Author Topic: Mapping Department Organization Thread  (Read 2756 times)

Vrosivs Avgvstvs Rakvs

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Re: Mapping Department Organization Thread
« Reply #45 on: February 28, 2017, 09:35:34 PM »
Hey all, I promised Ahowl a roadmap for the map.

I currently have a version of the map that consists of the following elements
- A regions map that I expect to be close to the one that will eventually be implemented.
- A ground types map that is a basic division between land, beach and sea.
- A an overlay of the infrastructure of the map at ground types resolution.
- A features map with corresponding fords.
- A placeholder climates map.
- A nearly finished height map.
- A descr_strat from which I have removed everything with a coordinate, except a leader for each faction.

My current project is to build the actual climates map. Technically, that's not a very critical or demanding task per se. The main job will be the coding that's involved in redefining some of the existing climates. I will put that off until later, as it does not impact the map functionality.

At this point, I should have everything I need to build the ground types map, which will be the next phase.

After that, everything that has a coordinate to it will need to be transferred to the new map. Everything that gets added that needs to move will have to be placed on the tiles of the infrastructure and settlements I referred to earlier. If we stick to that, further developments of the map on one hand and its coding on the other should in most cases be able to proceed without conflict.

Finally, there's going to be a lot of testing. Part of the charm of data based mapping, is that once everything comes together, the variety of localities created is greater than any paint job could ever achieve, but with it comes the risk of unforeseen problems. I'm trying to preempt them more than I ever have, but I am under no illusion that it will all be smooth sailing. If not for technical issues, then  because  we're bound to find that the historically sound disposition of things will be beyond the capabilities of the AI in some cases. 

Timeframes? I aim to have a map ready to be populated before the summer.

That sounds great mate, thank you for your hard work!
Rome Total Realism Project Dev Team Member and  Head of Public Relations
RTR VII Beta Tester/Dev Team Member
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"Coasting through the intermission that separates day from day, I find myself feeling oddly at peace with reality. Despite everything, I think life will workout in the end. The world, as as I see it is a remarkable place." - DukeCanada, the interstellar wanderer.
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Jubal

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Re: Mapping Department Organization Thread
« Reply #46 on: March 01, 2017, 01:20:27 AM »
Yes, sounds good - look forward to seeing what comes out of it :)
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ahowl11

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Re: Mapping Department Organization Thread
« Reply #47 on: March 04, 2017, 07:00:39 AM »
Thank you muizer hopefully we will be ready to roll with it as well.
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Muizer

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Re: Mapping Department Organization Thread
« Reply #48 on: April 30, 2017, 04:57:44 PM »
Time for another update. I've begun putting all the pieces together for a ground types map and I can show some preliminary results.



Italian Gaul.


Jubal

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Re: Mapping Department Organization Thread
« Reply #49 on: May 01, 2017, 11:43:30 PM »
Ook, looks pretty - good stuff :)
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ahowl11

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Re: Mapping Department Organization Thread
« Reply #50 on: May 11, 2017, 07:54:22 PM »
Haven't checked here in awhile but my goodness it's beautiful!
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Jubal

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Re: Mapping Department Organization Thread
« Reply #51 on: May 13, 2017, 11:45:11 PM »
Yis :) As a heads up, we might be doing some board reorganisation soon: shouldn't affect RTR too much, you'll still be basically in the same place but more RTW & non-RTW mods may be bundled up together.
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Muizer

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Re: Mapping Department Organization Thread
« Reply #52 on: June 27, 2017, 07:10:09 PM »
Hey guys,

Yes I'm still around. Still working on the map every now and then, but I cannot deny progress has been very slow. Just wanted you to know I've not disappeared yet, and I'll finish the job.

