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From: Jettero Heller
Subject: Pov D&D Maps
Date: 12 Nov 2003 09:20:49
Message: <slrnbr4gd6.h6h.povfan@corky.voltar-confed.org>
OK, yeah, I'm a nerd,

I wish to make resonably good overhead maps using pov.  Does
anyone have any macros for this?  It shouldn't be a difficult
puzzle.

I'm actually hoping someone's already done all the work for me,
but that my google searches have failed because I'm incompetant
at them.

And if I'm writing it from scratch, I have identified three basic
problems in this very easy assignment.

Problem 1 is figuring out terragen or worldmap or whatever so I
can make some terrain.  I'm not really sure how to import things
I make in either of those ... So this step is the most
challenging.

Problem 2 is how to place objects on the surface of the
heightfields (or whatever).  That shouldn't be too hard.

And Problem 3 is how to place the grid over the map.  Just
thin cylinders?  Is that a good way?



-- 
If riding in an airplane is flying, then riding in a boat is swimming.
50 jumps, 15.0 minutes of freefall, 31.3 ff vertical miles.


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From: Tom Melly
Subject: Re: Pov D&D Maps
Date: 12 Nov 2003 11:22:08
Message: <3fb25e30@news.povray.org>
"Jettero Heller" <pov### [at] voltar-confedorg> wrote in message
news:slr### [at] corkyvoltar-confedorg...
>
> Problem 1 is figuring out terragen or worldmap or whatever so I
> can make some terrain.  I'm not really sure how to import things
> I make in either of those ... So this step is the most
> challenging.

You basically need to export an image output from these and use them as a height
field. See section 6.5.1.5. of the docs..

> Problem 2 is how to place objects on the surface of the
> heightfields (or whatever).  That shouldn't be too hard.

Use trace (some hf progs allow the export of co-ordinates, but IMHO trace is
easier). Check section 6.1.4.6 (Vector functions).

> And Problem 3 is how to place the grid over the map.  Just
> thin cylinders?  Is that a good way?

Dunno what the best solution is, but I'd try using an object pattern - see
6.7.11.23 of the docs.

I'm not sure how much you want to play around with these suggestions, or how
much additional help you want, but by all means ask for further
clarification/examples.

Oh, BTW, you're going to hell iirc -
http://www.chick.com/reading/tracts/0046/0046_01.asp


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From: Jettero Heller
Subject: Re: Pov D&D Maps
Date: 12 Nov 2003 12:48:47
Message: <slrnbr4sj3.pst.povfan@corky.voltar-confed.org>
In article <3fb25e30@news.povray.org>, Tom Melly wrote:
> I'm not sure how much you want to play around with these suggestions, or how
> much additional help you want, but by all means ask for further
> clarification/examples.

No, your answers were precisely what I'd hoped for.  I just
wanted to ask if I was missing out on The Easy Way(tm). 

> Oh, BTW, you're going to hell iirc -
> http://www.chick.com/reading/tracts/0046/0046_01.asp


Hilarious.


-- 
If riding in an airplane is flying, then riding in a boat is swimming.
50 jumps, 15.0 minutes of freefall, 31.3 ff vertical miles.


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From: Merrin
Subject: Re: Pov D&D Maps
Date: 12 Nov 2003 18:24:53
Message: <3fb2c145$1@news.povray.org>
"Jettero Heller" <pov### [at] voltar-confedorg> wrote in message
news:slr### [at] corkyvoltar-confedorg...
> OK, yeah, I'm a nerd,

I must be a closet nerd then.

> I wish to make resonably good overhead maps using pov.  Does
> anyone have any macros for this?  It shouldn't be a difficult
> puzzle.


I haven't played for years, but last year I started thingking about POV's
potential for creating maps. I created a couple unfinished macros to test
the idea. The macros provided nice results but are RAM and CPU intensive. To
make a long story short, you define a map one hex shapped cell at a time.
Parameters can be set for different soild types, vegetation, water, rocks,
etc....

