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RE: Maps - 8/26/2010 3:37:24 PM   
Geordie


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I like that little smoke touch.  In fact its the fisrt thing I noticed when I looked at the pic, then I noticed the reflection of the bridge on the water.  Impressed I am Mad Russian.

Show me more please!

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Post #: 31
RE: Maps - 8/26/2010 5:03:09 PM   
rickier65

 

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quote:

ORIGINAL: Geordie

I like that little smoke touch.  In fact its the fisrt thing I noticed when I looked at the pic, then I noticed the reflection of the bridge on the water.  Impressed I am Mad Russian.

Show me more please!


I hate to disapoint, but I looked closer at the image and I think you're seeing the underwater bridge supports, not a reflection.

thanks
rick

(in reply to Geordie)
Post #: 32
RE: Maps - 8/26/2010 9:02:25 PM   
Mad Russian


Posts: 13256
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From: Texas
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Ah yes, autumn, what a wonderful time of year. All those colors.....

Well, PCO thought so too.

Good Hunting.

MR




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_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 33
RE: Maps - 8/26/2010 9:04:54 PM   
Mad Russian


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This isn't much of a village as they go. But it's got a church and it sits on a crossroads.

The leaves tell a tale of winter coming soon. A bitter it would be in 1944/45 as the Germans fall back.

The Soviets are happy to return all the grief that their own people suffered with interest.

Here is one of the first German villages to be visited by Soviet combat troops.

Good Hunting.

MR




Attachment (1)

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 34
RE: Maps - 8/26/2010 9:25:24 PM   
Mad Russian


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And some of the surrounding country side.

Good Hunting.

MR




Attachment (1)

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 35
RE: Maps - 8/26/2010 9:26:04 PM   
Mad Russian


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Gotta love those colors.

Good Hunting.

MR




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_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 36
RE: Maps - 8/26/2010 9:28:09 PM   
Mad Russian


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Now you see the grid.

Good Hunting.

MR




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_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 37
RE: Maps - 8/26/2010 9:28:46 PM   
Mad Russian


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Now you don't.

The way that PCO casts shadows the grid isn't as effective as it is in some other game titles. It still helps to determine how the terrain lays if you have a question.

Good Hunting.

MR




Attachment (1)

< Message edited by Mad Russian -- 8/26/2010 9:30:34 PM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 38
RE: Maps - 9/13/2010 8:39:32 PM   
gijas17


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These maps look great and alive. I would like to see some more winter textures if possible. I love playing in the snow.

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"Our strategy is to destroy the enemy from within, to conquer him through himself."

- Adolf Hitler


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Post #: 39
RE: Maps - 9/25/2010 2:37:44 AM   
RockinHarry


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Few questions. Is there a set amount of ground textures to use? Can these be modded? Hand painted in a paint program? What is the base mesh size in meters? Is there low LOD objects (simple billboards maybe) that one can use to thicken forest interiors? Is the static objects shadows rendered live, or a prerendered shadow map layer?

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Post #: 40
RE: Maps - 9/25/2010 2:49:35 AM   
junk2drive


Posts: 12907
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quote:

ORIGINAL: RockinHarry

Few questions. Is there a set amount of ground textures to use? Can these be modded? Hand painted in a paint program? What is the base mesh size in meters? Is there low LOD objects (simple billboards maybe) that one can use to thicken forest interiors? Is the static objects shadows rendered live, or a prerendered shadow map layer?


Howdy RH, good to see you interested.

1 pixel = 1 meter 1000m x 1000m map is 1000 pixels x 1000 pixels

Yes to LOD and Bil and forests, 3D trees outside, Bil inside.

You can make all the textures you want and pick them in the Map Maker program.

Other ? need someone else.

< Message edited by junk2drive -- 9/25/2010 2:51:06 AM >

(in reply to RockinHarry)
Post #: 41
RE: Maps - 9/25/2010 2:54:32 AM   
junk2drive


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From: Arizona West Coast
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Here is a shot of the MM Textures folder.





