From: Frederick W. <fre...@go...> - 2014-12-05 14:12:19
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Stefan: The hexes have the same size as the tile svgs. This makes it possible to just copy required tiles (Altoona...) from the tile svg into the map. These tile svgs are the one very important element of reuse. I reuse further parts from my former maps - but this is rather pure design (shape/color patterns for rendering...). I do not use any specific coordinate system and, as a result, I have to calibrate the maps within the game to get the x/y/scale parameters. This is no drawback though, as I often want to be able to make the decision how much "padding" the grid needs within my map's layout... -- Frederick On Fri, Dec 5, 2014 at 2:51 PM, Stefan Frey <ste...@we...> wrote: > Frederick: > thanks for your feedback. > I assumed this by the size of the files, however I had no time yet to look > into details. > > One further question: What coordinates did you choose for your maps? Is it > identical across your maps? What is the size of one hexagon in those > coordinates. Have you already started to create single tiles for reuse? I > am keen on replacing the existing tile creation process by a simpler one. > > Most likely you can guess where I am hinting at, but I will give more > details on Sunday. > > Great work, > Stefan > > > > > > Frederick Weld <fre...@go...>schrieb: >> >> Stefan: >> I use Inkscape for creating/editing the vector maps. They are stored in >> svg format. I couldn't imagine any other combination which would fit our >> needs here in a better manner. >> >> SVG files are verbose but their size gets shrunk by compression to >> 10-15% of the original size. My maps are <100k when compressed. Hence, I do >> not think this is a real issue. >> >> However, the situation is different for converted maps (in rails, e.g, >> 18EU, 18AL). They include a lot of superfluous paths (including paths >> instead of text) and get bloated and slow to draw as a result. That (and >> copyright considerations) is why I always build my maps from the scratch. >> >> The svg lib could be exchanged, of course. But as a prerequisite, the >> new lib should be regression-free with respect to exiting background maps. >> >> -- Frederick >> >> On Thu, Dec 4, 2014 at 12:14 PM, Stefan Frey <ste...@we...> wrote: >> >>> Frederick: >>> we could do that later on. Most people now know that rails_2_develop is >>> the (default) branch for rails 2. >>> >>> My (future) release strategy is based on >>> >>> http://nvie.com/posts/a-successful-git-branching-model/ >>> >>> However I still consider moving the git repo (only the repo, not the >>> other parts) to github, then this will happen with the official rails >>> 2.0 release. >>> >>> I am looking forward to seeing more maps from you. >>> >>> One question: In which format and tools do you create your maps? >>> >>> Most likely you will know that I intend to replace the Batik lib soon. >>> However which long-run strategy to choose how display maps/tiles for >>> Rails. >>> >>> In the short-run I will simply replace Batik by a more light-weight SVG >>> library, but I am open to recommendations. >>> >>> Stefan >>> >>> >>> On 12/04/2014 10:16 AM, Frederick Weld wrote: >>> > Stefan: >>> > There is no standard 1830 map yet. I will probably do that after the >>> > Coalfield map has been reviewed (bgg) and thoroughly play-tested. >>> > >>> > How about labeling rails_2_develop as master? Then the meaning would be >>> > clear: Current state of validated development which is eligible for the >>> > next release. >>> > >>> > -- Frederick >>> > >>> > >>> > >>> > >>> > >>> ------------------------------------------------------------------------------ >>> > Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server >>> > from Actuate! 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