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Structure designation in Map maker

 
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Structure designation in Map maker - 8/26/2010 9:49:10 AM   
rickier65

 

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I didn't want to hi-jack the AAR so I I'm posting this in its own thread.

quote:

ORIGINAL: Rick


quote:

ORIGINAL: Thomm

quote:

Just tap the Insert key to toggle it on and off.


Great pity that CC did not have this feature!

But I have one question here: What do the bright red spots under the buildings represent? Do you have to paint tiles for the buildings (like in CC) or does PC understand the "concept" of a building by itself (like CM).

Best regards,
Thomm


The map mker tool will paint the red color under the building for you when you've told it what kind of building it is.

Thanks
rick



to explain a little better. Maps aren't tile based in PCO. But the Map maker tool makes it easy to place structures, and part of that process is idnetifying what kind of structure it is. In this screen shot the building selected is a light cover building that can hold one squad and is one story high.

Map maker will automatically color the AI map red based on that specific buildings dimensions.

Thanks
rick





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RE: Structure designation in Map maker - 8/26/2010 10:15:44 AM   
Thomm

 

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Thank you for the details!

What is the AI map used for?

Pathfinding?
LOS?

I see that the AI map footprint of the buildings extend beyond their actual boundaries. Does this have any side effects?

Best regards,
Thomm

(in reply to rickier65)
Post #: 2
RE: Structure designation in Map maker - 8/26/2010 10:34:31 AM   
rickier65

 

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Joined: 4/20/2000
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quote:

ORIGINAL: Thomm

Thank you for the details!

What is the AI map used for?

Pathfinding?
LOS?

I see that the AI map footprint of the buildings extend beyond their actual boundaries. Does this have any side effects?

Best regards,
Thomm


The AI map basicly is what drives the engine to know what terrain exists at any point. what the player normally sees on a map are visual textures, but under those textures is a layer where each color represents a terrain type. and each terrain type can have different game attributes. The map resolution gets down to 1 pixel = 1 meter.

the footprint does indeed extend beyond the actual structure. And yes, there are side effects, one being that your infantry doesnt walk through the front door. entering and leving buildings is abstracted and is possible when units are "close enough" . basicly units can not "move" into the red areas, so while you can get cover behind a building, you wont see troops leaning against the walls.

Thanks
rick

(in reply to Thomm)
Post #: 3
RE: Structure designation in Map maker - 8/26/2010 10:37:40 AM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
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quote:

ORIGINAL: Thomm

Thank you for the details!

What is the AI map used for?

Pathfinding?
LOS?

I see that the AI map footprint of the buildings extend beyond their actual boundaries. Does this have any side effects?

Best regards,
Thomm


i'm actually pretty enthusiastic and excited by this Map maker tool It really makes the map making process so much easier.

Rick

(in reply to Thomm)
Post #: 4
RE: Structure designation in Map maker - 8/26/2010 10:55:16 AM   
Geordie


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How much of a variety of building do you have?  And is it easy to make more?  Also, how many stories dot he buildings get and how big can they be.  Im thinking of City scenarios here.

_____________________________


(in reply to rickier65)
Post #: 5
RE: Structure designation in Map maker - 8/26/2010 11:14:21 AM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
Status: offline

quote:

ORIGINAL: Geordie

How much of a variety of building do you have?  And is it easy to make more?  Also, how many stories dot he buildings get and how big can they be.  Im thinking of City scenarios here.


I haven't counted, but maybe you can get an idea from the screen shot below, I'm shoing a partil list of the directory of structure folders. and below that the contents of one of those folders (admittedly one of the larger ones).

Now that being said, PCO still doesnt have all of the things we would like to have for combat in an urban setting. i think the plan is add urban combat features in later releases.

And yes, you can add structures if you have some skill at modelling and texturing.

Thanks
rick





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(in reply to Geordie)
Post #: 6
RE: Structure designation in Map maker - 8/26/2010 2:45:18 PM   
Geordie


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Wow!  Thanks for that small insight.  This games possibilities are potentially almost the best I have ever longed for.

_____________________________


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Post #: 7
RE: Structure designation in Map maker - 8/26/2010 2:48:51 PM   
Thomm

 

Posts: 237
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From: Vienna, Austria
Status: offline
Yes, thanks!

Looks all very interesting!

Best regards,
Thomm

(in reply to Geordie)
Post #: 8
RE: Structure designation in Map maker - 8/26/2010 3:12:20 PM   
junk2drive


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From: Arizona West Coast
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Note that the outhouse is single story only because the physics engine makes stuff go down hill...

(in reply to Thomm)
Post #: 9
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