imded

TOPGRAPHICAL maps for the game

19 posts in this topic

I had asked about topographical map for the game some 10+ years ago. Was told that the elevation lines would come out supper fat and cover a lot of the map.

So, here is a possible solution and a possible way of making extra money to the game.

  1. Make a topographical map that resides outside of the game. Using the information that is sent between player/server to supply locations of peeps. It would give a 1.5k radius location for all (side specific). To see map you would <ALT> <tab> to it while in game.
  2. The information would only be viable if you are in the game so that spies could not use it.
  3. CRS could charge a $1  per/month for basic subscription
  4. CRS could charge a $2  per/month for premium subscriptions. You would have a higher level of information supplied on the map (to be determined)  #6 plus
  5. We (PB) would have a great working map. Which makes for a happier (PB). Which makes for longer staying players, etc......
  6. Make it so squads could have specific marks that can be placed on map and  only seen by squad members.
  7. maybe get actual WWII topographical map. They are scaled, etc.
  8. and the list goes on.

Your thoughts?

Pros/Cons?

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Topographical map would look bad because while the width and length are 1/2 scale Europe, the topology is... I think compressed data points in 10, 50, or 100 m increments? Something like that. If the height is different between two terrain data points, you get a slope. Hopefully with improved TE we can look at firming that up to smaller increments and greater data point density.

The live data thing would require significant work iirc.

While the extra income for CRS would be nice, it's not really something that should be charged for, or else players should be charged for the Web Map, CS&R, etc.

Edited by chaoswzkd

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On ‎2‎/‎26‎/‎2018 at 3:24 PM, chaoswzkd said:

Topographical map would look bad because while the width and length are 1/2 scale Europe, the topology is... I think compressed data points in 10, 50, or 100 m increments? Something like that. If the height is different between two terrain data points, you get a slope. Hopefully with improved TE we can look at firming that up to smaller increments and greater data point density.

The live data thing would require significant work iirc.

While the extra income for CRS would be nice, it's not really something that should be charged for, or else players should be charged for the Web Map, CS&R, etc.

Locating marks and individuals would be by Lat and Lon. As for the Somewhat made up map of the game. The topo would have to be customized some.

As I see it. Time for a new map. The one we have has been around 15 years?? and it is not that great for use.

Some of the features show a bush line but in the game it is not there, and visa versa. etc. The depictions is not that accurate.

So planning is a guess or you have been there a 100 times and remember the terrain.

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Over the years many players have suggested that CRS should create a topo map layer. A key problem with that is: how?

My understanding is that there is a currently insurmountable technical barrier, which is that the terrain only exists quantitatively in the world building functionality of Multigen Creator, and that software package doesn't include a capability for drawing topo maps.

Topo maps have to be quantitatively correct, or they'd be worse than useless. If you understand how Multigen Creator warps the surface of a terrain tile to have the DEM-based-then-mapmaker-adjusted heights at its four corners, it's easy to understand conceptually that the points along each tile boundary where the elevation is an integer multiple of the contour interval are in theory easy to calculate, given that you know the heights of the corners and the tile edges are always straight lines in 3D-space. It'd be good enough to start from the corner heights and calculate the boundary intersections, then sequentially connect all the same-height points, then run a Bezier algorithm to curve-smooth the resulting angular lines so that they always cross tile tile boundaries normal to those boundaries.

But, there's no technical capability in Multigen Creator for the first step, i.e. determining where the contour lines cross the tile boundaries.

Do you want to write a program that can do that graphical math? It's possible...just not practical within CRS's resources.

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The "MAP" in game, the one you see when you hit M or look at the minimap.
It isn't a separate thing per se, it is the living map you walk on, if you take an airplane way up to like 30,000 feet and look down
without the effect of view distance control etc, think of it like a camera up in a satellite sort of.

topo would need to be an overlay as there are no topo lines in the real map
but you'd need to generate them accurately and have them scale as you zoom in and out
like the AWS grid kind of

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Something like the analysis approach used by Five for his maps, plus a suitable database, plus CRS's corner height data (never public that I'm aware of), plus the graphical math tool I mentioned above, could get you to the angular line version of a topo map.

The intensive Bezier work to make it all pretty would be another level of difficulty.

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20 hours ago, agenda21 said:

Just mark height of Hill Tops on the game map.

But doesn't show where the steep side may be, or etc

 

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The really sad thing is that other games supply this information. We really need to bring the game to a new level.

TOPO maps are needed.

 

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Maybe we could just add some dots showing the altitude of certain points on map? It would be easier than topographical lines and gives enough information

7d7S9LV.png

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Nice idea, but it doesn't show where there are cliffs or steep inclines, etc.

If you were to plan on where you would like to set and FMS up or place some artillery.

You would like to know where you can take advantage of the terrain or avoid because it takes a long time to climb a hill in a tank, etc.

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CRS tried topographical maps some 10 years ago in closed beta. The solution back then didn't work. The lines was black and took over the view. In other words, map got very "cluttered", making it very hard to read.

Maybe if the lines could be more vague, in some grayish colour. The topographic lines has to be subtle one way or the other. They can't be the most outstanding feature. It is to be a more "pulled back" feature.

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There's no reason for topo visual prominence to be an issue, because topo always should be a switchable layer.

2 people like this

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A topgraphical layer on the strategic map is my number one request for this game.

Edited by krazydog

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Would be a great feature .... really would help in planning out your mission when setting fru's or atg's.

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On 2019-04-27 at 6:03 AM, jwilly said:

There's no reason for topo visual prominence to be an issue, because topo always should be a switchable layer.

This

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