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WaR mapping - behind the scenes - 11/30/2008 11:03:20 PM   
RD Oddball

 

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“WaR map making – behind the scenes”
by Jim Martin
11/25/08


For Close Combat – Wacht am Rhein Shane Cameron was the main map maker on the map making team and able to claim responsibility for roughly 43 of the 64 tactical maps appearing in the game. Nine tactical maps plus the strat map, created by yours truly, as well as a dozen stock CC4 maps make up the balance. The only way you get to the point of being able to do that many maps in such a short period of time is by doing it...and doing it LOTS. Shane has done literally hundreds upon hundreds of maps for various mods over the years and is one of the most prolific map makers in the CC community. By comparison, I've done around a hundred in my time in the CC community. And it's not just the volume the work he's done. Shane does some of the best quality maps available for CC.

With all that map making going on the development team thought some folks might be interested in knowing what goes into making a map. I'll attempt to give you an overview here.

Before continuing I'm obliged to mention that no effort worth while is done in a vacuum. Many folks GENEROUSLY contribute to the map making effort by doing painstaking research or very generously donating artwork they've created that will be useful to our cause. We've identified these folks in the game credits but it's worth mentioning here as well. Research for maps was done by Neil Nello, Platoon Michael, RD_Roach, Shane Cameron and myself. Research is comprised of finding period aerial photographs of the tactical map areas to be represented on the strat map. Any available sources are used. Books, internet, actual maps, etc. Since our strat map has 64 areas that meant finding aerials of all 64 of those areas. No small task! Amazingly nearly all of them were found however there were a handful for which we could find no aerial photos. When that happens we either make something up based on written descriptions of the battlefield or turn to community map makers for contributions. Several very generous folks offered use of their map graphics. Namely Pvt. Grunt (Grant McTaggart), Vic Boutillier (yukongold) and Ernie M.. In most cases small bits were used (houses, vehicles, etc.) and in others map road nets were used with our own textures redrawn over top to maintain consistency of look across maps in the build. One example being Pvt. Grunts interpretation of Malmedy road net and building arrangement. We are very thankful for these contributions to help us round out our map research.

Once research is done a map design is created based on the research findings for a given area. Ability to understand what you're seeing in an aerial photograph is a must. The design is created by the map maker and the primary goal is to create tactical offensive and defensive challenges taking into account the maps location on the strategic layer with respect to other tactical maps as well as blending those challenges with what the research found. So there's a fair amount of thought that goes into how the buildings are arranged, what the terrain is like, placement of trees, where the road net runs, line-of-sight, etc. Rough sketches are sometimes done then the drawing of the artwork begins.

Photoshop is the primary tool of Close Combat map makers. The ability to layer graphics so as to allow ease of alterations later on is the key advantage Photoshop gives a map artist. The background texture is usually laid down first then detail is slowly added. Road net usually goes down first or maybe some tactically significant land feature such as a river or location of a town or a hill. Then everything else falls into place. Depending on the complexity and experience of the artist this process can take anywhere from a day or two on up to a week or two. And it's not a linear 9 to 5 thing either. Sometimes inspiration strikes at the least opportune moments and you have to work when the creative juices are flowing. To try to force yourself to stick to a regime will make the results look forced and uninspired. Sometimes that means working a little on one map until it's either done or you've lost the vision for it. In which case you set it aside and work on a different one and return to the one you set aside when the vision comes back or the creative block is gone. So you can have several maps in progress simultaneously.

I've given you a highly abbreviated version of the process but hopefully you get the picture. Doh! No pun intended. Another portion of the map making process is coding the maps to make them playable within the game. I could write an additional three pages on that topic but essentially it's placing an element tile on every 10pixel x 10pixel square of the map to tell the game how to treat each graphical representation of the tactical area. For a 3,600px x 3,600px map that's 129,600 tiles! Yikes! If it wasn't for the heroic efforts of a small team of dedicated volunteers you wouldn't be reading this article. The build wouldn't exist! Mark Hoffrichter, John Davidson, Andrew Williams did the bulk of the map coding and tweaks. Stand up and take a bow guys! Shane, Steve McClaire and myself also contributed to this effort.

