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RE: Screenshot of the day... - 1/4/2011 1:39:32 AM   
junk2drive


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Russian setup zone with HUD removed.

You can overlap zones to make shapes.






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RE: Screenshot of the day... - 1/6/2011 8:14:17 PM   
spellir74


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Adding to the helmet is easy enough. It was not cost effective polygon wise, once upon a time.

The bigger prob with the helmet IMO is the inside not being there.

At any rate I made a high res helmet(more than one version --the second was even higher res). That higher res one can be swapped to any figure in the game (using a 3d editor). That good helmet hangs on the sides of certain ger vehicles IIRC.

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Post #: 332
RE: Screenshot of the day... - 1/7/2011 1:50:50 AM   
Lieste

 

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It wasn't so much how many polygons there are, as how they are used - the point, in opposition to the horizon is more obvious than a flat plane with the same/fewer polygons would be (IMO). I feel the same about the tendency to use mirrored modelling in high(ish) poly models for flight-sims - the top line should be flattened somewhat to eliminate the most obvious 'tell' on the top centre-line of canopies, panels and engine decks. I also prefer flat topped circles/cylinders, for gauges and barrels etc. where feasible where polygons are limited (ie a rotation of 1/2 side from the typical).

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Post #: 333
RE: Screenshot of the day... - 1/7/2011 4:49:55 PM   
JMass


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I did some works to improve the Pz IIIs and I added the grass (that I modified in a few minutes) on a map to take these screenshots.

A Pzkpfw IIIJ on the move:




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Post #: 334
RE: Screenshot of the day... - 1/7/2011 5:01:11 PM   
JMass


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Sound of soviet engines and tracks, the platoon moves forward.




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< Message edited by JMass -- 1/7/2011 6:00:25 PM >


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Post #: 335
RE: Screenshot of the day... - 1/7/2011 5:04:43 PM   
JMass


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A 50mm shell hits the front hull of a T34, no damage because the distance is too big.




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Post #: 336
RE: Screenshot of the day... - 1/7/2011 5:11:07 PM   
JMass


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And now no more grass but some Pz IIIs, here versions J and J/1.




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Post #: 337
RE: Screenshot of the day... - 1/7/2011 5:11:56 PM   
JMass


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The same.




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Post #: 338
RE: Screenshot of the day... - 1/7/2011 5:14:18 PM   
JMass


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Snow falls on a Pz IIIJ.




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Post #: 339
RE: Screenshot of the day... - 1/7/2011 5:17:46 PM   
JMass


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Pzkpfw IIIL waiting for the beginning of Wintergewitter.




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< Message edited by JMass -- 1/7/2011 6:01:42 PM >


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Post #: 340
RE: Screenshot of the day... - 1/7/2011 6:01:35 PM   
Enigma6584

 

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That looks wonderful!  That grass really makes a difference in immersion if I may say so.

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RE: Screenshot of the day... - 1/7/2011 8:04:49 PM   
WilliePete

 

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quote:

ORIGINAL: RedCharlie65

That looks wonderful!  That grass really makes a difference in immersion if I may say so.



I agree! Is grass a permanent feature in the game?

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Post #: 342
RE: Screenshot of the day... - 1/7/2011 9:03:39 PM   
rickier65

 

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quote:

ORIGINAL: WilliePete


quote:

ORIGINAL: RedCharlie65

That looks wonderful!  That grass really makes a difference in immersion if I may say so.



I agree! Is grass a permanent feature in the game?


Yep! Stridor just added this feature this morning and as you can see, some folks jumped on it right away. It's added to each map by the map designer when he makes a map.

Thanks
rick

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Post #: 343
RE: Screenshot of the day... - 1/7/2011 9:34:40 PM   
lancer

 

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G'day,

Full marks for the grass. It elbows the graphics up into a higher plane. Really good.

Is this something you can easily add yourself via the editor?

Cheers,
Lancer

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Post #: 344
RE: Screenshot of the day... - 1/8/2011 9:36:42 PM   
heinrich55

 

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Excellent. I agree with the others. That grass looked very sharp. Nice addition.

Heinrich55

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RE: Screenshot of the day... - 1/8/2011 9:43:34 PM   
junk2drive


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I finally got to see it today. If you like using the Commander view it is pretty cool to give your tank a move order and view the grass and flowers as you move along.

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Post #: 346
RE: Screenshot of the day... - 1/9/2011 5:46:52 AM   
Enigma6584

 

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quote:

ORIGINAL: junk2drive

I finally got to see it today. If you like using the Commander view it is pretty cool to give your tank a move order and view the grass and flowers as you move along.


There is a "commander view" in the game? I didn't know that. That is one cool feature.

