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Hex Maps in games.

Started by PorkETINd00d Sep 13, 2005 at 7:54 AM 2 replies 1.4k views
Original Post
PorkETINd00d
PorkETINd00d
I am currently working on a hex, turn based strat game. I ended up using mask images for the pixel to hex conversion because it had less overhead. but now i am just suck on finding ranges, line of sight, and all that jazz. I have seen everything that is on google, all the stuff on amit's site etc.... But they do not seem to tell me what i need to know. also they use a completely different coordinate system that i am using. I hope i am not going to have to figure this out all by myself :( Chris
Enselic
Enselic
Maybe it is worth adapting your coordinate system to the ones used in the articles?

Edit: By doing this, it will probably be easier to adapt to techniques described in other articles aswell.

[Edited by - Enselic on September 14, 2005 12:42:26 AM]
Spearor
Spearor
I'm busy also coding a hexagon and turnbased wargame but i was about giving up till i find the algo's at amit site :)
The only problem i have is making gfx as in hextiles...
PorkETINd00d
PorkETINd00d
the problem with adapting theirs is. one site give a shortest path algo. it is in one cord system. The tuts on amits give distance + line of sight. they are in a differet cord system. So i cant get everything i need....... As far as making hextiles, use gimp. Make a mask like they do in this article on making iso tiles. http://www.angelfire.com/rpg2/vertexnormal/tutorials/tile_tutorial.html
that should get you going making all the tiles you want. maybe your right though. I am going to see if i can adapt another coordinate system.

Chris

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