[Therion] Surveying Maze Caves

Jonathan Prouty dormat at gmail.com
Sat Dec 2 16:19:33 CET 2006


Hello all,

I very much appreciate all of the advice that you have given on this
project. I have already changed my plans a great bit as a result. I'm sure
that the product will be much better and come around sooner because of this.

One quick question:
What do you think about quickly generating a polygon map using auriga, then
going in and using that map to sketch on top of, then creating a *real* map
in Therion? Are there any insurmountable obstacles introduced by this method
that I'm not seeing (Other than doubling the amount of time spent in each
passage....)?

This suggestion violates a couple rules of good practice and introduces the
very real prospect that the sketch may never be completed. The only reason I
even mention it is because of the fact that the local cave rescue squad
would greatly benefit from a decent map. There have been several rescues in
the cave (local kids getting lost, mostly) that have been severely slowed
down as a result of the rescuers having to blindly stumble around, missing
the obvious shortcuts that would have made their movements in the cave much
more efficient.

Perhaps even a working polygon map might help, in the event a rescue happens
before the final map is created. At any rate, just a thought.

As far as the actual mapping goes, I would love to be able to report some
progress, unfortunately, I can't. As it turns out, the cave is embroiled in
a bit of local caver politics. One of the older cavers in my club has been
working on surveying it for the last 10 years or so. Even though no work has
been done on that project for at least 2 years, he is very much against the
idea of "resurveying" the cave, even though that survey hasn't been
finished, and most likely never will.

I am planning on going ahead and surveying it, it has just been greatly
slowed down because of this. What a pain :-(.

Sincerely,
Jonny Prouty

On 12/1/06, Martin Sluka <martinsluka at mac.com> wrote:
>
>
> On 25.11.2006, at 17:56, Jonathan Prouty wrote:
>
> > Any advice would be greatly appreciated.
>
> One more thing:
>
> usually you need to draw several subtypes of line wall - bedrock,
> blocks, presumed, etc.
>
> There is not the best way how to do it if you start with new line
> each time the subtype of wall line changes.
>
> Try to use to change subtype of wall as change of line point subtype
> instead. Keep the line wall in one piece if possible - the automatic
> joining of wall lines will work much better.
>
> Martin
> _______________________________________________
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> Therion at speleo.sk
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>
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