Attachment (1)

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Post #: 42
RE: Maps - 9/25/2010 3:19:39 AM   
RockinHarry


Posts: 2963
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From: Germany
Status: offline

quote:

ORIGINAL: junk2drive

quote:

ORIGINAL: RockinHarry

Few questions. Is there a set amount of ground textures to use? Can these be modded? Hand painted in a paint program? What is the base mesh size in meters? Is there low LOD objects (simple billboards maybe) that one can use to thicken forest interiors? Is the static objects shadows rendered live, or a prerendered shadow map layer?


Howdy RH, good to see you interested.

1 pixel = 1 meter 1000m x 1000m map is 1000 pixels x 1000 pixels

Yes to LOD and Bil and forests, 3D trees outside, Bil inside.

You can make all the textures you want and pick them in the Map Maker program.

Other ? need someone else.


Hey J2D ..yep, sooner or later any passionate CMx1 player is about to drop in here! Don´t wanna see heaps of sand or f.... laser guided missiles in my games.


Hm....so you have basically a dozen of ground textures to choose from. One from each category or complete freedom for mix & match? I.E using all available grass textures on the same map to add more variation? Can one merge all terrain layers to a single graphics file, export it, retouch it in a paint program and reimport? Is it possible to add a 1-2 meter wide creek on a map? Is the 1 meter resolution just for graphics, or also for terrain types (like 20m is in CMx1)?

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RockinHarry in the web:

https://www.facebook.com/harry.zann

(in reply to junk2drive)
Post #: 43
RE: Maps - 9/25/2010 3:36:31 AM   
Stridor


Posts: 5081
Joined: 9/8/2007
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quote:

ORIGINAL: RockinHarry


quote:

ORIGINAL: junk2drive

quote:

ORIGINAL: RockinHarry

Few questions. Is there a set amount of ground textures to use? Can these be modded? Hand painted in a paint program? What is the base mesh size in meters? Is there low LOD objects (simple billboards maybe) that one can use to thicken forest interiors? Is the static objects shadows rendered live, or a prerendered shadow map layer?


Howdy RH, good to see you interested.

1 pixel = 1 meter 1000m x 1000m map is 1000 pixels x 1000 pixels

Yes to LOD and Bil and forests, 3D trees outside, Bil inside.

You can make all the textures you want and pick them in the Map Maker program.

Other ? need someone else.


Hey J2D ..yep, sooner or later any passionate CMx1 player is about to drop in here! Don´t wanna see heaps of sand or f.... laser guided missiles in my games.


Hm....so you have basically a dozen of ground textures to choose from. One from each category or complete freedom for mix & match? I.E using all available grass textures on the same map to add more variation? Can one merge all terrain layers to a single graphics file, export it, retouch it in a paint program and reimport? Is it possible to add a 1-2 meter wide creek on a map? Is the 1 meter resolution just for graphics, or also for terrain types (like 20m is in CMx1)?


RH,

You can

1. Make your own textures (in a paint program)
2. Use map maker to modify existing textures (change tiling, rotation, blur, noise, saturation, alpha, etc, etc, etc)
3. Use map maker to merge different ground layer textures in lots of different ways

In other words you have UNLIMITED ground texture control.

S.

(in reply to RockinHarry)
Post #: 44
RE: Maps - 9/25/2010 3:45:26 AM   
Stridor


Posts: 5081
Joined: 9/8/2007
Status: offline

quote:

ORIGINAL: RockinHarry


quote:

ORIGINAL: junk2drive

quote:

ORIGINAL: RockinHarry

Few questions. Is there a set amount of ground textures to use? Can these be modded? Hand painted in a paint program? What is the base mesh size in meters? Is there low LOD objects (simple billboards maybe) that one can use to thicken forest interiors? Is the static objects shadows rendered live, or a prerendered shadow map layer?


Howdy RH, good to see you interested.

