Mod Guide 1b - Maps and Map Values with QGis (completed)

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mb4329
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by mb4329 »

I appreciate the effort on getting this wrapped up and out. Also it is great to have all the files. It makes it much easier to sort out where I have gone off the rails or to double check my effort.

Thanks again for the work on this.

Merrick
harry_vdk
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by harry_vdk »

Ok, learning qgis take his time and the setup of a project is very important and a mistake is easy made.

But, after a while I dont want go back to hexdraw.

The progress sofar on the first qgis map:
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CapnDarwin
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by CapnDarwin »

Looks good Harry. [&o]
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
zwobot
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by zwobot »

May I have a question please: How do I configure the composer for maps larger than the standard map size? I just can't figure it out. The scale has to remain 39370 - right (at least for the first try until optimisation within FPC starts?)? But how do I expand the composer's canvas to include all of the relevant map from the main Qgis window?

It might be very obvious but I'm really stuck right now...
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WildCatNL
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by WildCatNL »

Zwobot, nothing is obvious in QGis...

In the Print Composer, you can make your canvas larger canvas in the "Composition" tab. Change the width and height of the canvas. For example, 30.6" (inch) by 20.25 works fine and gives you a 70x40 hex map. Next, switch back to the Item Properties tab, select the map area, and extend (drag) it to fill the canvas. Finally, change the scale back to 39370, and do the grid alignment dance.

For wide maps, you will have to tweak the scale a bit, since the hex grid is going to deform at larger distances due to the earth not being flat. For 70x40 hex, I'm using a scale of 39390 instead of 39370.

William
William
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zwobot
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by zwobot »

Thanks W1ll14m, that did the trick I think. Now I cannot load the exported .png image in the map values editor since FPC is complaining about the .fp9 file missing but I thought the map values editor is supposed to provide that through the automated scanning or is my understanding wrong [&:]
harry_vdk
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by harry_vdk »

In the past I have worked with non standard size's and if you change the size of a .png and not delete manual the .fp9 the scanning tool give sometimes problems.

Have you a .fp9 with a differend size compare to the .png?

Harry
zwobot
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RE: Mod Guide - Maps and Map Values with QGis (in progress)

Post by zwobot »

Apparently there is a known bug which prevents you from loading a plain .png file without any corresponsing .fp9 file in the map values editor unless you use an older version of the game. For standard sized maps you can workaround this by copying an existing .fp9 file and renaming it so that it fits to your .png file which is what I did for now.
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Bil H
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Re: Mod Guide 1b - Maps and Map Values with QGis (completed)

Post by Bil H »

WildCatNL wrote: Sun Sep 11, 2016 12:23 pm Hi,

this is the "Mod Guide 1b - Maps and Map Values Creation with QGis", including an example project (as created while writing the manual) with styles and templates for rendering maps in the colors and resolution FCRS expects.
You can use the example project to start your own map with a lot less hassle than when starting from scratch.

The mod guide describes the following steps:
1 install QGis and plug-ins, create a project, load DEM elevation data
2 defining a map area, and export an early "elevation only" version of the map as bitmap for scanning by the FCRS Map Values editor.
3 set-up and style the layer for drawing our rivers, roads, etc.
4 drawing the rivers and major roads, using Bing satellite and Bing road maps as guidance
5 drawing built-up areas, rail-roads and secondary roads
6 drawing minor rivers, streams, forests, and fields, and fixing ugly spots
7 prettying up the map with labels (outside QGis)
8 creating a second map using this project

I'd appreciate your feedback in this thread (except the spelling / grammar errors - for those, just send me a message and I'll correct them).

Kind regards,

William

Download link: (74MB .zip file, containing the .pdf guide, the example project alogn with styles and templates, and the resulting map).
How can I get this guide? The link appears to be broken, I have requested access with no response.
Thanks, Bil
Ah, well, since you do not wish death, then how about a rubber chicken?

Sam the Eagle

My Combat Mission Blog:
https://battledrill.blogspot.com/
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CapnDarwin
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Re: Mod Guide 1b - Maps and Map Values with QGis (completed)

Post by CapnDarwin »

Bil,

I have reached out to William to see if he can get you squared away with the information. May take a day or so as we are working crazily on last-minute items for the Southern Storm release in a few weeks.

Hope to get you going soon.

Jim
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
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Bil H
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Re: Mod Guide 1b - Maps and Map Values with QGis (completed)

Post by Bil H »

CapnDarwin wrote: Wed Oct 05, 2022 5:14 pm Bil,

I have reached out to William to see if he can get you squared away with the information. May take a day or so as we are working crazily on last-minute items for the Southern Storm release in a few weeks.

Hope to get you going soon.

Jim
Thanks Jim... standing by.
Ah, well, since you do not wish death, then how about a rubber chicken?

Sam the Eagle

My Combat Mission Blog:
https://battledrill.blogspot.com/
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