diff --git a/Creating-shape-files-in-QGIS-for-map-data.md b/Creating-shape-files-in-QGIS-for-map-data.md index 24195d7..597fb24 100644 --- a/Creating-shape-files-in-QGIS-for-map-data.md +++ b/Creating-shape-files-in-QGIS-for-map-data.md @@ -29,9 +29,27 @@ We can use this [map](https://www.arcgis.com/apps/View/index.html?appid=7fa64a25 In the correct projection you can now create a new vector polygon layer and add the game area as an overlay. Preferably by gettting actual coordinates from the ME as opposed to freehand editing like i did. Layer-> Create Later -> New shapefile layer ![ShapefileGameArea](https://user-images.githubusercontent.com/20801481/189474224-4870e056-9054-4f6a-96c7-936bb1ce48a8.JPG) -Make sure you use the project CRS (projection) and that it is a polygon. Also make sure you save it to a location so you can retrieve it the next time you open the project. +Make sure you use the project CRS (projection) and that it is a polygon. Also make sure you save it to a location so you can retrieve it the next time you open the project. You can save the temporary layer by right clicking the feature in the layer view and select Save Feature As. This also handy to check during the save that the projection is what you expect it to be. ![GameArea_makepoly](https://user-images.githubusercontent.com/20801481/189474417-cd685745-bce4-4626-b2ac-e0ba62176c4f.JPG) -3) For the ocean I downloaded the OSM Ocean Polygon files (source https://osmdata.openstreetmap.de/data/water-polygons.html). These are WGS84 chunck of ocean. Select all the vector objects that are relevant to the map, and use the Vector->Geoprocessing->Dissolve command to merge the cells into one object. This will output a new temporary layer (can be slow to do). This layer we can now save and reproject it to the relevant UTM projection, like UTM 21S for the Falklands map. +## 3) Oceans +For the ocean I downloaded the OSM Ocean Polygon files (source https://osmdata.openstreetmap.de/data/water-polygons.html). These are WGS84 chunck of ocean. Select all the vector objects that are relevant to the map, and use the Vector->Geoprocessing->Dissolve command to merge the cells into one object. This will output a new temporary layer (can be slow to do). This layer we can now save and reproject it to the relevant UTM projection, like UTM 21S for the Falklands map. Be sure to reproject only after dissolve or you will potentially get gaps in the ocean file. + +Once you have the ocean file dissolved and projected to the correct UTM projection you can clip it to the game area overlay (Vector -> Geoprocessing -> Clip). + +![ClipSea](https://user-images.githubusercontent.com/20801481/191521040-e7a0787a-5c82-48d9-9e6d-8f9ab9a493e2.JPG) + +Once again this is saved as a temporary file which you now can save to disk. + +The final step is now to generate the land mass for Liberation as well as the actual ocean. Remember, we want to keep this data as lightweight as possible so we will first simplify the data. Use Vector->Geometry tools->Simplify and try different values + +![Simplify](https://user-images.githubusercontent.com/20801481/191523064-c2a99d11-6e8e-4006-9e90-d4fd17fbce98.JPG) + +A tolerance value of 250 is probably fine at this stage but you can go more aggressive if you want to. +After we simplified the data now is the time to generate land data and ocean data. To make sure we get some margins so you cant accidentally move the carrier right to the beach or spawn units in the sea I want to use a buffer zone from the shore inland for the land map and a buffer zone from the shore out towards the sea. In the South Atlantic map I elected for a 750m buffer inland and a 1500m buffer out to sea. The 1500m buffer out to sea means a lot of the smaller sounds and bays will be eliminated, further simplifying our data. + +![Buffer](https://user-images.githubusercontent.com/20801481/191524446-24c970f2-21da-4127-90eb-320d7e5b47f8.JPG) + +