1 pixel = 1 meter 1000m x 1000m map is 1000 pixels x 1000 pixels

Yes to LOD and Bil and forests, 3D trees outside, Bil inside.

You can make all the textures you want and pick them in the Map Maker program.

Other ? need someone else.


Hey J2D ..yep, sooner or later any passionate CMx1 player is about to drop in here! Don´t wanna see heaps of sand or f.... laser guided missiles in my games.


Hm....so you have basically a dozen of ground textures to choose from. One from each category or complete freedom for mix & match? I.E using all available grass textures on the same map to add more variation? Can one merge all terrain layers to a single graphics file, export it, retouch it in a paint program and reimport? Is it possible to add a 1-2 meter wide creek on a map? Is the 1 meter resolution just for graphics, or also for terrain types (like 20m is in CMx1)?


RH,

The default ground mesh res is 15m. There is a high res option available to MM to make this 7.5m if desired.

Terrain areas are modelled to the single meter.

The game engine supports any ground res you choose, so yes you could add a 1m creek, however you would have to use an external mesh editor like max or fragMotion, Map maker doesn't support higher mesh reses than 7.5m at the moment. Although I could throw a switch and make it 3.75m I guess. Would tax most computers. The map maker is really designed as an easy to use (ie anyone can use it) map making tool which allows you to make maps without having to worry about 3D mesh arcana.

If you really want to get into the details with a fully featured 3D editor, then your ground mesh can be as detailed as you like.

What some of the modders have been doing is to use MM to make the base ground undulations and then fragMotion to design a detailed piece of terrain which then sits on base mesh (trenches for example). You don't need to have 1m mesh res over large flat areas for example.

S.


(in reply to RockinHarry)
Post #: 45
RE: Maps - 9/25/2010 6:06:27 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: RockinHarry

Hey J2D ..yep, sooner or later any passionate CMx1 player is about to drop in here! Don´t wanna see heaps of sand or f.... laser guided missiles in my games.



Yup, more and more of the old CM crowd is taking a look at the update. But still, like J2D said it's good to see you guys drop in.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to RockinHarry)
Post #: 46
RE: Maps - 9/26/2010 11:14:10 PM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
That looks like a nice toybox. I was tinkering with the Men of War, BF 1942 and Red Orchestra (UDK) editors in the past and things appear to look quite familiar. Guess it´s too late for joining the Beta test team.

What actually is the max unit count in PCO? 2x2km maps are battalion force scale. At least it now makes sense to have tanks in this game, as most standard engagement ranges are usually above 1000m (pre 1942 time period excluded maybe).

How does the PCO AI compare to CMx1?

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https://www.facebook.com/harry.zann

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Post #: 47
RE: Maps - 9/26/2010 11:20:11 PM   
junk2drive


Posts: 12907
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From: Arizona West Coast
Status: offline
Of course I am going to say it is better. 

I have seen it flank me to my surprise.

Recently I had a tank buttoned up and watched a squad either rush or charge up to the side and start close assault on it. The tank couldn't see it and before long a few other squads came in finished it off.

(in reply to RockinHarry)
Post #: 48
RE: Maps - 9/27/2010 3:03:19 AM   
Mobius


Posts: 10339
Joined: 6/30/2006
From: California
Status: offline
quote:

ORIGINAL: RockinHarry
What actually is the max unit count in PCO?

I don't think is has an defined maximum count. The biggest battle I seen, Prokhorovka, has 144 units 88 of which are tanks on one side vs 81 units 30 of which are armor. This is about a big a battle as you can control.

(in reply to RockinHarry)
Post #: 49
RE: Maps - 9/27/2010 3:17:55 AM   
junk2drive


Posts: 12907
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From: Arizona West Coast
Status: offline
That would bring your system to its knees.

(in reply to Mobius)
Post #: 50
RE: Maps - 9/27/2010 7:35:22 AM   
Mad Russian


Posts: 13256
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From: Texas
Status: offline
Some systems would simply stop working all together with that monster.

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to junk2drive)
Post #: 51
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