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Topic: Hex map


  
  3D Map Information
Depending on the map sheet you're using, you'll end up with a rectangular map with intact outer sides, with irregular cutout areas (areas higher than Level 0) in the center, or sometimes you'll have higher levels at the outer edge of the board, making the map a bit trickier to work with.
After the glue is dry, use the edge of the map sheet sections to cut the extra foam with the foam cutter.
Cutting map pieces out this way, even with the foam cutter, can be tricky; the cutter tends to melt the foam, it's difficult to keep vertical, and you end up with lots of grooves and waves in the vertical areas.
www.heavymetalpro.com /3D-MapInfo.htm   (2631 words)

  
 Random Encounters: Hex Maps
I've also become enamored of the old Judges Guild maps, with the 5-mile hexes where each hex always has something in it: a mysterious (or mundane) village, a monster lair, some weird ruin or crumbling statue, etc. The question then came down to "what to use" for the maps.
I suspect part of the reason is that hex maps have gone out of style; TSR used to use them all the time.
There are even a few who are so immersed in their own egos that they can't fathom the value of a hex map and think that they're only for people who can't read a "real" map.
www.mythosa.net /2005/04/hex-maps.html   (674 words)

  
 Hex Maps in zMapper
On a Hex map, the horizontal spacing from one room center to another is different than the vertical spacing from one room to another.
The Direction spacing is used when creating new rooms on the map, either by movement within zMUD, or within zMapper itself when using the keypad.
It is one of the only map creation programs that allows you to easily change the spacing and directions used for the map, allowing easy hexagonal map creation.
www.zuggsoft.com /zmapper/hexmaps.htm   (1229 words)

  
 Hex Cap Screws
If you are looking for hex head cap screws, we are the people to help you.
Hex Cap Screw grade 8 SAE Zinc Yellow
Hex Cap Screw grade 8 USS Zinc Yellow
www.krfastenersupply.com /hexcapscrews1.html   (104 words)

  
  Hex map - Definition, explanation
A Hex map, or hexagonal map is often used in tactical board games.
The map is subdivided in small hexagons of identical size.
(See diagram 1.) A great advantage of a hex map over a grid map is that the distance from one cell to the next is the same in all directions, which made them a favourite of many game designers since the 1970s.
www.calsky.com /lexikon/en/txt/h/he/hex_map.php   (234 words)

  
  Hex map - Wikipedia, the free encyclopedia
A hex map, hex board or hex grid is a gameboard design commonly used in tactical wargames.
The map is subdivided into small regular hexagons of identical size.
The advantage of a hex map over a square grid or grid map is that the distance between a given cell, and all adjacent cells, remains constant.
en.wikipedia.org /wiki/Hex_map   (195 words)

  
 Ron's Brain : JavaScript Hex Map Tutorial   (Site not responding. Last check: )
Basically, the map can be internally represented by a two dimensional array, and these numbers are the indices to use to access the hex information.
The goal is to map a mouse click to a particular set of coordinates.
That is, it is a repeating division of the plane using rectangles:
www.ronsbrain.com /hexmap.html   (321 words)

  
 A* Pathfinding with a Hexagon Map   (Site not responding. Last check: )
I was going to use the same map, but I needed a bigger one.
With the standard tile maps, you can easily calculate which tile the mouse is on.
This is the map class for the tile map.
agdn.netfirms.com /main/html/astar_hex.htm   (694 words)

  
 Iron Crown On-Line Store   (Site not responding. Last check: )
This vinyl map is for use with any table-top miniatures game.
It has a 1" hex grid and is 34.5 X 48 inches in size.
Draw right on the maps with water color (wet-erase) pens and and then erase with a damp cloth.
store.ironcrown.com /detail.jsp?itemId=1430966&category=128107   (61 words)

  
 Hex Grids - StoneHome
Hex grids are a critical component of many games, especially tactical and logistical games and games with unit engagement.
Hex grids are also frequently a difficult point for novice coders, and often an extremely frustrating issue, given their superficial simplicity.
Still, staggering isn't nessecary, and implies a minor logic overhead, given that which two nearby hexes against the grain are in the same row varies from column to column, so there's a bit of branching and a bit of simple mask logic implied.
sc.tri-bit.com /Hex_Grids   (1259 words)

  
 Omar's Hex-Based Space Combat
The number of hexes between the ship and its velocity vector counter can be thought of as the speed of the ship (in the current frame of reference); the speed plus the direction make the velocity.
Hex sizes should be chosen based on the range of the weapons in use.
Where d is the size of the hex in miles, a is the fiducial acceleration in g, and t is the length of the turn in seconds.
www.sonic.net /~rknop/Omar/gurps/hexcombat.html   (2327 words)

  
 3-D Starmaps:Actual Maps
This is a map of the 100 nearest stars to the Sun, according to the RECONS dataset.
The map is similar to the one found in the out-of-print wargame StarForce.
The map is approximately 35 light years in diameter, and is available in both static and rotatable forms (Java required).
www.projectrho.com /smap12.html   (3515 words)