Sometimes you stand back to look at your map creation and feel you've exactly replicated the vision in your head and sometimes you stand back and wish you'd gone biking or something else. In the end it's a creative process despite the fact that these are representations of real, tangible places. In cases where good aerial photos exist the maps are often exact replicas of the historical locations where the real life battles were fought. Where research doesn't exist and was lost to the ages they're strictly creations of the artists' imagination. Either way it's a whole lot of fun and I highly encourage anyone considering it to give it a try. Maybe you'd like to draw up the battlefield your grandpa fought on that he's told you so many stories about? Or draw one up from a bit of history your fascinated by. There's an extensive modding community for Close Combat with lots of tutorials and tools to get you started. Closecombatonline and CloseCombatSeries being the two biggest. For those folks more interested in data modding that's available there too.

Don't be fooled. Making the first map or mod is quite a challenge. There's a lot to take into account all at once. But stick with it and after a while you'll be an old pro just like our own Golden God, Shane Cameron.
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RE: WaR mapping - behind the scenes - 12/1/2008 12:13:30 AM   
CaptRio

 

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Very nice!

Thanks for all those 'behind the scenes' info, and hats off to all involved in this release!

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RE: WaR mapping - behind the scenes - 12/1/2008 7:24:28 AM   
Moss Orleni

 

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Nice reading stuff indeed!
Makes you want to get into map making right away...

I'm currently taking my very first cautious steps
But I'm wondering: I have both PSP and PS available. If I want to learn how to use a graphics program(from scratch), which one is more recommendable?
To me, PSP seems to have a more intuitive interface. It has a nice batch feature for mass file conversions, handy resource management (for textures, tubes,...), a materials box that allows easy switching between colors, patterns, etc...
But at first sight, a couple of functionalities/effects seem to be missing (fi drop shadow). And apparently, PS is considered to be the more professional graphics editor.
So, why did the map makers use PS? Are there many features needed/desirable for map making that are not present in PSP? Or is it just a question of flavor?

Cheers,

Moss

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RE: WaR mapping - behind the scenes - 12/1/2008 11:06:47 AM   
Marc von Martial


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quote:

ORIGINAL: Moss Orleni

Nice reading stuff indeed!
Makes you want to get into map making right away...

I'm currently taking my very first cautious steps
But I'm wondering: I have both PSP and PS available. If I want to learn how to use a graphics program(from scratch), which one is more recommendable?
To me, PSP seems to have a more intuitive interface. It has a nice batch feature for mass file conversions, handy resource management (for textures, tubes,...), a materials box that allows easy switching between colors, patterns, etc...
But at first sight, a couple of functionalities/effects seem to be missing (fi drop shadow). And apparently, PS is considered to be the more professional graphics editor.
So, why did the map makers use PS? Are there many features needed/desirable for map making that are not present in PSP? Or is it just a question of flavor?


PS is the industry standard. There is no discussion about this. PS interface is also extremely intuitive, it is just a bit more massive as it has way more features then PSP. I personally find the PSP interface not intuitive at all and working in PS is much faster and more ergonomic. PS is way more powerfull when you work with large files, and you will do that when you paint maps for CC, at least if you keep your artwork very flexible

Working on a team in the design or art industry we leave you with not much choice here as compatibility between PS and PSP is there but not very effective.

All the batch features etc. are also available in PS. You can also write your own actions and batch features, even own filters and plugins.

If you want to learn from scratch I highly recommend PS, if you are on a budget I would suggest to start out with the CS2 version. It is two versions old, but many of the CS3 and CS4 enhancement are aimed at photographers and composers.

