Posted By: ventohHi, how can I draw a grid octagonal? thanks. bye
Although it's possible to create a repetitive pattern of octagons as a part of a larger design - octagons cannot interlock geometrically in such a way as to form an unbiased geometric grid (at least not in this universe). Sadly - only polygons based upon strict / straight forward pythagorean triangulation can be used to form true geodesic matrices (grids). These are :
A "true" grid of octagons is not possible mathematically, except maybe in qauntum mechanics where in alternate realities space and time fold over onto each other in hyperspacial super string bundles and "ultra nurbs", and Lady Ga Ga actually has a self actualized personality, and not a hybridization of Madonna, Andy Warhol, and Andy Dick, Lol X>.
I am afraid I didn't express myself quite clearly.
When I told about "octagonal grid" I was meaning to obtain the grid in the attached image.
Actually, that's a pattern - not a grid. I wouldn't know how to generate that in CC3 via a script, but my question to you might be "Why not use Hexes?". In the pattern that you have here - the "sqaure joints" separating the octagons represent spaces that adhere to no clear principle of unit movement, and effectively nuetralize patches of "useable" map space insomuch as the rules of movement in a gaming situation goes. You would have to use an indirect work around to get a straightforward formula for determining area. I may sound like an old fogey conventionalist here - but I would suggest using hexes - but it's up to you.
To expand on KenG's suggestion, I recommend converting the image to a PNG, using the white area of the image as an alpha layer/mask. You can add the resulting PNG to CC3 as a fill pattern (in a custom drawing tool, I think). That way, you can use it to fill in a polygon, such as a rectangle that you draw over the entire map, much the same way you would draw a typical grid.
I'm pretty sure it can be done but I don't know the details how. Hopefully someone — or several someones — here on the forum can explain the necessary steps.
@Terraformer: I can not use the hexagons because I need eight directions of movement.
The use of a png image is a solution that I thought, although I do not really like it. Fill pattern in a custom drawing tool is a better solution, but still not vectorial.
The only other solution I see is to draw a octagon using the regular polygon tool and then use the repeat command until you fill the whole area. I recommend using the Grid sheet and layer, freezing the layer once done.
Posted By: ventoh@Terraformer: I can not use the hexagons because I need eight directions of movement.
The use of a png image is a solution that I thought, although I do not really like it. Fill pattern in a custom drawing tool is a better solution, but still not vectorial.
The pattern that you have actually seems to only give you four (4) directions of movement if you discount moving across the sqaure areas. I think it's pretty original though if you can work out some rules for this - and to be honest I kinda like it, lol.
Thanks for the tip Jim. What I have to do is simulate the movements of a ship in 8 directions. The ship can also stopping in a grid cell. So use the corners of the square is not a solution for me
It's a bit different than the old-fashioned squares or hexagons, in that you would not use the fields but the spots where the lines cross for ship placement. Also, you can have a ship move from a starting point in eight directions. Usable spots are only those where both horizontal, vertical and diagonal lines cross (marked with green spots), which maybe makes the grid a bit difficult to handle, since there will also be spots where only horizontal and vertical lines cross.
Also, the distances from one spot to another are different, depending on whether you go north/south/east/west or any of the intermediate directions. So, if you want to do a CoSim, this might not be the ideal solution, but better than nothing. :-)
Thank you for this very useful drawing. Perhaps this was also the solution proposed by jimP, I had not understood. I like this way of considering only the intersections. One more question: what is CoSim?
CoSim is Conflict Simulation, another term for TableTop Game, or similar, where you play a battle of various scales (squad level up to army level) on a battle map (often people have houses or other models to represent the battleground), using miniatures. Sometimes you need to measure distances directly on the playing field using a ruler or measuring tape, and of course therefore the movement in any direction needs to be about the same relative distance.
As long as you have 8 directions to move, it will always basically be a square grid. Nils original suggestion is a square grid rotated by 45°, the octagonal pattern can be substituted by a square grid, and the last picture posted by Nils can also be replaced with a square grid with smaller squares.
As long as you want to keep your pattern regular, you are basically limited to a hex or square grid. What changes is just the way to display them.
Again JimP beats me to it. The drawing on the left is exactly what I meant. Give you eight directions, and the small difference in distance is negligible.
Comments
#1, Triangles,
#2, Rectangles,
#3, Sqaures,
#4, Parellelagrams,
#5, Diamonds,
#6, Hexagons.
A "true" grid of octagons is not possible mathematically, except maybe in qauntum mechanics where in alternate realities space and time fold over onto each other in hyperspacial super string bundles and "ultra nurbs", and Lady Ga Ga actually has a self actualized personality, and not a hybridization of Madonna, Andy Warhol, and Andy Dick, Lol X>.
I am afraid I didn't express myself quite clearly.
When I told about "octagonal grid" I was meaning to obtain the grid in the attached image.
Actually, that's a pattern - not a grid. I wouldn't know how to generate that in CC3 via a script, but my question to you might be "Why not use Hexes?". In the pattern that you have here - the "sqaure joints" separating the octagons represent spaces that adhere to no clear principle of unit movement, and effectively nuetralize patches of "useable" map space insomuch as the rules of movement in a gaming situation goes. You would have to use an indirect work around to get a straightforward formula for determining area. I may sound like an old fogey conventionalist here - but I would suggest using hexes - but it's up to you.
I'm pretty sure it can be done but I don't know the details how. Hopefully someone — or several someones — here on the forum can explain the necessary steps.
~Dogtag
The use of a png image is a solution that I thought, although I do not really like it. Fill pattern in a custom drawing tool is a better solution, but still not vectorial.
I was going to suggest hexagons, but using the corners would give 12 directions.
have you considered something like this?
It's a bit different than the old-fashioned squares or hexagons, in that you would not use the fields but the spots where the lines cross for ship placement. Also, you can have a ship move from a starting point in eight directions. Usable spots are only those where both horizontal, vertical and diagonal lines cross (marked with green spots), which maybe makes the grid a bit difficult to handle, since there will also be spots where only horizontal and vertical lines cross.
Also, the distances from one spot to another are different, depending on whether you go north/south/east/west or any of the intermediate directions. So, if you want to do a CoSim, this might not be the ideal solution, but better than nothing. :-)
Nils
CoSim is Conflict Simulation, another term for TableTop Game, or similar, where you play a battle of various scales (squad level up to army level) on a battle map (often people have houses or other models to represent the battleground), using miniatures. Sometimes you need to measure distances directly on the playing field using a ruler or measuring tape, and of course therefore the movement in any direction needs to be about the same relative distance.
Nils
Nils
As long as you want to keep your pattern regular, you are basically limited to a hex or square grid. What changes is just the way to display them.