Jubal

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Re: Mapping Department Organization Thread
« Reply #53 on: June 27, 2017, 10:47:09 PM »
Good to see you whenever you're around, as usual! :)
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ahowl11

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Re: Mapping Department Organization Thread
« Reply #54 on: June 28, 2017, 03:00:00 AM »
Great, thanks Muizer :)
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Vrosivs Avgvstvs Rakvs

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Re: Mapping Department Organization Thread
« Reply #55 on: July 15, 2017, 10:40:39 AM »
Great to hear from you, M! Thank you! ;D
Rome Total Realism Project Dev Team Member and  Head of Public Relations
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"Coasting through the intermission that separates day from day, I find myself feeling oddly at peace with reality. Despite everything, I think life will workout in the end. The world, as as I see it is a remarkable place." - DukeCanada, the interstellar wanderer.
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Muizer

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Re: Mapping Department Organization Thread
« Reply #56 on: July 17, 2017, 06:28:09 PM »
Tnx guys. There's some tough work yet to be done, but I can give you a pretty final overview of what remains now for the map. It's all down to efficient use of climates and ground types now.

RTR 8 Climate outline:

I think the following 9 major climates are required for our map. I have underlined RL biomes and climate zones that we should then implement through ground types**.

1) A pine forest climate with snow in winter.
Taiga and alpine forest, and tundra.
2)  A deciduous forest climate with snow in winter.
Central european forest, forest steppe.
3) A steppe climate
Tall grass steppe  and arid short grass steppe
4) A deciduous forest climate without snow in winter
Temperate forest
5) A sclerophylous forest and scrubland climate without snow in winter
   Mediterranean forest and Mediterranean forest scrubland
6) An cool arid scrubland climate (frost, no snow)
7) An cool arid desert climate (frost, no snow)
   rocky desert, sand dunes
8 ) A hot arid scrubland climate
   savanna, scrubland
9) A hot arid desert climate
   rocky desert, sand dunes

This gives us 3 more climates to play with and I suggest using them for floodplains and waterlogged areas**:
1) Temperate forest and swamp climate
2) Boreal forest and swamp climate
3) Tropical floodplain vegetation (the Nile, Mesopotamia)

One of these can be mixed in with each of the above 9 to create some extra variety.

Just want to stress that this is not another theoretical excercise, but the result of actually delineating those 9 main climate areas on a map. The bits that are yet to be done I've marked with **.
« Last Edit: July 17, 2017, 06:33:39 PM by Muizer »

Roebbah Urtz

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Re: Mapping Department Organization Thread
« Reply #57 on: July 19, 2017, 11:08:07 AM »
Your climate system doesn't include a Mediterranean swamp climate nor a temperate swamp climate without snow in winter so I suggest to do the following:
1) Temperate forest and swamp climate => Maritime swamp, no snow, also used in italy, iberia, hellas, etc
2) Boreal forest and swamp climate => Continental swamp, snow in winter, mixed pine and deciduous trees, the latter mostly birches.

Muizer

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Re: Mapping Department Organization Thread
« Reply #58 on: July 19, 2017, 10:57:16 PM »
That sounds about right I think. I would go for a strict division of tree species between dry land and wetland. Birch indeed, for the cold wetlands. I'd say poplar for the temperate/mediterranean one, but we surely have more species available.

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Re: Mapping Department Organization Thread
« Reply #59 on: July 21, 2017, 01:30:33 PM »
Could we also use the maritime wetland climate to represent temperate rainforests?
https://upload.wikimedia.org/wikipedia/commons/f/fe/Temperate_rainforest_map.svg