PSP is not bad for its price and certainly features enough for the "home user" and "home user" photo editing or the one or other graphic. But working in the industry will leave you with not much choice.

An additional plus is that there are way more online tutorial out there for PS then for PSP. Also the printed documentation, tutorial books, learning books available are much more diverse.

And before the discussion comes up, no The Gimp is also not an option ;)


< Message edited by Marc von Martial -- 12/1/2008 11:08:13 AM >


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RE: WaR mapping - behind the scenes - 12/1/2008 11:59:24 AM   
Moss Orleni

 

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Thanks very much for that info!

One additional question: does PS have a Tube-like feature that can be used for the map makingg process?

Moss

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RE: WaR mapping - behind the scenes - 12/1/2008 12:02:30 PM   
Moss Orleni

 

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I have the original 2003 CS version... good enough, I suppose? (and PSP XI)

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RE: WaR mapping - behind the scenes - 12/1/2008 7:21:28 PM   
RD Oddball

 

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Glad you liked the article Moss.

Yeah any version of PS post 7 will work well.  The only issue might be with the various community tool files you may try out.  But after a while you'll develop your own anyway since more often than not there's a look you'll be going for that doesn't exist so you'll have to create your own presets to achieve it.

To my knowledge PS does not have anything like the PSP tube feature.  I've not used PSP extensively enough to feel I can really speak with any authority here.  There may be something in PS that achieves a similar operation.

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RE: WaR mapping - behind the scenes - 12/1/2008 8:30:16 PM   
Moss Orleni

 

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Thanks RD_Oddball,

The tubes thing is of course not a real necessity, only a time saver. I suppose you can as well copy/paste a couple of images in a randomly pattern yourself...

I have one more question on the WaR map making process:
why weren't the maps made full size (ie 3840x3840)? Is it a question of developing time, is it to aid the AI engine, is the game not able to cope with 64 huge maps, or is there still another reason?

Cheers,

Moss

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RE: WaR mapping - behind the scenes - 12/2/2008 5:24:21 AM   
squadleader_id


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Thanks for sharing that, Jim!
Map making is unfortunately the stumbling block for most mods ...and I truly applaud the CC Mapper Godz for coming up with all those amazing looking maps for CC
Maybe the next CC build should include a nice user friendly map editor (with automated coding!)?

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RE: WaR mapping - behind the scenes - 12/4/2008 3:13:16 AM   
yukongold

 

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Jim and Moss, there is a plugin available for Photoshop that will allow you to import PSP picture tubes and other files saved in PSP formats. It won't give you the same function as picture tubes in PSP but will allow a person to save the images as a brush or PSD file.

You can get the plugin from http://www.telegraphics.com.au/

Its called "Paint Shop Pro Format" and is freeware, with voluntary donation if you find it useful.

This isn't spam on my part........opposite end of the earth......and a heck of a lot warmer than my neck of the woods. Just thought some folks might find it useful.

cheers

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RE: WaR mapping - behind the scenes - 12/4/2008 3:54:06 AM   
Neil N

 

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quote:

ORIGINAL: Moss Orleni
Is it a question of developing time, is it to aid the AI engine, is the game not able to cope with 64 huge maps, or is there still another reason?
Moss


In two words, yes and yes. Development time is a big consideration...especially if the mapper is a perfectionist like a few are known to be. I spent something like 3 months on 1 map for the Afrika mod just because I didn't like how something looked. Fix it to my liking and then find something else that I didn't like.

The AI tends to like smaller maps as well. Although, VLs play an important role in keeping the AI moving. Utilizing all 16 available VLs can help a map, especially the larger ones.

Also, thanks for sharing the link yuk

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RE: WaR mapping - behind the scenes - 12/4/2008 4:55:27 AM   
Q.M


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Nice write up Jim, musta missed it first go round.

So if a 3,600px x 3,600px map is 129,600 tiles, and I coded 30 maps...fingers/toes...3,888,000 tiles min?