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RE: Screenshot of the day... - 1/9/2011 8:52:28 AM   
Stridor


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Uhmm Schultz, how fast can you reload?




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RE: Screenshot of the day... - 1/9/2011 7:15:09 PM   
WilliePete

 

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badazz shot!

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Post #: 349
RE: Screenshot of the day... - 1/9/2011 7:33:24 PM   
junk2drive


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This is what is taking so long. Now. Before it was other stuff.

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RE: Screenshot of the day... - 1/9/2011 8:48:42 PM   
benpark

 

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I'm on the last stages of refining the way the grass and underbrush looks. Home stretch.




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RE: Screenshot of the day... - 1/10/2011 12:48:19 AM   
Stridor


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Like how the lead 34 knocked down the tree

S.

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RE: Screenshot of the day... - 1/10/2011 12:52:01 AM   
Richie61


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This update is looking SWEET

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RE: Screenshot of the day... - 1/10/2011 1:51:01 AM   
heinrich55

 

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The screenshots look excellent. I am very pleased with the progress. This is well worth waiting for.

Heinrich55

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Post #: 354
RE: Screenshot of the day... - 1/12/2011 4:18:48 PM   
JMass


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Just finished to improve the Pzkpfw III Ausf G, the first thing you can see is the old suspension system (narrow tracks, different drive sprocket and idler) and the lack of the additional armor on the front hull. I am testing the decal system so the SS could be not so nice that those above.




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My boardgames collection: http://www.boardgamegeek.com/collection/user/JMass?own=1&subtype=boardgame&ff=1

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Post #: 355
RE: Screenshot of the day... - 1/12/2011 5:19:41 PM   
Mad Russian


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Here's a rare shot of the just how close you can get in PCO.

Brothers in Arms!

Or a fight to the Death!

Here one of my squads is trying to take a building that one of Von Staudt's HMG's is defending. At the moment we are negotiating tenants rights.

Good Hunting.

MR




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< Message edited by Mad Russian -- 1/12/2011 5:23:17 PM >


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RE: Screenshot of the day... - 1/12/2011 9:05:33 PM   
Enigma6584

 

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This is looking better and better.  You guys are doing great.  I am getting my cash out now...whenever you are ready.

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Post #: 357
RE: Screenshot of the day... - 1/12/2011 10:33:37 PM   
Ratzki

 

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Hey MR, how long would you figure it takes to turn out a decent 2kmx2km map from scratch? I have watched the 2 part videos but am wondering what you think that you spend in time on a typical map of this size.
By the way, everything is looking splendid.

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Post #: 358
RE: Screenshot of the day... - 1/13/2011 5:06:58 AM   
Mad Russian


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quote:

ORIGINAL: Ratzki

Hey MR, how long would you figure it takes to turn out a decent 2kmx2km map from scratch? I have watched the 2 part videos but am wondering what you think that you spend in time on a typical map of this size.
By the way, everything is looking splendid.


It takes longer to locate the location you want to put in your map in the Google Earth locator window in Map Maker. Once you find the ground you want on your map it takes less than 10 minutes total to import both the height and terrain maps into MM and combine them into your map.

Now, having said that, you can spend DAYS fixing your map up with all the little bells and whistles....not that I know anybody that's done that....

One interesting thing, that most of us have tried at one time or another, is to make your own neighborhood.

From start to finish on a 2km map with normal amounts of terrain but not many buildings, they take the most time, I probably put a 2km map together and be mostly finished with it in 20 hours or less. Two lane roads cost me alot of time because I hand make the wheel tracks and the inner space.

Buildings will be time consuming for newer builders. There are certain rules that you have to pay attention to when putting buildings on the map. Single trees as well. There are certain settings that you make sure are in place. After you redo a map with about 200 trees on it you learn. Or have a tank drive through one of your buildings. Which wouldn't have been so bad but it was my opponents tank that drove through one of MY buildings.

By your 3rd map you will be making medium detailed 2k maps without lots of roads or buildings in 20 hours or less. Of course you can make these maps as detailed as you like and then the time just seems to fly by.



Good Hunting.

MR

< Message edited by Mad Russian -- 1/13/2011 6:49:05 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.

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Post #: 359
RE: Screenshot of the day... - 1/13/2011 5:32:56 AM   
Mobius


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Trees and houses are pretty quick. Lining up RR tracks and power lines is a bit of work, especially on those large 2km maps.

As MR said finding the exact right spot can also take some time. I've had to redo several maps as the area I was doing turned out the be the wrong spot the more I researched the scenario. There are 3 Kolomak maps because I hit the wrong spot the first two times and they were pretty nice looking maps. They all can be used for random battles as they represent the general area west of Kharkov.

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