[Ogre] Bitmaps and Ogre Maps

tom cornwell tcornwell at charter.net
Thu Aug 11 12:43:56 CDT 2005


>That was me (I think). The web page is long dead so it is likely not to be
>found. 

 

Very nice work!  It's fun to play ogre on different looking terrain.

 

>Oh, and on a final note. If you ever make a map for ogre, please use 

>vector graphics (svg, eps). They will be good for both onscreen and 

>printer. Avoid bitmaps at all costs. (You'd need about 1000x1000 pixels 

>for 10cm x 10cm

>image)

 

I dunno.  My ogre map editor (runs on windows) uses 60x50 bitmaps for each
hex (30x20 for the spillover areas such as the scattered trees on the border
between a clear hex and a forest hex) and it looks just fine on my monitor
and prints out at the same hex size as the board game.  I was trying to get
as close as I could to the original look and feel of the SJG maps (the
pretty color ones, not the old metagaming ones ;) so I scanned the ogre and
gev maps and picked 4 samples of each type of terrain hex.  The roads I do
in GDI code and the rails are handmade bitmaps, since there weren't samples
of every combination anyway.  Ever see a 5-way road intersection with a
North-South railway running through it?  It's not very pretty, but it works.

 

Of course it's kind of cheating to only print at one size.  If I needed to
print at the minis scale I'd have to live with the low resolution at that
size, or add a larger set of bitmaps.  I don't play minis so it's not a
problem for me, and the map editor has been at SJG for more than a year
waiting on licensing, so it's not a problem for anyone else yet...

 

Tom 

 

tcornwell at charter.net

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