No wonder my eyes are crossed  and my fingers ache, knit one pearl two.

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RE: WaR mapping - behind the scenes - 12/4/2008 11:50:46 AM   
Moss Orleni

 

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Thanks for that info, Neil.
So, apart from the knwon limits (fi # of roof entries), there is no risk of crashing the gaming if you use 64 maps of 3840X3840, right? Just in case I have too much free time...

And thanks Yukongold for the useful (as always!) link.

Cheers,

Roel

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RE: WaR mapping - behind the scenes - 12/4/2008 2:15:12 PM   
Neil N

 

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Correct...should have no issues with 64 monsters

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RE: WaR mapping - behind the scenes - 12/4/2008 2:32:36 PM   
RD Oddball

 

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quote:

ORIGINAL: Moss Orleni

Thanks RD_Oddball,

The tubes thing is of course not a real necessity, only a time saver. I suppose you can as well copy/paste a couple of images in a randomly pattern yourself...

I have one more question on the WaR map making process:
why weren't the maps made full size (ie 3840x3840)? Is it a question of developing time, is it to aid the AI engine, is the game not able to cope with 64 huge maps, or is there still another reason?

Cheers,

Moss


Gotcha, thanks for that. Yeah random patterns in PS, as it sounds you know, are a manual thing. There are ways you could automate it but you'd have to set it up on your own. I see yukongold posted that there are plugins. Thanks for sharing the info yukon. Far from being spam mate! Very useful. Thanks! Good seeing you in here btw.

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RE: WaR mapping - behind the scenes - 12/4/2008 2:42:57 PM   
RD Oddball

 

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quote:

ORIGINAL: Neil N

quote:

ORIGINAL: Moss Orleni
Is it a question of developing time, is it to aid the AI engine, is the game not able to cope with 64 huge maps, or is there still another reason?
Moss


In two words, yes and yes. Development time is a big consideration...especially if the mapper is a perfectionist like a few are known to be. I spent something like 3 months on 1 map for the Afrika mod just because I didn't like how something looked. Fix it to my liking and then find something else that I didn't like.

The AI tends to like smaller maps as well. Although, VLs play an important role in keeping the AI moving. Utilizing all 16 available VLs can help a map, especially the larger ones.

Also, thanks for sharing the link yuk


Great seeing some of the other map making gods posting in here. Hopefully Pvt. Grunt, Ernie M, sheesh and many others too numerous to name!

The upshot to great mapping art is that in the most general sense you can't put a time limit on it. Yeah sure deadlines force their way in on projects like WaR and limit what can be done as Neil pointed out but even a contribution that takes longer than others may take is still a contribution. And to specifically respond to Neil's comment, at the higher levels of talent. So don't short change yourself man! That ability to objectively critically evaluate your artwork makes your work as good as it is.


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RE: WaR mapping - behind the scenes - 12/4/2008 2:53:40 PM   
RD Oddball

 

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quote:

ORIGINAL: Q.M

Nice write up Jim, musta missed it first go round.

So if a 3,600px x 3,600px map is 129,600 tiles, and I coded 30 maps...fingers/toes...3,888,000 tiles min?

No wonder my eyes are crossed  and my fingers ache, knit one pearl two.


You mean you've not worn your fingers and toes to unrecognizeable nubs? Back to work on coding slave! *sound of whip cracking* I'm surprised you have any fingers and toes left!

