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Completed QGis Modding Guide

 
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Completed QGis Modding Guide - 9/25/2017 8:39:35 PM   
Phobosdeimos71

 

Posts: 161
Joined: 11/10/2012
Status: offline
Hello,

I completed the QGis Modding Guide today. However I'm confused on how to get the maps to the resolution
they are displayed in the game. My map looks like the one in the Modding Guide in Figure 56. I want to make my maps look like the one in Figure 59 in the QGis Modding Guide. This is very cool.I would appreciate any help

Cheers
Post #: 1
RE: Completed QGis Modding Guide - 9/25/2017 9:46:12 PM   
WildCatNL


Posts: 384
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
quote:

ORIGINAL: Phobosdeimos
Hello,

I completed the QGis Modding Guide today. However I'm confused on how to get the maps to the resolution
they are displayed in the game. My map looks like the one in the Modding Guide in Figure 56. I want to make my maps look like the one in Figure 59 in the QGis Modding Guide. This is very cool.I would appreciate any help

Cheers


Some folks go wild using Paint.NET, PaintShopPro or another bitmap editor, and create matching art.

I can also render the map for you; to do so, I'd need a .zip file containing the .fp9 file and the .png file you scanned (looking like fig 56).

William

_____________________________

William
On Target Simulations LLC

(in reply to Phobosdeimos71)
Post #: 2
RE: Completed QGis Modding Guide - 3/15/2018 9:48:24 AM   
GreenTe4

 

Posts: 1
Joined: 3/15/2018
Status: offline
Hi William,

thanks a lot for your great QGIS guide.
I followed it step by step and it was easy to understand. Now i would like to ask if you could give my created map, the same fancy look of your rendered maps.

Thanks for your help.

Benjamin


(in reply to WildCatNL)
Post #: 3
RE: Completed QGis Modding Guide - 3/16/2018 5:38:30 PM   
WildCatNL


Posts: 384
Joined: 3/27/2009
From: Eindhoven, the Netherlands
Status: offline
Sent you a forum message.

William

_____________________________

William
On Target Simulations LLC

(in reply to GreenTe4)
Post #: 4
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