of the time". If you think LIDAR data (from the public domain) is going to fix all your issues think again. You have obviously not seen the amount of noise that is in it, nor how badly it lines up with public domain vector data!.

  9. 45 minutes ago, Major duck said:

    <snip> but the paradox is that ESIM with their small staff don't have time to do new maps but at the same time refuse to make a map import tool to the now free EU maps (2m Lidar) <snip>

    Most of the lidar data I've seen isn't worth using TBH, it is terribly noisy. Even the DTM Lidar data which cuts "most" of the trees and vegetation out does not cut out the noise from buildings, bridges and parked vehicles. 

  10. 13 hours ago, stormrider_sp said:

    Without the sb pro importing tools (heightmap, shapefile importers), only top tier users can really be map makers these days. Software and data nowadays are free. You can do basically all the processing in QGIS+SAGA+GRASS and export the data as a ready map to import in Steel Beasts, for free. Think that you can even place all the buildings, objects, forests, areas (...) in a relatively "user friendly" editor and for each feature, give it an attribute that Steel Beasts recognizes to automatically pick the said object. This means that all the job is done in QGIS and then you simply import it in Steel Beasts. Compared to doing all this in the in-game map editor, it takes only a fraction of the time, the effort and the stress.

     

    The only catch is that the importing tools are only available to top tier steel beasts pro users in order to maintain an artificial product marketing positioning and because of this rigid direction, myself speaking, I gave up map making in steel beasts entirely. The map editor provided to low tier pro pe users, compared to the pro counterpart, are, to be very kind, "rudimentary" and only became more so with the new terrain engine. As it was said by others which I agree, without new quality maps being introduced, the new terrain engine is more detrimental to us normal users than the old system. We only got the bad share of it.

    It definitely isn't that simple. For a lot of functions the pro editor and the Basic editor are the same apart from the import tools. I can assure you the import tools do not do everything for you. In your example all you could get for building data is points. These do not set the orientation of the buildings. Plus you would have to go through and manually set types to them all.

    In regards to roads, a straight output to SB is not a good idea. Most of the datasets split roads at every junction. To make this SB compatible you would have to spend hundreds of hours joining all the segments up to make contiguous roads for SB.

    The maps I make for requests are made using a piece of software I wrote myself which does a lot of the heavy lifting from what i said above. I wrote into it a double check road joining routine. I also wrote a very complex piece of code which takes building shape files (as areas) and tries to determine the orientation and closest match building type based on these shapes. This software took me many thousands of hours to write.

  11. 3 minutes ago, ben said:

     

    I did some testing in editor to answer my question;  it appears that the latest created routes always take precidence.

     

    So; conditioned routes are evaluated in order of "youngest" to "oldest".

    this can go out the window if you paste them.

     

  12. 6 minutes ago, Ssnake said:

    Create routes from the spawning unit and apply a "jump to end, if..." condition with randomization if you want the units to appear in different places (IF they appear). Careful, though. the more layers of randomization you add, the bigger tha chance that you will miss a branch later in the design process. You should have a clear idea first, then create the randomization for one prototype unit, and finally copy the initial routes to all other units so that they all jump to a similar location on spawn, rather than being a complete chaos. This is why you need numbered random variables that stay the same for the duration of the scenario, so you have coordinated random behavior.

     

    We'll post a youtube tutorial to cover this topic in the coming weeks.

    Nils, please look at bug 7598

  13. 5 hours ago, ben said:

     

    By the way... Is there any way to know in what order the conditional routes will be evaluated?  Is it based on order of creation?

    This is why the best way is to only have 1 conditioned and 1 non conditioned route.

  14. Here is another option:-

     

    From a waypoint have 2 routes. One is just a short (say 10m route) which ends in a no tactic waypoint.

     

    Short route Logic:- 0<= Random Variable New <90

    Longer route no logic.

     

    From the end of the short route 2 routes:-

    route 1 logic:- 0<= Random Variable NEW < 50

    route 2 No logic.

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