As squadleader_id pointed out it sure would be nice to have some auto-coding prog to use. Maybe for Christmas? And not to put Q.M. and Reboot out of a volunteer job but something tells me they wouldn't mind having their eyesight back. I've got some ideas on how to utilize Mafi's 5CC tool combined with output from special layers in Photoshop but haven't had a chance to try it out. 5CC allows for certain colors to be coded a certain way. I was figuring if you could link painting a map simultaneously painting on a second layer in 10x10pixel squares of solid color, you could output, from PS, an image that could be temporarily plugged into 5CC to code the map. Similar to the old sheets that Univax computers used to use for programming... in a way. So as you paint a terrain texture in Photoshop on a separate layer it'd simultaneously be painting squares 10x10 of solid color. I'm not sure about painting on two layers at once tho. Still have to work that one out. Or find a way to port those textures into a 10x10 pixelated grid then convert them to solid color using contrast or brightness adjustments. Lots to work out and no time to do it. It's part of my "map machine gun" set-up for PHotoshop I'd like to make. Paint a rough diagram on one layer, initiate an action and in a few minutes a map is done. Believe it or not it's doable in Photoshop.

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RE: WaR mapping - behind the scenes - 12/4/2008 5:55:24 PM   
Marc von Martial


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quote:

ORIGINAL: Moss Orleni

Thanks very much for that info!

One additional question: does PS have a Tube-like feature that can be used for the map makingg process?


The Alien Skin Splat! Plug-in is something like the PSP Tube feature.
But really, I never even had the need for such a feature.


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RE: WaR mapping - behind the scenes - 12/4/2008 8:08:26 PM   
Southernland


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quote:

ORIGINAL: Q.M

Nice write up Jim, musta missed it first go round.

So if a 3,600px x 3,600px map is 129,600 tiles, and I coded 30 maps...fingers/toes...3,888,000 tiles min?

No wonder my eyes are crossed  and my fingers ache, knit one pearl two.



Oh common dude, none of the maps were full size, at best you only coded 2,000,000 tiles LMAO

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RE: WaR mapping - behind the scenes - 12/5/2008 1:09:35 AM   
nietsche

 

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I have to say that the CC community is one of the most dedicated and enduring ones I have ever seen on the 'net.
It DOES seem that some kind of automated generation of maps (with careful tweaking after) is needed if the level of realism and onscreen beauty we all crave is to be achieved :D

Keep up the good work and listen more to the people who respect the work done than to the ones who want too much!
-------------
Wondering if Hotton and some of the other maps can be improved so they show better on large wide screens (not compressed in the vertical axis)...


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Hard work is a good way to succeed. There is less competition that way...

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RE: WaR mapping - behind the scenes - 12/5/2008 11:42:08 PM   
RD Oddball

 

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 Only 2 million tiles.  1 million is too many!  We can't overstate just how significant the map coding effort was.  Talk about grunt work!  The reason the maps are playable but little or no recognition.  It reminds me playing offensive line in football.

Nietsche - Thanks for the comments.  Yeah automation requires extreme caution and care lest they all become cookie cutter designs and loose their artistic flavor.  The human element would always be necessary to preserve that.  Worth repeating tho.  Thanks!

Re: your comment about who to do the work for and listen to - Well put!

Not sure about the comments about Hotton.  I have an HP w2207h and many maps display in proper proportions but sometimes just occupy a swath down the center.  i.e. no scrolling left to right.  Sure the extra real estate could be used.  Often tho there's a reason behind the map proportions.  i.e. creating bottlenecks, narrowing the east west front if attacking north or south or vice versa., etc.  Does the map display properly for you?  If not I'd suggest adjusting the ingame resolution to fit your screen.  Just in case you're new enough to CC that you don't know how to do that:  If you go to game options or F8 the options dialog will appear and you'll need to click the "General" tab.  On that menu you'll see a drop down menu next to "screen resolution".  Find your monitor size and click it then ok.  You'll need to restart for the settings to take effect.  That screen resolution only controls the resolution on the tactical maps, NOT the UI.  The UI will always display at 1024x768.  On my monitor if I have the screen resolution set to anything below 1050x1680 the maps will be force fit to my monitor screen thus throwing them out of proportion.  i.e. they look stretched one direction or the other depending on what the narrowest direction of the map is.  Let me know if that works.