Also does this part of descr_vegetation.txt looks good? It's still a work in progress. All commented out trees still have to be made or taken from Roma Surrectum II and optimized.
Code: [Select]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Maritime climates
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Maritime - Mediterranean forest / Mediterranean shrubland
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

vegetation RTR8_maritime_mediterranean_forest
{
    layout 1024 rtr8_pine_forest_layout.tga
    radius 2
    height_range 0.1 1.0
    aspect_range 0.6 1.4
    lod trees
    model pinus_halepensis ;taken from RSII and optimized
    model pinus_pinea ;taken from RSII and optimized
    model pinus_nigra ;new
    model cypress ;new
}

vegetation RTR8_maritime_mediterranean_forest_winter
{
    layout 1024 rtr8_pine_forest_layout.tga
    radius 2
    height_range 0.1 1.0
    aspect_range 0.6 1.4
    lod trees
    model pinus_halepensis ;taken from RSII and optimized
    model pinus_pinea ;taken from RSII and optimized
    model pinus_nigra ;new
    model cypress ;new
}

vegetation RTR8_maritime_mediterranean_shrub
{
    layout 1024 rtr8_pine_shrub_layout.tga
    radius 2
    height_range 0.1 1.0
    aspect_range 0.6 1.4
    lod trees
    model quercus_suber ;new
    model almond_tree ;taken from RSII and optimized
    model olive_tree ;taken from RSII and optimized
    model olive_tree_2 ;new
}

vegetation RTR8_maritime_mediterranean_shrub_winter
{
    layout 1024 rtr8_pine_shrub_layout.tga
    radius 2
    height_range 0.1 1.0
    aspect_range 0.6 1.4
    lod trees
    model quercus_suber ;new
    model almond_tree_winter ;taken from RSII and optimized
    model olive_tree ;taken from RSII and optimized
    model olive_tree_2 ;new
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Maritime - Wetland / Temperate rainforest
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

vegetation RTR8_maritime_wetland_forest
{
    layout 1024 rtr8_pine_forest_layout.tga
    radius 2
    height_range 0.1 1.0
    aspect_range 0.6 1.4
    lod trees
    model quercus_cerris ;taken from RSII and optimized
    model pinus_pinaster ;taken from RSII and optimized
;    model populus_nigra
;    model Castanea sativa
}

vegetation RTR8_maritime_wetland_forest_winter
{
    layout 1024 rtr8_pine_forest_layout.tga
    radius 2
    height_range 0.1 1.0
    aspect_range 0.6 1.4
    lod trees
    model quercus_cerris_winter ;taken from RSII and optimized
    model pinus_pinaster ;taken from RSII and optimized
;    model populus_nigra_winter
;    model castanea_sativa_winter
}

;vegetation RTR8_maritime_wetland_shrub
;{
;    layout 1024 rtr8_pine_shrub_layout.tga
;    radius 2
;    height_range 0.1 1.0
;    aspect_range 0.6 1.4
;    lod trees
;    model carpinus betulus; will be taken from RSII
;}

;vegetation RTR8_maritime_wetland_shrub_winter
;{
;    layout 1024 rtr8_pine_shrub_layout.tga
;    radius 2
;    height_range 0.1 1.0
;    aspect_range 0.6 1.4
;    lod trees
;    model carpinus betulus_winter; will be taken from RSII
;}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Maritime - Deciduous forest
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;vegetation RTR8_maritime_oceanic_forest
;{
;    layout 1024 rtr8_pine_forest_layout.tga
;    radius 2
;    height_range 0.1 1.0
;    aspect_range 0.6 1.4
;    lod trees
;    model fagus_sylvatica; will be taken from RSII
;    model fagus_sylvatica_2; will be taken from RSII
;    model Quercus petraea; will be taken from RSII
;    model Quercus robur; will be taken from RSII
;}

;vegetation RTR8_maritime_oceanic_forest_winter
;{
;    layout 1024 rtr8_pine_forest_layout.tga
;    radius 2
;    height_range 0.1 1.0
;    aspect_range 0.6 1.4
;    lod trees
;    model fagus_sylvatica_winter; will be taken from RSII
;    model fagus_sylvatica_2_winter; will be taken from RSII
;    model Quercus petraea_winter; will be taken from RSII
;    model Quercus robur_winter; will be taken from RSII
;}
« Last Edit: July 21, 2017, 02:15:21 PM by Roebbah Urtz »