  
 ChrisW's Triplanetary Map Variants Page
map is 35 x 51 hexes, short-grained (i.e., the rows are parallel to the short side of the map).
Gravity arrows pointing at hex corners instead of hex sides: These mean that the direction of the gravity push is into either of the two hexes bordering the hex corner, at the player's discretion.
This hex causes the head of a ship's vector arrow to be pushed at least one hex in the direction of the filled-in arrow for every hex passed through, with every other half-gravity hex causing a push in the opposite direction (thereby canceling the first arrow).
www.kentaurus.com /trimap.htm   (1237 words)

  
 [No title]   (Site not responding. Last check: )
Map Changes to the “Back to Iraq I” map: Note that Baghdad is now a two hex city per the “Back to Iraq” Map, if either hex is taken by the Iranians an Iranian Auto Victory is triggered per the normal rules.
Hex 2808 becomes the city of As Sulaymaniyah and is no longer a hill hex.
This map area is out of play, any hexes along the fold where the majority of the hex is visible is playable, the remaining hexes where only the hex number shows are not playable.
grognard.com /variants1/iabackmap.doc   (889 words)

  
 Scenario Editing the (Not-so-)Hard Way
So too for the map: a road will have as functional rule, "A unit moving on to it from an adjacent road hex will expend one half movement point", and the aesthetic rule "if two road hexes are adjacent, the roads must connect".
Map Organization: Imagine the tpg2 map: It's in hexes, and there are straight vertical rows, but to go from left to right you have to bounce up and down hexes.
What this means is that, on the map a hex is represented in two places: in one place for its top half (what I called in previous posts the "static hex") and in another, exactly one half-hex row down (what I referred to as the "dynamic hex").
www.chezjag.net /suture/diskedit.html   (4357 words)

  
 hex conversion   (Site not responding. Last check: )
The remaining blank hex in the middle should then be chosen in accordance with the general appearence of the terrain.
Of course then the interior hexes would have to be filled with similar hexes and the borders would be split according to the surounding hexes..
The distance Landfall-Freiburg is very relative and changes a lot from one map to the other.the denagothian plateau has not been mapped other than in X11.The big 72 miles per hex map from DotE does't fit the description in X11.
www.mystara.fr /maps/conversion.htm   (426 words)

  
 RPGnet: The Inside Scoop on Gaming   (Site not responding. Last check: )
Hex is the new contender in the area of computer mapping programs for gamers.
Although the hexes are small bitmaps, they look very dull, especially when outlined with a thick fl hex map.
Of course, after a second you can certainly see that all the terrain is still in hex shapes, and that the roads and rivers go in short, straight bursts, but these are minor details.
www.rpg.net /news+reviews/reviews/rev_3068.html   (1121 words)

  
 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-The List of Ideas for Firaxis - Archive > EC3 ...
Hexes would solve this problem in that it is the same distance in all directions from any one hex.
Hex are and were from the very beguine, the election land tile used in most of table war games.
I don't care if the map is based on hexes or anything else as long as the combat model is good, the resource management is working fine, I have enough diplomacy options, the graphics is beatiful, and so on.
apolyton.net /forums/showthread.php?postid=268171   (2225 words)

  
 iG's Interactive Map Maker
The overall size of the map feature is determined by the "Placement Scale" selected.
I like using it when I start a map to prevent me from worrying about details when staring at a blank canvas...
When you click on the map, the text in the Label: edit box will be draw on the map.
www.irony.com /java/igmap.html   (335 words)

  
 Hexagonal Coordinates, Distances, and Angles   (Site not responding. Last check: )
I also use it to find neighboring hexes, taking the center of the hex my starship is in, adding one unit of distance at the current angle I am facing, and finding the label of that hex.
Hex 1014 is 18 hexes from hex 0101, but only about 15.5 units in (x,y) space.
Hex counting for range: This counts the true distance in hexes between two hexnumbers.
www-cs-students.stanford.edu /~amitp/Articles/Hexagon1.html   (1260 words)

  
 RULES
All clan units in that HEX will be noted by the clan tag  in the center folowed by a number (the number will be how many units are in that hex).
What does this mean well that means RÄGE can have 5 units in one hex but RÄGE and S31 can not occupy the same hex at the same time ONLY unless their at war and fighting each other for control of the hex.
In the event that Clan A is defending the hex and Clan B moves in to attack then Clan A get an automatic +1 kill to there score, in the event Clan A is defending in Heavy Woods then a +2 kills is given to the defenders.
bengallie1.tripod.com /rulesatac.html   (1960 words)

  
 CodeGuru Forums - accessing arrays across classes
In the meantime Map is a variable for Hex, a 2-d array.
If Map is a meant to be a class variable, and one instance of it is to be accessible to all objects of the class then you should make Map static.
Map) - by using "Map" and not "map" you imply to an experienced programmer, that Map is a statically accessible class rather than an instance-accessible variable..
www.codeguru.com /forum/showthread.php?t=297392   (1852 words)

