I've drawn the coordinates from the xml in the jpg here:
red: n1, blue: a1 green: o4
as you can see they don't line up. Any idea why and how to determine the correct jpg coords for the giving xml coords?
Moderator: Cartographers
I accidentally wrote classic art instead of classic shapes in my post, i checked both the xml with the jpg for classic shapes.Optimus Prime wrote:Ummm... that doesn't look anything like the XML should look on the map. Are you sure you did it right? Not to mention, you have the Classic Shapes map image, not the Classic Art one.
EDIT: I just went and looked at both maps in active games where the XML was generating army numbers. They look right to me.
So the Coordinates are: X: 57 and Y: 98<territory>
<name>N1</name>
<borders>
<border>N2</border>
<border>N5</border>
<border>A12</border>
</borders>
<coordinates>
<smallx>46</smallx>
<smally>86</smally>
<largex>57</largex>
<largey>98</largey>
</coordinates>
</territory>
Top Score:2403natty_dread wrote:I was wrong
Yea i know. human error seems most likely but I don't see what I am doing wrong. In fact I still am expecting for something like the Y coordinates from the XML have to be subtracted by an offset 30 pixels.gimil wrote:http://www.conquerclub.com/mapmaker/index.php
There is no problem with the current coordinates. All numbers are generated from the XML file on http://www.conquerclub.com/maps So if they appear correct ingame then they are correct on the XML.
This must be a purly human error this time round

Hmm I'm not sure I understand. The Y coordinates don't really seem to be in the center of anything. Also the X coordinates are just a bit off to be the center. You can see it here:MrBenn wrote:The coordinates are for the centre of the army number... and they start from the top left

Nah, then the green line (from the startpost) for O4 wouldn't have been possible as the map is wider than tall.ZeakCytho wrote:It is possible that you have your x and y coords flippped? The coordinates you showed in the sample look like they could be okay if you flip the x and y.
Yea I guess I'll have to go for that solution as well. I can't really understand how I seem to be the first one asking this while mapmakers are making these XML files all the time. They would have to be aware of the offset, right?chipv wrote:I'm also interested in the answer to this. I had the exact same problem when plotting my highlights for the Turn Watch maps.
I ended up having offsets of 8 for x and 33 for y.
I was thinking about that too yea. but then these graphics have to be about 2 or 4 times (if the y coordinate is really the center of the graphic) its visible size. And I've never seen any army count wrapping to a new line.chipv wrote:Ah, wait a sec- what are the dimensions of the territory number graphics? (88 etc)

Code: Select all
<territory>
<name>N1</name>
<borders>
<border>N2</border>
<border>N5</border>
<border>A12</border>
</borders>
<coordinates>
<smallx>46</smallx>
<smally>86</smally>
<largex>57</largex>
<largey>98</largey>
</coordinates>
</territory>


Indeed, Jota's map assist gets it right. On the first map I made I tried doing the XML using coordinates generated from within Photoshop, and it came out all skewed. The first thread in which I remember this being discussed is here...MrBenn wrote:Jota's Map Assistant must take the shift into account... I've never had a problem with it, except for it's imprecision... which I have devised a work-around for: http://www.conquerclub.com/forum/viewto ... 27&t=74500
