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View Full Version : Collapsing World - Regional Map



bartmoss
07-02-2011, 02:17 AM
So now that the issue of the broken template has been resolved, let's drill down and begin our first regional map.

I'll work on this bit:

36806

Quick Proof of Concept:

36805

Each of the big hexes is 1000km across, and each of the small ones is 100km across - the regional map will have a resolution of roughly 1km per pixel.

This is going to be a LOT of work.

gilgamec
07-02-2011, 11:41 AM
This may be somewhat peripheral, but why are your sub-hexes oriented perpendicular to your large hexes? (The large hex has a short dimension horizontally, while the small hexes have the short dimension vertical.) Flipping orientation means that the small hexes have short dimension one tenth the long dimension of the large hexes!

bartmoss
07-02-2011, 02:06 PM
This way, the larger hexes neatly divide the smaller ones in half on all sides.

WIP, with hexes omitted:

36818

WIP, with hexes and the unprocessed parts showing:
36819

gilgamec
07-03-2011, 12:36 AM
This way, the larger hexes neatly divide the smaller ones in half on all sides.
Yes, I see that. But if the larger hex is 1000 km across (short length), the smaller hexes are about 115 km across (short length). The ratios are the same if you're measuring by long length. This is not the 100 km your earlier post supposes. There's no way to get a "nice" scaling ratio between nested hexes unless they're oriented the same way; otherwise, you always have a factor of the square root of 3 messing things up somewhere.

bartmoss
07-03-2011, 01:28 AM
You are right, of course. My scaling is correct in that I worked with pixels, but the smaller hexes are not 100km. I knew I had reasons to instinctively dislike hex grids. ;) Also, my excuse is that geometry classes were over 20 years ago.

I do prefer the vertical hexes at the world map levels, so I guess now I gotta decide if I want my hexes easy to work with, or consistent scaling.... Meh. Why couldn't the earth simply be flat?