  
 Hex map Information
A hex map, hex board or hex grid is a gameboard design commonly used in tactical wargames.
The advantage of a hex map over a square grid or grid map is that the distance between a given cell, and all adjacent cells, remains constant.
(The distance from the center of a grid map with a cell of side length x and diagonal adjacent cells is x√2 instead of x.) This has made the hex map a favourite for many game designers since the 1970s.
www.bookrags.com /Hexgrid   (164 words)

  
 Andrew Brown's War in the Pacific Map   (Site not responding. Last check: )
Also, in the hex version of the map, the hexes are only present in the ocean/sea hexes, not the land hexes.
The 3D look of the official map is replaced by a more traditional 2D look, with terrain types drawn with a consistent look to make it easier to identify the terrain type of a hex (also I am not much of an artist and this was an easier way to draw the map).
This example shows part of the map that is the same as the standard hex map, but without any base, land or ocean text.
www.bur.st /~akbrown/witp/map_mod.html   (1737 words)

  
 RCT Hex Editing
This requisite map element specifies the surface of the map at that tile.There are additional map elements if there are any objects at that tile.
The game map is composed of a series of map elements which begin at one corner of the game map (~lower left for the sake of discussion).
All map elements for a tile are present in sequence and then the next tile on that row is represented.
www.strategyplanet.com /rctuk/tid/development/hexedit.html   (949 words)

  
 Realistic Astrography for scifi RPGs and Traveller
The aim of this project is to map the stars around Sol in a manner that preserves their direction and distance relative to eachother as much as possible.
The inaccuracies of the GDW map are largely due to stellar positions being distorted by "flattening" of a 3D space into a single 2D map, inaccurate stellar location data to start with.
Hex numbers have been added in orange text, and the subsector boundaries have now been corrected since they were inaccurate in the original versions.
www.evildrganymede.net /rpg/traveller/mapping.htm   (2486 words)

  
 WiF - Map errata
Hexes 0913 and 1012 on the Eastern European map should be Turkish, not Syrian.
Hexes 2429 and 2529 on the Eastern European map are Hungarian, not Czechoslovakian.
Hex 0949 on the Western European map is Norwegian.
www.helsinki.fi /~vsaarine/wif/rules/maperrata.html   (282 words)

  
 Games Workshop - Warhammer
The big difference is that the hex tiles I am building actually have 3D mountains, rivers, and jungles on them that were modeled just like a piece of Warhammer terrain.
Another reason you might want to make hex terrain is that you want to play a hex-campaign but don't have a good map, and you don't have an artist around to draw one.
I plan to put together a set of charts to generate the terrain of the map as players move into it.
us.games-workshop.com /games/warhammer/terrain/hexes/default.htm   (1027 words)

  
 The Nihon Invasion of San Francisco
This map makes use of terrain as specified in Ogre/G.E.V. If you are using Deluxe Ogre exclusively, then you can ignore the terrain effects, but you will miss out on what infantry really become in an urban environment.
The blue hexes are water, the dark blue areas are streams, the red lines are roads, the yellowish hexes are clear terrain, the green hexes are forests and the greyish white hexes are town.
I grabbed a EPS hex map that was on the SJ Games site (there are tons of them on the net), and scaled it for the proper size.
www.sjgames.com /ogre/scenarios/sanfrancisco   (1881 words)

  
 Rules for Wargames
Hex control can be granted at the outset of the game, or can be achieved by moving a unit into the hex and forcing out any enemy units.
When a unit enters a hex through a road or bridge hexside, it pays only the cost for moving one hex along the road, regardless of the type of terrain entered.
If terrain forbids movement to this hex or if the hex is occupied by enemy forces, the defenders may attempt to retreat to either of the two hexes adjacent to both the combat hex and the optimal retreat hex.
www.cs.hmc.edu /~dhamm/wargames/rules.html   (1075 words)

  
 CreatingWithPSP25
Since ADC2 also limits a single map sheet to a maximum file size of 4 MB, your map may simply be too large for a depth of 16 million colors.
Mountains, for example, should be portrayed differently on a map for a strategic or operational level game than on one for a tactical level or man-to-man game.
Wargame maps and counters seem to look best on a computer screen, most of the time, when they are displayed at the same size as the cardboard maps and counters they represent.
cryhavocgames.net /OtherStuff/CreatingWithPSP25.htm   (8862 words)

  
 interesting thin-client problem
The map typically will be larger than a single screen, and will consist of hundreds or even thousands of hexagons.
I believe when a server-side image map is used, the coordinates of the click will be sent as parameters to the server, so I can programatically work out which hex was clicked, and act appropriately.
Lets say the map was 100x100 hexes, each with a name, a type, and optionally some containing a number of units of possibly differing types.
www.codecomments.com /message341953.html   (1317 words)

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