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RE: WaR mapping - behind the scenes - 12/6/2008 9:32:08 PM   
CSO_Talorgan


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Is Google SketchUp an option for those of us who can't draw?!

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RE: WaR mapping - behind the scenes - 12/7/2008 5:52:11 AM   
RD Oddball

 

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It could be.  It would make doing shadows easier and provide decent elevation modelling as well as pre-made components once a catalog of models was created.  Would take a lot of work to develop it as a mapping tool for CC.  Importing all the textures and properly scaling them, the stuff I mentioned above.  But it could work if someone wanted to take the time to do the set up work. 

Frankly any 3D program could be made to do this and there was a guy posting images at CCS that were CC2 maps turned into 3D maps.  Pretty cool idea.  I think your suggestion of Google SketchUp might be the most accessible option for many wanting to do maps with a 3D program and easiest to use.  Most other 3D progs are cost prohibitive or overkill. GSU might work nicely.

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RE: WaR mapping - behind the scenes - 12/8/2008 3:38:01 PM   
pelle75

 

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Blender 3D would be my choice (free, not tied to any specific platform, no high requirements on hardware). Requires a few hours with tutorials to figure out the ui. Easy to extend with scripts for common tasks. They recently demonstrated it can be used to create character and level models for 3D platform games.

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RE: WaR mapping - behind the scenes - 12/9/2008 10:54:09 AM   
CSO_Talorgan


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Didn't know that Blender could be used to create landscapes.

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RE: WaR mapping - behind the scenes - 12/11/2008 11:27:27 AM   
pelle75

 

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There are some examples of landscapes included in that free game I linked to (each level is a big landscape model).

Here are some more examples:

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Landscape_Modeling_I:_Basic_Terrain
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Landscape_Modeling_II:_Texture_Stenciling

Haven't played with that in a long time. I think there is some other tutorial somewhere for how to import heightmap bitmap data from an image instead of using the manual tools to shape the landscape.

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RE: WaR mapping - behind the scenes - 12/11/2008 12:08:36 PM   
berndn

 

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Thanks pellen for the links. Interesting.
Instead of the usual 2D vs 3D debate of the CC series it gives a nice idea of maybe using stuff like Blender, which is free, and use this to create the 3D landscape before generating the height map coordinates from it instead of using a grey scale bitmap which is used to generate the height info if I'm understanding the procedure of map generating in CC. Interesting stuff and worth an own thread IMO.


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RE: WaR mapping - behind the scenes - 12/11/2008 5:31:44 PM   
RD Oddball

 

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Yeah exactly berndn.  Nothing says ya can't take advantage of whatever tools are available to achieve the goal.  i.e. converting 3D generated maps/elevation files into 2D for the game.

Thanks for the links Pellen.

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RE: WaR mapping - behind the scenes - 12/11/2008 5:56:18 PM   
Southernland


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Thanks for the tute links.   I've got blendor installed and as with most of my ideas thats as far as I got.  I'll have to crank it open and have a play.  My one concern is the ability to create a rough terrain like the current crop of cc maps use. ie keeping up the pixel definition I guess you'd call it rather than having the smeared blurred mess that seems to be the norm of many 3d generated maps where the texture is stretched over the 3d profile.

as a side note there was a freeware (i think) terrain generator linked from one of the ads on the CCS site.   One again I think I grabbed it and that was as far as I got.

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RE: WaR mapping - behind the scenes - 12/11/2008 8:16:49 PM   
berndn

 

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My idea would be to create the basic map in 3D so that you can measure heights etc very well. Write an export filter to have the heights map. Then use the top view and make a bitmap. If you wish with only a screenshot. Use this screenshot as a background layer and paint the map with this info like you did before.
The only real advantage would be to have at least the heights right.

Are the houses painted from scratch in good ol CC ? I ask because it would be great to find a simpler way to create the right 'LOS' information like it is now. Some houses you can shot through.

It's just some ideas

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