I will dig them out tomorrow and render a test image for you. If you are
interested in the results, I'll be more thatn happy to give the macros to
you.

Tim


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From: Arthur Flint
Subject: Re: Pov D&D Maps
Date: 12 Nov 2003 18:28:45
Message: <3fb2c22d@news.povray.org>
Jettero Heller wrote:

> OK, yeah, I'm a nerd,
> 
> I wish to make resonably good overhead maps using pov.


Hay, I'm with you there. That is the main reason that I started using
POV.


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From: Tom Melly
Subject: Re: Pov D&D Maps
Date: 13 Nov 2003 04:23:30
Message: <3fb34d92$1@news.povray.org>
"Jettero Heller" <pov### [at] voltar-confedorg> wrote in message
news:slr### [at] corkyvoltar-confedorg...

> No, your answers were precisely what I'd hoped for.  I just
> wanted to ask if I was missing out on The Easy Way(tm).
>

But with the hard way you get James Woods (yay!).

BTW one thing I don't think I mentioned is that you probably want an
orthographic camera....


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From: Merrin
Subject: Re: Pov D&D Maps
Date: 13 Nov 2003 18:50:55
Message: <3fb418df$1@news.povray.org>
I posted an image in p.b.i of map generated with the macros.

Merrin


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From: Jettero Heller
Subject: Re: Pov D&D Maps
Date: 14 Nov 2003 11:44:51
Message: <slrnbra1j4.j33.povfan@corky.voltar-confed.org>
> I will dig them out tomorrow and render a test image for you. If you are
> interested in the results, I'll be more thatn happy to give the macros to
> you.

They actually look pretty slick imho.  So I'd love a copy.
Though, 3rd edition D&D is squares instead of hexes -- eight
people can surround someone.

> the idea. The macros provided nice results but are RAM and CPU intensive. To

I'm curious to see why.  It doesn't seem like it should be...

-- 
If riding in an airplane is flying, then riding in a boat is swimming.
50 jumps, 15.0 minutes of freefall, 31.3 ff vertical miles.


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From: Jettero Heller
Subject: Re: Pov D&D Maps
Date: 14 Nov 2003 11:45:31
Message: <slrnbra1kb.j33.povfan@corky.voltar-confed.org>
In article <3fb2c22d@news.povray.org>, Arthur Flint wrote:
> Hay, I'm with you there. That is the main reason that I started using
> POV.

And did you succeed in making some?

-- 
If riding in an airplane is flying, then riding in a boat is swimming.
50 jumps, 15.0 minutes of freefall, 31.3 ff vertical miles.


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From: Merrin
Subject: Re: Pov D&D Maps
Date: 14 Nov 2003 18:17:59
Message: <3fb562a7@news.povray.org>
Would you like me to modify the code to support squares instead of Hexes?


"Jettero Heller" <pov### [at] voltar-confedorg> wrote in message
news:slr### [at] corkyvoltar-confedorg...
> OK, yeah, I'm a nerd,
>
> I wish to make resonably good overhead maps using pov.  Does
> anyone have any macros for this?  It shouldn't be a difficult
> puzzle.
>
> I'm actually hoping someone's already done all the work for me,
> but that my google searches have failed because I'm incompetant
> at them.
>
> And if I'm writing it from scratch, I have identified three basic
> problems in this very easy assignment.
>
> Problem 1 is figuring out terragen or worldmap or whatever so I
> can make some terrain.  I'm not really sure how to import things
> I make in either of those ... So this step is the most
> challenging.
>
> Problem 2 is how to place objects on the surface of the
> heightfields (or whatever).  That shouldn't be too hard.
>
> And Problem 3 is how to place the grid over the map.  Just
> thin cylinders?  Is that a good way?
>
>
>
> -- 
> If riding in an airplane is flying, then riding in a boat is swimming.
> 50 jumps, 15.0 minutes of freefall, 31.3 ff vertical miles.


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